Ger_space

[1.8.1] Kerbal Konstructs - 1.8.1.2 - 10.Nov.2019

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how do I fix the Kosmodrome pack where they all have unnecessary colliders preventing any use of launching ships from them?

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On this day KK the latest version of KK managed to achieve something that has killed every other version to this date, in fact since kerbtown days I've been trying to assemble 1 static a particular way, well technically a cloned/replicated repeated arrangement, so there may be perhaps just a few polys and colliders involved, just a few mind :)  .

Some of you may recall the old rover proving ground static, it's way back when though, anyway, it consists of a very interesting strip of terrain that I've had in my possession since KSP0.2something

So I've always wanted to string a row of them together in order to realty have some serious terrain to drive through, as standard  it's 200mtrs long or so, and now , as you can see it's somewhat larger than that.

The scale works superbly well, but caution must be advised, moving in steps of 100 and accidentally clicking scale left the model nearly 2km long, cool though :)  Cheers @Ger_space

mfSe5Tv.png

2bjsSld.png

And i know it's difficult to judge how large this is but, on the large rise in the foreground, right on the top is a decent sized crewed rover, below from the foot of the rise

wbOPyWZ.png

So KK makes mountains at KSC awesome :)  most abuse it some more, I've got some rock and tree models somewhere, now which folder.......

Spoiler

and the rover that really  is up there

0HQJirA.png

 

Edited by SpannerMonkey(smce)
more cool :P

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Pardon me if this has been asked before, but is there a way to change the spawning height in KK?  I'm running into issues with Kerbinside and spawning way too high above certain features.  Is that set in KS?  in KK?  Or is it hard-coded?  Thanks!

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Just now, panarchist said:

Pardon me if this has been asked before, but is there a way to change the spawning height in KK?  I'm running into issues with Kerbinside and spawning way too high above certain features.  Is that set in KS?  in KK?  Or is it hard-coded?  Thanks!

Hi, it's set by a named  transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it,     which are the items you are having an issue with?

On 20/12/2016 at 6:41 AM, lextacy said:

how do I fix the Kosmodrome pack where they all have unnecessary colliders preventing any use of launching ships from them?

Hi Ideally you would have access to the raw models or unity scene,  as that is the only way to remove colliders or change geometry , how have you discerned it is a collider issue with the Kosmodrome pads?

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Just now, SpannerMonkey(smce) said:

Hi, it's set by a named  transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it,     which are the items you are having an issue with?

I was afraid you were going to say that.  :-)

Kerman Lake's runway is my current pain point.  The drop height causes non-retractable landing gear to explode.  It's way worse on some of the BAD-T airfields, but I don't often use those.  I don't think anyone is even maintaining the BAD-T stuff anymore - not that I'm big on KSP air combat, but they look cool and give Kerbin a sense of "history", so I use them as well.  The Aircraft Factory in that mod spawns aircraft several dozen meters up. (not asking you to pick that one up or fix it, just illustrating the issue)

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6 minutes ago, panarchist said:

(not asking you to pick that one up or fix it, just illustrating the issue)

I will take a look however ,  in the case of K side stuff, it's fixable if something has gone amiss. I will take a look at BAD T I'd forgotten all about it..

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Just now, SpannerMonkey(smce) said:

I will take a look however ,  in the case of K side stuff, it's fixable if something has gone amiss. I will take a look at BAD T I'd forgotten all about it..

BAD-T has the spawn issue at the Aircraft Factory, and trees in the runway at Boostershire Farms.  There are trees impinging on a couple of runways in KS as well - Black Krags was one, IIRC.  Thanks for taking a look, I appreciate it.

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@panarchist: I've gone through and updated the BAD-T arenas pack, which fixes the runway spawn height issue you found and a few other things. Fairly certain trees in runways is due to KSP's terrain scatterer, not sure what can be done about it fromthe KK/KS end.

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2 hours ago, SuicidalInsanity said:

@panarchist: I've gone through and updated the BAD-T arenas pack, which fixes the runway spawn height issue you found and a few other things. Fairly certain trees in runways is due to KSP's terrain scatterer, not sure what can be done about it fromthe KK/KS end.

