Drew Kerman Posted August 2, 2017 Share Posted August 2, 2017 (edited) under latest release of KK w/ KSP V1.2.2 I chucked an object thrower at the Tier 1 Tracking Station dish to destroy it, and I replaced it with a scaled-down anomaly dish. Then I created a second dish in the location of one of the Tier 2 dishes. However for some reason even tho when I did it they showed up fine when I restarted the game only one appears. If I use this config: STATIC { pointername = SQUAD_CommNetDish Instances { CelestialBody = Kerbin RadialPosition = 159228.672,-1239.5824,-578484.813 Orientation = 0,1,0 RadiusOffset = 67.6955109 RotationAngle = 171.100006 isScanable = False ModelScale = 0.100000001 RefLatitude = -0.11837147899614482 RefLongitude = -74.610365675967898 VisibilityRange = 25000 Group = KSCUpgrades GroupCenter = false useRadiusOffset = True } } Then the Tier 1 tracking dish shows up. If I use this config: STATIC { pointername = SQUAD_CommNetDish Instances { CelestialBody = Kerbin RadialPosition = 159228.672,-1239.5824,-578484.813 Orientation = 0,1,0 RadiusOffset = 67.6955109 RotationAngle = 171.100006 isScanable = False ModelScale = 0.100000001 RefLatitude = -0.11837147899614482 RefLongitude = -74.610365675967898 VisibilityRange = 25000 Group = KSCUpgrades GroupCenter = false useRadiusOffset = True } Instances { CelestialBody = Kerbin RadialPosition = 159381.281,-1333.27795,-578442.563 Orientation = 0,1,0 RadiusOffset = 67.6955032 isScanable = False ModelScale = 0.100000001 RefLatitude = -0.12731876827293875 RefLongitude = -74.595247929701785 VisibilityRange = 25000 Group = KSCUpgrades GroupCenter = true useRadiusOffset = True } } Then only the second dish shows up (the one in the Tier 2 location). When I look in the KK menu it even says SQUAD_CommNetDish(1) but there is no entry for SQUAD_CommNetDish(0) I took this config out of the NewInstances folder and put it in one of my own within GameData Log file Edited August 2, 2017 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 4, 2017 Author Share Posted August 4, 2017 On 2.8.2017 at 11:58 AM, Drew Kerman said: under latest release of KK w/ KSP V1.2.2 I chucked an object thrower at the Tier 1 Tracking Station dish to destroy it, and I replaced it with a scaled-down anomaly dish. Then I created a second dish in the location of one of the Tier 2 dishes. However for some reason even tho when I did it they showed up fine when I restarted the game only one appears. If I use this config: I took this config out of the NewInstances folder and put it in one of my own within GameData OK The truth is I'm surprised, that the dished showed up anyway :-) I think I fixed the CommNet dishes and some other anomalies. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 4, 2017 Share Posted August 4, 2017 @Ger_space Loving the new anomalies you added! I found one the other day and it's been fun finding something other than deep space network dishes and monoliths. I also landed at Arakebo yesterday, that dish is enormous! Thanks for keeping Kerbal Konstructs going. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 5, 2017 Author Share Posted August 5, 2017 Hi, I made a quick prerelease for those who are brave enought to test this: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.1.9.4 Changes since the last beta: A new addon for supporting NavUtils: All runways can now be flaged to generate the proper config, so they show up in navutils. Thanks to @whale_2 for writing this. Bugfix: Squad anomalies (like CommNet dishes) should now show up more than once, after KSP got restarted. BugFix: placed Squad KSC models create less errors are KSP restarted I rewrote the persistence handling once again. All launchsites are now closed again, but should stay open for all players. please test this, as I couldn't reproduce the errors. some stuff I'm working on but what is totally untested. (shader and texture replacement for staticmodels) Bugreports are welcome. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted August 8, 2017 Share Posted August 8, 2017 If I only wanted to use the bare minimum, i.e. the island runway and the old space center, what would I have to install/delete/edit and would it work out of the box with a resized Kerbin? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 8, 2017 Author Share Posted August 8, 2017 1 minute ago, KerbMav said: If I only wanted to use the bare minimum, i.e. the island runway and the old space center, what would I have to install/delete/edit and would it work out of the box with a resized Kerbin? you cannot launch from the other places without using a spawn marker to setup the launchsite. Placing the objects un a resized planed will work, but resizing the planet after placement is a no-go. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 9, 2017 Share Posted August 9, 2017 On 8/5/2017 at 4:36 PM, Ger_space said: Bugfix: Squad anomalies (like CommNet dishes) should now show up more than once, after KSP got restarted. works great thx! Will let you know if anything explodes while going about my business... Quote Link to comment Share on other sites More sharing options...
