Ger_space 1,013 Posted January 22 This should fix the crashes when ResearchBodies is installed. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.52 Quote Share this post Link to post Share on other sites
Multimedios3d 1 Posted January 22 (edited) Kerbin has 9 new anomalies (easter eggs).. more images, credicts and download files coming soon.. Edited January 23 by Multimedios3d Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 22 I should stop breaking things: * BugFix: Editor: The Squad Anomalies are now visible again. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.53 Quote Share this post Link to post Share on other sites
CriticalChewie 10 Posted January 23 Hello, It is with the deepest regret that I must report that there seems to be an issue with the latest release when Galileo's Planet Pack is installed, where konstructs fail to load (at least in KSC). Reverting to 1.4.5.52 fixed the issue for me. I've opened an issue with some logs on the github https://github.com/GER-Space/Kerbal-Konstructs/issues/132 Thank you for your work on this great mod! Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 23 2 hours ago, CriticalChewie said: Hello, It is with the deepest regret that I must report that there seems to be an issue with the latest release when Galileo's Planet Pack is installed, where konstructs fail to load (at least in KSC). Reverting to 1.4.5.52 fixed the issue for me. I've opened an issue with some logs on the github https://github.com/GER-Space/Kerbal-Konstructs/issues/132 Thank you for your work on this great mod! the regred is mine, because I release broken versions. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.54 I tested it now better. Quote Share this post Link to post Share on other sites
Nicky21 21 Posted January 23 (edited) 1.4.5.54, from ckan. Galileo Planet pack. This is what my VAB looks now after the latest update :))))))))))) https://imgur.com/a/jkRcvfK ... and this is how my sapce center looks like https://imgur.com/a/Ie8cbtr Edited January 23 by Nicky21 Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 23 13 minutes ago, Nicky21 said: 1.4.5.54, from ckan. Galileo Planet pack. This is what my VAB looks now after the latest update :))))))))))) https://imgur.com/a/jkRcvfK ... and this is how my sapce center looks like https://imgur.com/a/Ie8cbtr I should give up coding and start farming. I think I'm going to be better at that. At least I found several interesting ways to break ksp. Please use Version .52 in the mean time until I sorted it out how to handle the anomalies right Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 23 49 minutes ago, Nicky21 said: 1.4.5.54, from ckan. Galileo Planet pack. This is what my VAB looks now after the latest update :))))))))))) https://imgur.com/a/jkRcvfK ... and this is how my sapce center looks like https://imgur.com/a/Ie8cbtr Can you please test this release? https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.55 Quote Share this post Link to post Share on other sites
CriticalChewie 10 Posted January 23 Hello again, As I just mentionned on the github issue I opened, after a couple of false starts and force-reinstalling a couple of things in CKAN, then applying KK 1.4.5.55, everything seems back to normal in KSC. I also checked that launching from a GPP-defined alternate launch site still works. Thanks again for your time. Quote Share this post Link to post Share on other sites
Raptor22 96 Posted January 23 (edited) *Snip* I forgot to look through other comments before asking about the VAB issue. Since I can't delete comments for some reason... yeah just ignore it. Edited January 23 by Raptor22 I done goofed. Quote Share this post Link to post Share on other sites
ThiccRocketScientist 50 Posted January 24 Anyone know why after restarting my far away (not at KSC) placements get lifted up into the sky? Spoiler Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 24 3 minutes ago, ThiccRocketScientist said: Anyone know why after restarting my far away (not at KSC) placements get lifted up into the sky? Reveal hidden contents looks like the whole GroupCenter got lifted into the air. I'm not sure why that happened. Just to be sure: You don't use any rescale mods? Do you use a builtin or a custom group for placement? Quote Share this post Link to post Share on other sites
ThiccRocketScientist 50 Posted January 24 Just now, Ger_space said: looks like the whole GroupCenter got lifted into the air. I'm not sure why that happened. Just to be sure: You don't use any rescale mods? Do you use a builtin or a custom group for placement? No rescale mods, and a custom group (I guess). Is there a default altitude that it levels everything out to perhaps for custom groups? Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 24 (edited) 3 minutes ago, ThiccRocketScientist said: No rescale mods, and a custom group (I guess). Is there a default altitude that it levels everything out to perhaps for custom groups? If you didn't place your own group, you could have ended up in a career group, which is bad, as they tend to move. I'll need to add a filter to KK, so at least this cannot happen. can you show me the "local" statics list? Edited January 24 by Ger_space Quote Share this post Link to post Share on other sites