If KK clones MapDecal as well as PQSCity you can set the option "removescatters = true" in the decal

That's how stock did it for ksc

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1 minute ago, Sigma88 said:

If KK clones MapDecal as well as PQSCity you can set the option "removescatters = true" in the decal

That's how stock did it for ksc

KK doesn't currently have a implementation for placing MapDecals 

It us on my todo list, but currently you have to disable terrain scatter for KK.

Thanks Sigma, for the information, that makes MapDecals more important than I thought. 

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1 hour ago, Ger_space said:

KK doesn't currently have a implementation for placing MapDecals 

It us on my todo list, but currently you have to disable terrain scatter for KK.

Thanks Sigma, for the information, that makes MapDecals more important than I thought. 

yup, they are pretty useful for PQSCity, that's why the old KSC Switcher used to have Decals as well

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Hi just a little oddness I've discovered that you may not be able to do anything about as I think it's partly due to the current terrain issues,  at certain places on the map snap to terrain seems to mean sea level even if that means being 1200mtrs below the ground surface, not a big deal as the button works both ways :) but worth a mention,  and there's more... a big pat on the back for the UI changes,  the angle roll etc positions are very predictable and it's so much easier to use than was previously, but can you move the scale slider on the menu to somewhere other than it's current location, although it works fine,  a little clumsiness can easily instead of rotating, scaling the static, yes i know i should be more careful :)   it wouldn't be an issue except that statics with colliders (unity applied) can destroy craft they are in collision with

Another reason to have an install for building bases placing statics and  then transferring them to my currently preferred game build.  All round great stuff though, who'd have thought a new hand on the tiller could improve the little things so much? (not me)  Cheers

Spoiler

and a couple of static shots, the first from stage 1 finish at Dakar Kerbin  Edition,  and 1 proving that statics don't need to be buildings :) (been digging through mods from previous lives and found a lot of staticable goodies there)

JgO2GvC.png

 

vFMv4x5.png

 

 

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Wow, it's look avesome :)

SpannerMonkey(smce), may I ask? Where we can to find this cool green racing helmet?

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13 minutes ago, Aerospacer said:

Wow, it's look avesome :)

SpannerMonkey(smce), may I ask? Where we can to find this cool green racing helmet?

Hi it's a little modlet i released for a short time only to support the DAKAR Kerbin Edition, think of it a collectible :) , the link will not be there forever, (midnight 24dec it comes down)  so if you want one you'd better get it fast, details on how to use it can be found a little later in thread

Spoiler

 

 

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@SpannerMonkey(smce)

I can change the ui layout to be a bit more forgiving. 

Have you a position where the snap to ground fails? I can try to change to logic a bit (there are two ways of detecting the elevation) so I can try the other.

The next few days I have little time for nodding nodding, but I try to release a prerelease with some changes.

The base camp looks really cool. Very fitting for a rally camp.

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12 minutes ago, Ger_space said:

Have you a position where the snap to ground fails?

Hi yes it's reproducible, so easy for me to test.

19 minutes ago, Ger_space said:

I can change the ui layout to be a bit more forgiving. 

13 minutes ago, Ger_space said:

The next few days I have little time for nodding nodding,

I wouldn't expect any less at this time of year, even i have to socialise!!!!  really no big deal.  whenever is fine by me :)  family and festivities (if appropriate) take precedence every time, have a good one :)

 

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14 hours ago, SpannerMonkey(smce) said:

Hi it's a little modlet i released for a short time only to support the DAKAR Kerbin Edition, think of it a collectible :) , the link will not be there forever, (midnight 24dec it comes down)  so if you want one you'd better get it fast, details on how to use it can be found a little later in thread

  Hide contents

 

 

Catch this, Thanks a lot! :)

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On 12/21/2016 at 0:53 PM, SpannerMonkey(smce) said:

Hi, it's set by a named  transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it,     which are the items you are having an issue with?