Clam Posted August 15, 2017 Share Posted August 15, 2017 Hey guys, I'm having problems saving anything I do in KK so that it will still be there when I reload the game. I'm running KSP 1.2.2 with RSS, RO, and RP-0 and I was hoping to use KK to get some runways that won't kill my planes 90% of the time. After trying many times, I finally got it to save one runway (one out of three that I had made on that attempt). After previous attempts there weren't any config files in the KerbalKonstructs/NewInstances folder, but this time there was one! And when I reloaded the game, it was still there. However, for some reason, it didn't save it as a launch site (even though I did click on 'make launchsite' and then click save...) I checked the log, and as far as I can tell, this seems to be the relevant bit that comes up everytime I try to save something in KK: Spoiler KK: Creating LaunchSite (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KK: Saving File: KerbalKonstructs/NewInstances/kkrunway1-instances.cfg (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.Dictionary`2[System.String,System.Reflection.FieldInfo]].get_Item (System.String key) [0x00000] in <filename unknown>:0 at KerbalKonstructs.Modules.KKFacility.WriteConfig (.ConfigNode cfgNode) [0x00000] in <filename unknown>:0 at KerbalKonstructs.Core.ConfigParser.WriteInstanceConfig (KerbalKonstructs.Core.StaticInstance instance, .ConfigNode cfgNode) [0x00000] in <filename unknown>:0 at KerbalKonstructs.KerbalKonstructs.SaveInstanceByCfg (System.String pathname) [0x00000] in <filename unknown>:0 at KerbalKonstructs.UI.LaunchSiteEditor.drawLaunchSiteEditorWindow (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) I have read through most of the posts in this thread, and I'm pretty sure that this hasn't been reported yet. So I may just be missing something really obvious. But in any case, any help would be much appreciated! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 16, 2017 Author Share Posted August 16, 2017 13 hours ago, Clam said: Hey guys, I'm having problems saving anything I do in KK so that it will still be there when I reload the game. I'm running KSP 1.2.2 with RSS, RO, and RP-0 and I was hoping to use KK to get some runways that won't kill my planes 90% of the time. After trying many times, I finally got it to save one runway (one out of three that I had made on that attempt). After previous attempts there weren't any config files in the KerbalKonstructs/NewInstances folder, but this time there was one! And when I reloaded the game, it was still there. However, for some reason, it didn't save it as a launch site (even though I did click on 'make launchsite' and then click save...) I checked the log, and as far as I can tell, this seems to be the relevant bit that comes up everytime I try to save something in KK: Reveal hidden contents KK: Creating LaunchSite (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KK: Saving File: KerbalKonstructs/NewInstances/kkrunway1-instances.cfg (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.Dictionary`2[System.String,System.Reflection.FieldInfo]].get_Item (System.String key) [0x00000] in <filename unknown>:0 at KerbalKonstructs.Modules.KKFacility.WriteConfig (.ConfigNode cfgNode) [0x00000] in <filename unknown>:0 at KerbalKonstructs.Core.ConfigParser.WriteInstanceConfig (KerbalKonstructs.Core.StaticInstance instance, .ConfigNode cfgNode) [0x00000] in <filename unknown>:0 at KerbalKonstructs.KerbalKonstructs.SaveInstanceByCfg (System.String pathname) [0x00000] in <filename unknown>:0 at KerbalKonstructs.UI.LaunchSiteEditor.drawLaunchSiteEditorWindow (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) I have read through most of the posts in this thread, and I'm pretty sure that this hasn't been reported yet. So I may just be missing something really obvious. But in any case, any help would be much appreciated! You can edit the.cfg by hand and add the LaunchSite definition by manually. The error is bad and I have no idea why you get this. Looks like something is missing in the LaunchSite definition... Like the name or something like that. Quote Link to comment Share on other sites More sharing options...
Clam Posted August 16, 2017 Share Posted August 16, 2017 Thanks for your reply, @Ger_space. I uninstalled KK, deleted all the relevant folders, and then reinstalled it and now everything is working. This time, I also installed the Real KSC mod, just because I had seen that combo was working for somebody else (also, it does add some nice eye-candy around the Cape Canaveral area). I doubt that was what solved the problem, but if anybody else is having this problem and can't figure out a solution, they may want to give that a try. Since I'm new to this forum, let me just also use this opportunity to thank you and all the other awesome people who are making and maintaining these mods. It is incredible what this game has become thanks to all of you. So please keep up the good work. You're all heroes in my book. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 17, 2017 Share Posted August 17, 2017 @Ger_space Kerbal Konstructs isn't allowing commnet to have multiple ground stations, in the previous version of KK I had installed I could enable it but not now, any suggestions? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 17, 2017 Author Share Posted August 17, 2017 2 hours ago, The-Doctor said: @Ger_space Kerbal Konstructs isn't allowing commnet to have multiple ground stations, in the previous version of KK I had installed I could enable it but not now, any suggestions? C Uf you want to use the stock ground stations, then disable the CommNet support in the Kerbal konstructs settings. Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 17, 2017 Share Posted August 17, 2017 I've just tried to install GPP, and wanted to try out KSC++ which is included with it, so I've downloaded and installed KK 1.1.9.4, but after installing KK, the main menu of KSP no longer responds to mouse clicks. So I can't click on 'new game' 'load game' etc. I've tried clearing the input locks but that didn't help. Log: https://www.dropbox.com/s/ww54nx96n2v3zig/KSP_KKmenubug.zip?dl=0 And I just tried it with 1.1.0.0, and it still happens... Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted August 17, 2017 Share Posted August 17, 2017 (edited) Love this mod and kerbin-side, and I can't imagine ever playing again without them now. Thank you so much for the time and skill you have put into this. I have a question about recovery costs however. For example lets take the base KKVLA which has a Recoveryfactor of 70 (70%), plus tracking station boost to 90% and a test vehicle worth 23,541. In testing I found that landing at this base results in a refund of 69.5% because of distance from KSC (16,363) which is then reduced to 90% by KKVLA + boost (Total refund 62.6% = 14,727). Is this correct behavior? If so it doesn't make sense to me that it should work this way. It means if I landed outside of KKVLA's RecoverRange I would actually get a larger refund, 69.5% = 16,363. It actually cost me funds to locate and land at a base rather than just land somewhere in the wilderness. Have I missed a setting somewhere? Edited August 17, 2017 by Coyote21 Quote Link to comment Share on other sites More sharing options...
