Tristonwilson12

[1.2.x] [1.4 in Development] Real KSC in KSP Dev Continued

Modern or Historical pads?  

57 members have voted

  1. 1. Modern/Future or Historical pads first

    • Modern/Future
      35
    • Historical
      22


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Before I start back on this thing I need everyone's opinion, Modern pads or historical pads? want to make one or the other for now, then make the other later.

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personally, because I have found someone already working on a bunch of working historical pads, I would suggest modern ones

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I have already started on a up to date SpaceX LC40 strongback using custom models and parts from @sciencepanda that im using for my own game, if he wants I can give it to him when its done

 

6S43kpI.png

 

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looking good!

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On 11/13/2017 at 1:49 AM, lextacy said:

Its been a long ass while , but I have started playing Kerbal again as its winter now. I noticed that this mod has not been updated for a while so it is still locked at KSP 1.2.2. Im using 1.2.2 as its the only working RO/RSS solution we can have. I have taken the liberty to fix your Statics as most of them have serious errors. 

Problem : When saving new assets , upon game reload the KSC Terrain mesh takes place for what you originally saved. So if I make a launch complex LC5 and save the Static.....reload the game....the Complex will turn into the huge Terrain filler. 

Investigation : The reason for this is that most your static files have "name = Spawnmarker" .  When this happens the game will find the earliest instance of name = Spawnmarker and find what mesh was used in A-Z order. The KCS Terrian Filler is the first on the list to make the parse pass. Thus the game loads that mesh instead of the LC5 mesh.

Solution :  I went and fixed all the name = errors and the game saves assets like a champ! Is there a way to post this fix to you in a fast efficient way? 

So to make a short story short your Statics all share a common name, but should have had a unique name. LoL might have been a case of the Find and Replace Mondays :P

Anyway you can drop that config on dropbox? I have no idea what to change but I have seen the "spawnmarker" names in most of the .cfg files but only a handful of use-able launchpads (haven't gone in and ticked the missile rows, etc. as possible launchpads) and everything is incredibly spread out for me (using RSS so at least most things are level with the terrain, aside from the actual KSC terrain mesh lol)

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On 5/15/2018 at 5:49 AM, Tristonwilson12 said:

LC39A.png

I love it! Will it be controllable?

My dream is this: Rocket is spawned on the crawlerway in front of the HIF, attached to its transporter/erector. Crawls to the launchpad, is erected there. Tilts back before/during launch like in real life. And I want water spilling over the launchpad :D

 

I'm not sure I want to install this whole mod, since I don't want RO/RSS at the moment. If it's going to be controllable, I think this needs to be a separate mod, with a combination of parts (strongback) and KK structures (maybe new crawlerway etc.).

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Posted (edited)

Good day people.

I am using 1.2.2 with RO/RSS and mods.

Tried doing the KK (with no mods) start the first post says but cant seem to get this working.

Anyone have some clearer install instructions you can point me too?

Would love to have a more realistic Cape KSC

Edited by MR_STYLZ

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