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[KSP 1.8+] Kerbal Konstructs (Continued)


NathanKell

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On 3/19/2023 at 11:06 PM, Foehammers said:

Has anyone tried adding in the KSP 2 space center back into KSP 1? I've been searching around, but its surprisingly hard to get any reasonable results. Maybe there is a list of all the mods for Kerbal Konstructs somewhere?

 

No. 1. You cannot legally distribute KSP2 assets, 2. Even if you had the original assets, chances are high, that they use Adobe Substance for texturing (as they use for the parts) and that you cannot use in KSP1

 

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3 hours ago, Ger_space said:

Maybe there is a list of all the mods for Kerbal Konstructs somewhere?

Questionable behavior aside, THIS is a VERY good  question.

As far as I have been able to tell, NO. I've always felt this mod cried out for a "spacedock"-like site or post that listed both Scenes (Instances) and Models (Statics) for KK.

You have to hunt around for various KK posts, or posts mentioning KK, and then see if you can hunt down the latest of them to see if they are new enough.... 

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  • 4 weeks later...

Hi,

I've placed some extra buildings near the KSC in a standard RP-1 express install, but they are absent when loading into game initially, and only appear after going into the tracking stations and back out, or launching a vehicle. After this, they are persistent untill the exit of the game. I imagine this may be related to KSCswitcher, but I thought that maybe someone here has encountered a similar issue.

KSP.log after loading:

https://pastebin.com/51w6vPEa

Edited by sqreNicolai
log file readded
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Welcome to the forum, @sqreNicolai!

I have removed the log file from your post as embedded log files can cause page loading issues for some users, even when in spoilers.  Please upload your file to a file sharing site such as google drive or similar, make sure it has public permissions, and share the link to that file.

Thank you!

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7 hours ago, NovaSuper said:

Does anybody know how to stop objects from previous saves loading into fresh new saves?

Delete them, they are global. Meaning they will appear in any and all saves existing now or created in the future so long as the instances (recorded and saved positions) exist.

However it works both ways. Any savegame you delete an instance in will also delete it in all other savegames.

Edited by tg626
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10 hours ago, tg626 said:

Delete them, they are global. Meaning they will appear in any and all saves existing now or created in the future so long as the instances (recorded and saved positions) exist.

However it works both ways. Any savegame you delete an instance in will also delete it in all other savegames.

Alright, seems a bit weird as a feature but thanks!

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53 minutes ago, Cucco-Master said:

Is there a list of building-packs anywhere? Just talking about the statics themselves that can be added manually, not pre-made arrangements.

Look for Kerbin Side remastered. Also there are some pre-arranged packs by @Caerfinon

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  • 2 weeks later...

I finally took the time to document what's happening with my launch pads not retaining their color settings when using the JNSQ color preset (on JNSQ, needless to say). Maybe this is all already known?

The steps to reproduce are:

  1. Edit the launchpad and select the JNSQ color preset
  2. Save the pad, Save All
  3. At this point, with the game still running, the pad looks correct, and the .cfg has been properly updated.
  4. Exit and Restart KSP

The results of these steps are that the file has been properly updated, but the color is not loaded/not used on restart. 

Here's the (only) diff that occurs when selecting the JNSQ preset (changed version on the right)

nDKmRZi.png

After restart the color is back to being wrong.  Screenshot shows editing the previously-edited pad. You can see the grass color from the cfg is not used.

Editing the grass color with the Grass Editor results in essentially the same thing - the changes are written to the file, but apparently not loaded on the next restart, since the color always reverts. The same thing happens on the NearGrassTexture setting, when changed from the UI. The file gets updated with the new value, but upon restart and editing of the pad, the new value has been lost. So in the end I don't think this is specific to the JNSQ preset.

 

xHsdrhm.png

Any ideas?

 

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  • 4 weeks later...
11 hours ago, Falcon Aerospace said:

When I try to make a launchpad It doesn't show up on the KK Launch side selector. I try to use the Universal spawn point but it also doesn't work.

are you assigning it as a launchpad in the editor?

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50 minutes ago, Falcon Aerospace said:

@Nightside I am, but it still doesn't show up

only other thing i can think of is that you need to pay funds to open it, or that it has a different Type set, such as runway or something. Can you share the cfg file for the Instance?

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Spoiler

// Generated by Kerbal Konstructs

STATIC
{
    pointername = TLC_41
    Instances
    {
        UUID = 93f5fba8-c7a3-4a8d-91e4-49723651c9f2
        CelestialBody = Kerbin
        RelativePosition = 269.758301,16.8458138,-234.555695
        Orientation = 2.8023469E-05,237.999695,0.000167815175
        isScanable = False
        ModelScale = 1
        VisibilityRange = 25000
        Group = KSC_Builtin
        GrasColor = 0,0,0,0
        GrassColor2
        {
            GrassMeshName = TE_GRASS_MAP_41
            MaterialOffset = 0
            GrassColor = 0.600000024,0.649999976,0.400000006,1
            NearGrassTexture = BUILTIN:/terrain_grass00_new
            NearGrassTiling = 0.150000006
            NearGrassGrayScale = False
            FarGrassTexture = BUILTIN:/terrain_grass00_new_detail
            FarGrassTiling = 0.00700000022
            FarGrassBlendDistance = 110
            FarGrassGrayScale = False
            TarmacTexture = BUILTIN:/ksc_exterior_terrain_asphalt
            TarmacColor = 1,1,1,1
            TarmacTiling = 100,100
            TarmacTileRandom = False
            TarmacGrayScale = False
            BlendMaskTexture = TundraSpaceCenter/Pads/TSC_41/TLC_41_Mask
        }
    }
}
 

 

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