Iskierka Posted August 17, 2017 Share Posted August 17, 2017 8 hours ago, Ger_space said: Uf you want to use the stock ground stations, then disable the CommNet support in the Kerbal konstructs settings. Frankly, how? I've been searching for at least half an hour and there is no KK settings menu to be found. The .cfg in the folder does not have any obvious option for commnet support either. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted August 17, 2017 Share Posted August 17, 2017 9 hours ago, Ger_space said: C Uf you want to use the stock ground stations, then disable the CommNet support in the Kerbal konstructs settings. where are the settings? Quote Link to comment Share on other sites More sharing options...
Omega482 Posted August 17, 2017 Share Posted August 17, 2017 2 hours ago, Iskierka said: Frankly, how? I've been searching for at least half an hour and there is no KK settings menu to be found. The .cfg in the folder does not have any obvious option for commnet support either. 1 hour ago, The-Doctor said: where are the settings? Click the KK button while in KSC building view. You should get a box that says "Only used @KSC to access Mod settings". Then click the mod settings button. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 17, 2017 Author Share Posted August 17, 2017 8 hours ago, Rodger said: I've just tried to install GPP, and wanted to try out KSC++ which is included with it, so I've downloaded and installed KK 1.1.9.4, but after installing KK, the main menu of KSP no longer responds to mouse clicks. So I can't click on 'new game' 'load game' etc. I've tried clearing the input locks but that didn't help. Log: https://www.dropbox.com/s/ww54nx96n2v3zig/KSP_KKmenubug.zip?dl=0 And I just tried it with 1.1.0.0, and it still happens... Sorry, but it looks like you hand an plugin called LoadingScreenManager which throws some errors, because it doesn't find its configs. perhaps there is the problem. Kerbal Konstructs 1.1.0 doesn't have any logic that was able to disable the loading buttons (this changed with the latest beta as I produced a bug like that during the development), but the log is clear. (except some complaining about the default configs not finding kerbin, but this es expected, as you use GPP. Quote Link to comment Share on other sites More sharing options...
Tykodo Posted August 17, 2017 Share Posted August 17, 2017 Is there a link to 1.3 version? < might be a stupid question but ehh. Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 17, 2017 Share Posted August 17, 2017 It's in the OP. Quote Link to comment Share on other sites More sharing options...
Galileo Posted August 18, 2017 Share Posted August 18, 2017 13 hours ago, Rodger said: I've just tried to install GPP, and wanted to try out KSC++ which is included with it, so I've downloaded and installed KK 1.1.9.4, but after installing KK, the main menu of KSP no longer responds to mouse clicks. So I can't click on 'new game' 'load game' etc. I've tried clearing the input locks but that didn't help. Log: https://www.dropbox.com/s/ww54nx96n2v3zig/KSP_KKmenubug.zip?dl=0 And I just tried it with 1.1.0.0, and it still happens... I think you have the loading screen manager installed incorrectly. KK and LSM work fine no matter what version I use Quote Link to comment Share on other sites More sharing options...
Rodger Posted August 18, 2017 Share Posted August 18, 2017 It still doesn't work without loading screen manager, and KK 1.1.0.0. I'm on a Mac, which is the only thing I can think of which might be different from most other people... I've never tried KK before, so maybe it's a long standing issue on macs which hasn't been noticed before? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted August 18, 2017 Share Posted August 18, 2017 @Ger_space, is there a way to export all Statics currently loaded to a new instance (new config)? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted August 18, 2017 Author Share Posted August 18, 2017 1 hour ago, Poodmund said: @Ger_space, is there a way to export all Statics currently loaded to a new instance (new config)? I think there was once such a feature, but it I broke it so I removed it. So you have to manually copy all cfg files by hand (newly placed configs are in the NewInstances Folder), if you edited already placed models, you have to copy them by hand. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted August 18, 2017 Share Posted August 18, 2017 Oh lord, I'm sorry I asked now. Haha, no worries, man. Quote Link to comment Share on other sites More sharing options...
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