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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019


Ger_space

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10 minutes ago, EasyAce said:

All groundstations are gone? You know... I have no ComNetwork other than from KSC.
I am sure I have made the right choices in options.

 They are all closed when you are in a career game and need to be opened from the tracking station map.

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@Ger_space many thanks for the much improved 1.0 version. It plays great even on my laptop. 

One request, is it possible to add more stock statics? I'm especially interested in the destroyed versions of KSC buildings if that's even possible. 

 

Edited by Nightside
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@Ger_space

isnt there a Unity Asset extractor that will allow you to pull the .mu file and textures for the stock anomalies and such? I think it would be really cool to place the dead kraken or the Vall henge model on a planet. For some reason I thought you had already done that, but realized that you just made it possible to tag things as an anomaly, which is awesome as well. Just food for thought. I will try to extract those models and if I am successful I will give them to you.

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5 hours ago, Ger_space said:

 They are all closed when you are in a career game and need to be opened from the tracking station map.

I was surprised by this at first, but I like it.  It makes more sense that way.

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5 hours ago, Nightside said:

@Ger_space many thanks for the much improved 1.0 version. It plays great even on my laptop. 

One request, is it possible to add more stock statics? I'm especially interested in the destroyed versions of KSC buildings if that's even possible. 

 

 you say  you want the static assets I needed to remove from the shining buildings, so they don't show up in the same time as the building you really want? Burn the heretic!!! :sticktongue:

I see what can be done, it should be doable.

5 hours ago, Galileo said:

@Ger_space

isnt there a Unity Asset extractor that will allow you to pull the .mu file and textures for the stock anomalies and such? I think it would be really cool to place the dead kraken or the Vall henge model on a planet. For some reason I thought you had already done that, but realized that you just made it possible to tag things as an anomaly, which is awesome as well. Just food for thought. I will try to extract those models and if I am successful I will give them to you.

oh please don't do that. This would be license hell, as they are Squads IP.

I can go through the code and search for them and add them there to the internal model list, that's  the only legal way. I also think that they don't show up as .mu models in the gamesdata folder.

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5 minutes ago, Ger_space said:

 you say  you want the static assets I needed to remove from the shining buildings, so they don't show up in the same time as the building you really want? Burn the heretic!!! :sticktongue:

I see what can be done, it should be doable.

oh please don't do that. This would be license hell, as they are Squads IP.

I can go through the code and search for them and add them there to the internal model list, that's  the only legal way. I also think that they don't show up as .mu models in the gamesdata folder.

I was just speculating. I thought of the licensing as well. :/ if you can add that, it would be pretty dang cool.

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13 hours ago, Ger_space said:

Changes for modders

 

  • added the anomalies and wreck models to the preloaded assets

Internal Changes

  • small cleanups in the editors.

Whoa!!!! So fast! 

I looked all over for a donation link but I can't find one. You deserve some coffee or apple juice :wink: 

Edited by Galileo
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Wow, that's awesome @Ger_space! With all the stock statics, we can really do a lot of building without needing to add very many extra packs.

With all the wrecked buildings I can start my kerbal wasteland survival mode playthrough. Thanks a lot!

Edited by Nightside
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im trying to make something with kk but it isn't working, does the kerbtown manual to crating objects still work? because that is what i used, if not does there exist some other tutorial?

 

when i say isn't working i mean i cant find it in the statics editor in ksp 

Edited by AtleSt
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4 hours ago, AtleSt said:

im trying to make something with kk but it isn't working, does the kerbtown manual to crating objects still work? because that is what i used, if not does there exist some other tutorial?