ThiccRocketScientist 50 Posted January 24 Spoiler It seems that when I changed the group altitude to "0" it made them all reset under the terrain once I restarted the game. So it must have something to do with it, or I'm missing something. Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 24 1 minute ago, ThiccRocketScientist said: Reveal hidden contents It seems that when I changed the group altitude to "0" it made them all reset under the terrain once I restarted the game. So it must have something to do with it, or I'm missing something. All buildings are linked relatively to a group center. If that is too high for a reason, then they come out all too high. Maybe you didn't save the altitude of the group center after you started to place the statics. But you can move all buildings at once, when you move the groupcenter. Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 25 A new release which ends all the anomalies bugs. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.56 Changes bugFix for GPP (related to anomalies) added a new tool-bar icon added a universal launchpoint static dynamic static groups for saveGame persistant statics are no longer visible in the statics-editor Quote Share this post Link to post Share on other sites
Nicky21 21 Posted January 25 The latest release (.56) seemd to have fixed the issues with gpp. I will report if any other bugs pop up. Quote Share this post Link to post Share on other sites
Nicky21 21 Posted January 25 First catch: (not sure if this is an scatterr issue or not) https://imgur.com/a/tdxoSgg I set my launch site to Rook's Glory. The launch went fine, everythng was in place. I did stuff in orbit then deorbited. I recovered the vessel adn this is how my space center looks like now. Note that this is a common occurence. The space center always has a bug or another unless it's set to the default launch site. The gael default launch site is almost always fine. Using GPP, 1.61, 1.4.5.56 Quote Share this post Link to post Share on other sites
Ger_space 1,013 Posted January 25 54 minutes ago, Nicky21 said: First catch: (not sure if this is an scatterr issue or not) https://imgur.com/a/tdxoSgg I set my launch site to Rook's Glory. The launch went fine, everythng was in place. I did stuff in orbit then deorbited. I recovered the vessel adn this is how my space center looks like now. Note that this is a common occurence. The space center always has a bug or another unless it's set to the default launch site. The gael default launch site is almost always fine. Using GPP, 1.61, 1.4.5.56 thats either scatterer or EVE. Quote Share this post Link to post Share on other sites
Nightside 1,127 Posted January 27 Preview of Mahia Launch Complex and Mahia Peninsula with Kerbal Konstructs with a stock Electron rocket. It is still a work in progress, but looking better every day. Quote Share this post Link to post Share on other sites
Beetlecat 678 Posted January 27 (edited) 1 hour ago, Nightside said: Preview of Mahia Launch Complex and Mahia Peninsula with Kerbal Konstructs with a stock Electron rocket. It is still a work in progress, but looking better every day. is that a custom land config? For RSS? Those ridges are gorgeous Looks kinda like the real thing! Edited January 27 by Beetlecat Quote Share this post Link to post Share on other sites
Nightside 1,127 Posted January 27 1 hour ago, Beetlecat said: is that a custom land config? For RSS? Those ridges are gorgeous Looks kinda like the real thing! Thanks!, It is a custom land config, but it is not in RSS (yet), but I am building this on Kerbin for ease of development. It is actual size and placed at its actual latitude along a coast line where it fits in pretty well. Once I'm happy with with the launch complex statics I want to port it into RSS. Although it looks pretty good from high above, I'd like to find some higher quality mapping, the one pictured is from This website which is easy to use, but doesn't have high detail elevation data outside of the US. New Zealand must an elevation data repository though, I just have to find it. Quote Share this post Link to post Share on other sites
ThiccRocketScientist 50 Posted January 29 Any tips to find a flat place to put long objects like runways? It seems almost nowhere suits one but the sea. Quote Share this post Link to post Share on other sites