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Kerbin City for 1.0.5


Nazari1382

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After seeing some interest in Kerbin City on the forum, I looked into it, and because of the recent update to KerbalKonstructs the city is working fine in my install. Here is a step by step guide to get the old Kerbin City mod working in KSP 1.0.5. Note: I am using the 64-bit unity exe file.

Step 1: Install the most up to date Kerbal Konstructs: 

http://spacedock.info/mod/124/Kerbal Konstructs

Step 2: Download either of the Build 2 Kerbin City packages in the OP and install the KerbinCity folder to your GameData folder: 

http://forum.kerbalspaceprogram.com/index.php?/topic/43962-kerbin-city-build-2-now-out/

Step 3: patch KerbinCity with this download: 

https://www.dropbox.com/s/3sw4syjsvdh1z6s/KerbinCIty_1.0.5_cfg_patch.zip?dl=0

 

 

v0z2MRp.jpg

 

Edited by Nazari1382
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Oh, thanks you a lot. Can mbm's in Kerbin City be converted to dds? 
Another question, I can't get Kerbal Konstructs to work, should they be patched in a similar way?
 

Edited by sashan
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7 hours ago, sashan said:

Oh, thanks you a lot. Can mbm's in Kerbin City be converted to dds? 
Another question, I can't get Kerbal Konstructs to work, should they be patched in a similar way?
 

You should be able to use the KSP DDS converter program the same way it is used on the stock part assets. When you say you can't get Kerbal Konstructs to work, do you mean you used the menu command (ctrl-K) and the menu didn't come up? Do you mean a specific location like Kerbin City doesn't show up in game? Did you follow step 1 and get only the newest interim release of Kerbal Konstructs?

 

edit: you may want to patch it with this download

to use other KK content packs, but for the purpose of Kerbin CIty, it should not be needed.

Edited by Nazari1382
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Can you be more specific? Where did you notice colliders  being wrong? I tested them in multiple places with a kerbal literally climbing over ledges. Can you copy and paste the config files from your KerbinCity folder here?

Edited by Nazari1382
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Uhm, sorry,completely forgot to add, I've placed some buildings myself. All the buildings with models from ksc++ are perfectly fine, and the ones from kerbin city have colliders that are wrong all over the model. I mean the city itself, not the airport - they are two separate models, and the city has wrong colliders with my tank "floating" a few meters above the surface all around it. It's very similar to what I've experienced before downloading fixed KK.
I'll test it with original KerbinCity tho. 

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On 11.01.2016 at 1:37 AM, Nazari1382 said:

'm well aware there are two models and I tested both. I can't provide any support unless you post the config files in your KerbinCity folder.

Here it is:

// Generated by Kerbal Konstructs

STATIC
{
	mesh = model.mu
	module = Part
	static = true
	scale = 1
	rescaleFactor = 1.25
	subcategory = 0
	attachRules = 1,1,1,1,0
	mass = 1
	dragModelType = default
	maximum_drag = 1
	minimum_drag = 1
	angularDrag = 1
	crashTolerance = 1
	maxTemp = 1
	breakingForce = 1
	breakingTorque = 
	concaveColliders = all
	author = Nothke
	title = KC_Eastern
	category = none
	cost = 0
	manufacturer = Kerbin City Community Project
	description = Do not expose to sunlight, water, air, or space.
	DefaultLaunchSiteLength = 0
	DefaultLaunchSiteWidth = 0
	name = KC_Eastern
	concaveColliders = all
	DefaultFacilityType = None
	DefaultStaffMax = 0
	DefaultProductionRateMax = 0
	DefaultScienceOMax = 0
	DefaultFundsOMax = 0
	DefaultLaunchPadTransform = 
	Instances
	{
		CelestialBody = Kerbin
		RadialPosition = 67700.73,-60639.62,-594070.3
		Orientation = 0,1,0
		RadiusOffset = 10
		RotationAngle = 128.2143
		RefLatitude = -5.791045
		RefLongitude = 276.5014
		VisibilityRange = 100000
		Group = KerbinCity
		LaunchSiteName = KC Eastern
		LaunchPadTransform = KC Eastern_spawn
		LaunchSiteDescription = No description available.
		LaunchSiteType = ANY
		Category = Other
		LaunchSiteLength = 0
		LaunchSiteWidth = 0
		OpenCost = 0
		CloseValue = 0
		OpenCloseState = Open
		FacilityType = None
		TrackingShort = 0
		TrackingAngle = 0
		StaffMax = 25
		ProductionRateMax = 0
		ScienceOMax = 0
		FundsOMax = 0
		LaunchRefund = 0
		RecoveryFactor = 50
		RecoveryRange = 100000
	}
	Instances
	{
		RadiusOffset = 12
		CelestialBody = Kerbin
		Group = Kersack
		RadialPosition = -98787.9,-496397.9,315366.5
		RotationAngle = 279
		Orientation = 0,1,0
		VisibilityRange = 100000
		LaunchPadTransform = 
		CustomInstance = True
		FacilityType = None
		RefLatitude = -56.3462958641053
		RefLongitude = 107.393057835916
		LaunchSiteDescription = No description available.
		Category = Other
	}
	Instances
	{
		RadiusOffset = 11
		CelestialBody = Kerbin
		Group = Ungrouped
		RadialPosition = -86967.91,-512947.9,318576.5
		RotationAngle = 210
		Orientation = 0,1,0
		VisibilityRange = 25000
		LaunchPadTransform = 
		CustomInstance = True
		FacilityType = None
		RefLatitude = -57.2267171889754
		RefLongitude = 105.269079218763
		LaunchSiteDescription = No description available.
		Category = Other
	}
}

 

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  • 1 month later...

It's back! ^_^ :cool:

screenshot55_1.png

 

The city is neat to fly in and out of, but the airport is awesome, just like it was in the old days of 0.25. Nice and long, wide enough for the really big planes, and with the lane markers in the entrances and exits, it's a real airport.

Edited by GDJ
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  • 2 months later...
  • 3 months later...

Hi all , once again I've been asked to take a look a reviving this, " too late" i said "already done". Now the thing with this is it's not like any other mod I've dealt with, as a community project many many different people, some active, some long time gone, contributed to the mod as a whole, if you  look into it what license it does have seems to indicate that it's ARR to each particular creator involved. This being the case how would this be managed? how could i plug in the life support without trying to contact and failing in too many cases to contact each contributor? Not getting the permission of just one, would according to the rules prevent the re animation from happening.  So I cant find anything in the forum or mod rules that deal with community projects, So could I just waive any rights I may be presupposed to have and just go with that original ARR to each contributor??? I don't want anything from it , it's just so pretty to have around, pity there are no original asset blocks around as I'd love to add some things without needing to jump through the against the rules exporting deriving and reimporting hoops.

So there we go if anyone can answer the above questions, favorably and with some authority,  we can have it back, if not enjoy the pics of what anybody willing to do the small changes can have but not share .

 

NSwARvw.png

geMVmEW.png

pRB0E2j.png

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  • 3 weeks later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

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