 

when i say isn't working i mean i cant find it in the statics editor in ksp 

See the little guide in the post below

 

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3 hours ago, SpannerMonkey(smce) said:

See the little guide in the post below

 

sorry but i dont want to place an existing model, i have created a new one outside the game and i can't seem to find it in game

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1 minute ago, AtleSt said:

sorry but i dont want to place an existing model, i have created a new one outside the game and i can't seem to find it in game

did you check that it is loading by checking the KSP.log??? if it hasn't loaded you'll never find it, and it will appear in that editor if it has

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3 minutes ago, SpannerMonkey(smce) said:

did you check that it is loading by checking the KSP.log??? if it hasn't loaded you'll never find it, and it will appear in that editor if it has

it loaded the .mu but it does not say it loaded the config?

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Just now, SpannerMonkey(smce) said:

What does the cfg look like and what is the part?

 

the part i a city i made and turned into a .mu through unity

this is the config

 

config.cfg

name = Cityobject
mesh = CityObj.mu
module = Part
category = none
author = AtleSt
static = true
scale = 1
rescaleFactor = 1
cost = 0
subcategory = 0
title = City
manufacturer = Atle Konstruction
description = try not to fly into any buildings
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 = 1

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5 minutes ago, AtleSt said:

the part i a city i made and turned into a .mu through unity

this is the config

 

config.cfg

name = Cityobject
mesh = CityObj.mu
module = Part
category = none
author = AtleSt
static = true
scale = 1
rescaleFactor = 1
cost = 0
subcategory = 0
title = City
manufacturer = Atle Konstruction
description = try not to fly into any buildings
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 = 1

this looks like a part config for me. KK uses a different format 

 

Spoiler

STATIC
{
    mesh = CityObj.mu
    module = Part
    static = true
    author = AtleSt
    title = City by AtleSt
    category = Cities
    cost = 0
    manufacturer = Atle Konstruction
    description = try not to fly into any buildings
    name = Cityobject
   DefaultFacilityType = none
}

 

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Just now, Ger_space said:

this looks like a part config for me. KK uses a different format 

 

  Hide contents

STATIC
{
    mesh = CityObj.mu
    module = Part
    static = true
    author = AtleSt
    title = City by AtleSt
    category = Cities
    cost = 0
    manufacturer = Atle Konstruction
    description = try not to fly into any buildings
    name = Cityobject
   DefaultFacilityType = none
}

 

thanks

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9 minutes ago, AtleSt said:

the part i a city i made and turned into a .mu through unity

this is the config

Nope this IS a very simple KK cfg

STATIC
{
	mesh = KKflagDemo.mu
	module = Part
	scale = 1
	static = true
	DefaultLaunchPadTransform = 
	author = Spanner
	title = Billboard with mission flag
	category = none
	cost = 0
	manufacturer = SM Marine
	description = KKflagDemo A billboard featuring your mission flag
	name = KKflagDemo
	DefaultFacilityType = none
	keepConvex =  true

	MODULE
	{
		name = FlagDecal
		namespace = KerbalKonstructs
		textureQuadName = FlagQuad // The flag decal transform name
	}
}

 

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2 hours ago, Angel-125 said:

I also have an odd issue where KK keeps forgetting that I've unlocked airports and heliports. has anybody seen this issue?

Possibly related:

On 6/3/2017 at 6:33 PM, Wyzard said:

One other thing, that I suspect may be a bug in KK:

When I first installed KK & Kerbin-Side, I had two bases (besides KSC) open by default: Mount Snowey and The Shelf.  I closed Mount Snowey as a test, then loaded a save from before I closed it — in fact, from before I installed KK at all.  Surprisingly, Snowey was still closed.

Quitting and restarting KSP, then loading my old save again, doesn't help; the base stays closed.  However, if I quit KSP and manually overwrite my persistent.sfs with a copy of the old save, then Snowey is open when I start the game again.

I did a test of the opposite situation: closed Snowey and made a quicksave, then quit and replaced persistent.sfs with the old save where it's open.  Started the game again, with Snowey initially open, then loaded the quicksave from after I closed it.  The base stayed open.

It looks like KK isn't correctly updating bases' open/closed status when loading a different save from in-game.  Whatever it is in persistent.sfs is how it stays for the whole KSP session.  (I haven't tested with other base changes besides opening/closing.)

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