Hi Ideally you would have access to the raw models or unity scene,  as that is the only way to remove colliders or change geometry , how have you discerned it is a collider issue with the Kosmodrome pads?

the author used a massive box collider for use with the animate on click module. So where you click to turn on the 4 lights on the Kourou pad he used a box collider over the hole where the rocket is suppose to go. He should have used 4 separate small box colliders for each light.

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So.... I can build bases in other planets as well? say with the KerbinSide models available in its thread? I'm feeling excited.

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14 minutes ago, Agustin said:

So.... I can build bases in other planets as well? say with the KerbinSide models available in its thread? I'm feeling excited.

Not really build, but put a static object on skybodies surface... theoretically. Imho it not a quite good idea, anyway it is not included in KK's editor ability.

Edited by Aerospacer

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4 hours ago, Aerospacer said:

Not really build, but put a static object on skybodies surface... theoretically. Imho it not a quite good idea, anyway it is not included in KK's editor ability.

Yes it is something KK can do , and i don't understand the reluctance, opens up whole new games  , you can put a static anywhere you can reach with a craft  including orbits of planets  , you want water launches on Laythe? done that, need a harbor for ships on Laythe done that too.

Spoiler

vxt8glm.png

pvBd2z0.png

W0htW4Z.png

6er66a4.png

 

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Hey guys, I'm trying to get an old base up to date. Unfortunately, the base design is all the way back 1.0.3 . It's a military extension of KSC consisting of a large runway.

Spoiler

wP6Re4v.png
5pOZlqa.png

I've tried exporting the base by manually editing the config group names (since KK won't allow editing groups in-game). Taking the exported files, I referenced theses config files to newer 1.2.2 instances as I assumed the old configs have been outdated and needed to be fixed, and exported them as .cfg .

However, I've only gotten the Assets from KSC++ to work. The runway and all the other instances from KSide did not load, despite numerous test.
The KSC++ assets of the base have their instances placed directly into the part configs.

Here's the files to the KSide cfg's: https://www.dropbox.com/s/ql3ns1sztx7f3h0/KSCMilitary.rar?dl=0

Edited by Supergamervictor

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6 hours ago, Supergamervictor said:

Hey guys, I'm trying to get an old base up to date. Unfortunately, the base design is all the way back 1.0.3 . It's a military extension of KSC consisting of a large runway.

  Reveal hidden contents

wP6Re4v.png
5pOZlqa.png

I've tried exporting the base by manually editing the config group names (since KK won't allow editing groups in-game). Taking the exported files, I referenced theses config files to newer 1.2.2 instances as I assumed the old configs have been outdated and needed to be fixed, and exported them as .cfg .

However, I've only gotten the Assets from KSC++ to work. The runway and all the other instances from KSide did not load, despite numerous test.
The KSC++ assets of the base have their instances placed directly into the part configs.

Here's the files to the KSide cfg's: https://www.dropbox.com/s/ql3ns1sztx7f3h0/KSCMilitary.rar?dl=0

 

I think I found the error: You define a model without providing a model. using

pointername = ksidebarracks3
instead of
name = ksidebarracks3

and delete all other stuff except the instance difinition, because you really want use the existing ksidebarracks3 model and not create a new one with that name (which will end up with destruction and chaos)

the cfg should more like this:

STATIC
{
	pointername = ksidebarracks3
	
	Instances
	{
...stuff...
	}

 

 

Also note:

For now only Objects in the KSCUpgrades and KSCRace group will show up in the spacecenter view. I'll try to change that at a later time but during the holiday season I spend only litte time at my PC.

 

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22 hours ago, Ger_space said:

and delete all other stuff except the instance difinition, because you really want use the existing ksidebarracks3 model and not create a new one with that name (which will end up with destruction and chaos)

the cfg should more like this:


STATIC
{
	pointername = ksidebarracks3
	
	Instances
	{
...stuff...
	}

 

Thanks! Got the base working again. I do have another issue though, trying to give an instance a group name does not work in game. Is this something wrong with my install or KK?

Edited by Supergamervictor

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If i don't install kerbin side, does KK have some parts moddeled already so I can build some stuff? It's just Kerbin Side has too many things and my fps drop too much...

Or can I keep kerbin side but not having the default buildings and stuff already placed in the world?

Edited by Agustin

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