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Kerbin Side Remastered [1.0.1] [1.7.3]


Eskandare
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33 minutes ago, The Brazilian Luigi said:

But I wonder if there is a mod that enables spawning at the other custom places

You can launch from any KK launch site that is "Open". You can open bases from the base manager in the VAB/SPH by pressing the KK icon.  You can also open the base when you are present at it. Base opening costs money, or alternatively you can use the difficulty settings to open all KK bases without cost. I t depends on your play style.

If your career game is not set up to use alternate launch sites you can also set a KK launch site active from the base manager in the SPH/VAB .

If you press the KK icon in mapview or the Tracking station you can set which base types you would like see displayed. A menu similar to the select ship types one will appear. You can hide this menu by pressing the KK icon again.

If you would just like to spawn vessels at a location where you already have a ship, the Vessel Mover mod has this functionality.

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On 7/30/2021 at 1:22 PM, Eskandare said:

Here is a preview of what will be added to the next version of Kerbin Side Remastered.

I present the Ocean Odyssey Launch Platform. This model was originally in the Oceania addon for the original Kerbin Side mod.

J3OfBXp.png

aKEASe3.png

VwXKXE9.png

This is what you have planned for the 1.12.2 compatibility update?

These are so beautiful....

Thank you so much for your work on this mod, all this stuff brings me vast amounts of joy and entertainment playing my favourite game!

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  • 2 weeks later...
On 9/6/2021 at 4:35 PM, Caerfinon said:

The Kerbal Konstructs statics that make up this mod already work im KSP 1.12.
The underlying Kerbal Konstruct mod is being worked on and currently it's editor function does not work in ksp1.12, however all of the other in-game facilities and functions do.

Work on a 1.12 version of the KK plugin is in the works, to my knowledge. Also additional art and reworked art will be added to Kerbin Side Remastered

 

On 9/18/2021 at 4:38 AM, The Brazilian Luigi said:

Will check that out later. But I wonder if there is a mod that enables spawning at the other custom places

At the other custom places? Um... this does...  I'm thing that is what you're talking about. you can either unlock them in game, or enable them in settings. 

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  • 2 weeks later...

I use ksp 1.12.2 and 1.11.2 (both steam copy version) and kk 1.8.3.0.

without KSR 1.0.1, CTRL+K shows window properly but with KSR 1.0.1 not show window.

Here is my Logs. (1.12.2)

i want use KSR's contents, but seems it can't ... 

Need HELP!

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After i wrote comment above, i make another copy of 1.12.2 with NOT RSS/RO installed and KK/KSR installed.

as a result, KK/KSR work properly. but i want use KK/KSR upon Earth, not Kerbin...

upon logs link contain 1.12.2 with RSS/RO and KK/KSR logs too.

i wonder this several lines in ksp.log  are reason...

 

[WRN 17:12:28.910] KK: [EditorGUI] Draw: No instance selected and editor is open --> Closing it
[EXC 17:14:21.897] NullReferenceException: Object reference not set to an instance of an object
    KerbalKonstructs.UI.MapDecalEditor.MapDecalEditorWindow (System.Int32 windowID) (at <7dd8cd55479d4f5fa301c344b9c37231>:0)
    UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 

 

Anyone can Fix it or teaching avoid it?

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7 hours ago, Cindyrella said:

After i wrote comment above, i make another copy of 1.12.2 with NOT RSS/RO installed and KK/KSR installed.

as a result, KK/KSR work properly. but i want use KK/KSR upon Earth, not Kerbin...

upon logs link contain 1.12.2 with RSS/RO and KK/KSR logs too.

i wonder this several lines in ksp.log  are reason...

 

[WRN 17:12:28.910] KK: [EditorGUI] Draw: No instance selected and editor is open --> Closing it
[EXC 17:14:21.897] NullReferenceException: Object reference not set to an instance of an object
    KerbalKonstructs.UI.MapDecalEditor.MapDecalEditorWindow (System.Int32 windowID) (at <7dd8cd55479d4f5fa301c344b9c37231>:0)
    UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 

 

Anyone can Fix it or teaching avoid it?

Not sure it's going to work on Earth - a lot of the KSR locations would be underwater - you'd have to reposition all of the groups to new locations.

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10 hours ago, panarchist said:

Not sure it's going to work on Earth - a lot of the KSR locations would be underwater - you'd have to reposition all of the groups to new locations.

Solve problem by these comments!

RO / RSS user must delete or reconfig KSR/statics/examplebases folder's .cfgs!

https://imgur.com/zPs3SvS

Edited by Cindyrella
add missed comment link and delete html tag
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On 10/7/2021 at 8:00 PM, Cindyrella said:

Solve problem by these comments!

RO / RSS user must delete or reconfig KSR/statics/examplebases folder's .cfgs!

https://imgur.com/zPs3SvS

Yes, that's what I mean - it won't work out of the box, there's significant effort involved. If you're just using it as a statics pack, that's fine.

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On 8/13/2021 at 1:26 PM, Akira_R said:

"patches for a 3.2x rescale" thought that was kinda clear lol.

But I already finished it, the KerbalKonstructs editor has improved since I last used it, "only" took me like 5 hours. Unfortunately they aren't in a MM patch form, just the altered configs KK produces, if I end up taking the time to make a proper MM patch for it I'll post it someplace in case anyone else wants to use Kerbin Side Remastered on a 3.2x rescale.

Doing God's work. Hey I'd love access to those configs/MM patch if you have it :blush:

P.S. I thought it was pretty clear too.

Edited by Iodyne
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16 hours ago, Iodyne said:

Doing God's work. Hey I'd love access to those configs/MM patch if you have it :blush:

P.S. I thought it was pretty clear too.

I never got around to turning them into MM patches, ill pm you a link to the configs though mate :D

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