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[1.1.2] Kerbin-Side (v1.1.0) & Supplements


AlphaAsh

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^ That video is why I'm on this page. Downloading Kerbinside Kampus and Skyways.

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Could someone please tell me how to download Kerbinside Kampus? I tried to do so but all I got was the runways from Skyways.

I've checked the downloads. They're fine.

1 - Delete your KerbinSide folder and contents.

2 - Delete your Kerbal Konstructs folder and contents.

3 - Install what's in GameData of either download in to GameData of your KSP install.

4 - Do the same with the second download, over-writing any files when requested.

Finally, check the version of Kerbal Konstructs and update that if necessary. The version of KK shipped with KerbinSide supplements tends to become out-of-date fairly quickly.

Kerbal Konstructs goes directly in to GameData now. There's no medsouz directory.

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Now available from KerbalStuff.

ksideksc2updated.jpg

KSC2 is a supplement for KerbinSide, but it can also stand-alone.

The original Kerbal Space Center, sometimes called 'The Old KSC' is updated into a large spaceplane base with two runways. The old launchpad is available for rocket-launches again as well.

KSC2 requires Kerbal Konstructs. The latest version is included.

And yes, I finally did add a drawbridge. No it doesn't actually work.

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Hi. I love the mod, been using it for a while. However, I downloaded the latest update and installed it, deleting the previous versions of both KerbalKonstructs and your mod.

After installing it, though, the main KSP base has no addons. Is that intentional? I can land and start at every other base (I think), but the main base is stock/basic, with no extra hangars or building like in previous versions. I also have two KK buttons on the toolbar at the top right, and only one works. I press on it, it shows me 1/3, etc. for each building. I click on one, and absolutely nothing happens. Is that also supposed to happen?

Thank you,

The(American)Ninja35

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Hi. I love the mod, been using it for a while. However, I downloaded the latest update and installed it, deleting the previous versions of both KerbalKonstructs and your mod.

After installing it, though, the main KSP base has no addons. Is that intentional? I can land and start at every other base (I think), but the main base is stock/basic, with no extra hangars or building like in previous versions. I also have two KK buttons on the toolbar at the top right, and only one works. I press on it, it shows me 1/3, etc. for each building. I click on one, and absolutely nothing happens. Is that also supposed to happen?

Thank you,

The(American)Ninja35

You will need Kampus for the latest KSC additions - some of us look like we have very densely built KSCs due to other mods or own base construction using Kerbin-Side.

----

Totally downloading new KSC2. 10/10 will do proper video review soon.

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So I'm looking at the industrial complex for Kampus...

Instructions could use some additions. It says it converts ore into 'processed ore', but is it running in the background all the time, or do I have to bring ORE in directly... what?

No, just incomplete testing on my part. Industrial/manufacturing facilities aren't finished yet. I was fairly certain I'd tied that stub of code off.

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I also have two KK buttons on the toolbar at the top right, and only one works. I press on it, it shows me 1/3, etc. for each building.

You still have two versions of KK in GameData somewhere. The latest version of Kerbal Konstructs installs to GameData/KerbalKonstructs. GameData/medsouz/KerbalKonstructs needs to be removed.

I downloaded the latest update and installed it...

If you mean you removed KerbinSide, then installed KSC2, then yes, you won't have Kampus.

KerbinSide is being split up in to a number of supplements. They all install on top of each other. If you just want everything, you install Complete. If a supplement is released after the latest update of Complete, you can install that on top of that.

You only need to uninstall KerbinSide when you're updating Complete.

This is the release model that has been most requested.

Edited by AlphaAsh
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Regarding recent installation issues being reported.

installation1.jpg

This is what you should see in GameData of your KSP install, regardless of what KerbinSide content is installed. One KerbinSide directory, one KerbalKonstructs directory. If you have a medsouz directory in here, delete it and its contents.

installation2.jpg

Depending on what KerbinSide content you have installed, this is what it should look like in the KerbinSide directory.

All KerbinSide releases use the same file structure, so that they can install on top of each other. The same files can appear in more than one release - this is what makes it possible for a release to stand-alone.

CoreAssets

The models, their config files and textures will be in here.

Flags

The conventional pimpage of my KSP related IP and brands goes in here.

MainBases

The configuration files for the various bases and their components goes in here.

Sometimes an individual release won't use the MainBases directory. AirRace and GroundControl are two examples. This is so that if particularly specialised content is no longer wanted, it is easily removed.

Edited by AlphaAsh
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I don't know whether my stupidity is to blame for this but I can't manage to put my modded half track into a hangar. It comes up as having no craft in range when the vehicle is practically touching the door of either of the hangars next to the ksc runway.

EVA the crew. You can't hangar a craft with crew in it.

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i have a question, how do i use base boss? the only tab is nearby facilities, and even when i'm near a hanger or something it comes up as blank.

Click on Nearby Facilities when you're... near some facilities.

Everything nearby then pops up from what I can tell.

And opening and closing bases as far as I have noted is done from the Tracking Station at the Space Center.

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i have a question, how do i use base boss? the only tab is nearby facilities, and even when i'm near a hanger or something it comes up as blank.

A lot of KerbinSide content hasn't been updated to make use of the new facility features in KK yet.

I'm working my way through it still.

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And opening and closing bases as far as I have noted is done from the Tracking Station at the Space Center.

You can do it from the Inflight Base Boss when you're close enough to a base. Doing it this way is also 50% cheaper than doing it through the Base Manager.

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The FAQ in the OP has been updated, concerning installation issues and ActiveTextureManager. Any further support requests in this thread, by PM, e-mail or whatever regarding ActiveTextureManager will be completely ignored by myself.

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Okay, I'll try other places, Is there a list of where i can find the usable places? (i'm using sandbox.)

Operational facilities other than fuel tanks aren't supported in Sandbox mode. At the moment, anyway. Hangars is about the only other one that might be useful in Sandbox mode, so I'll add it to the todo list.

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Operational facilities other than fuel tanks aren't supported in Sandbox mode. At the moment, anyway. Hangars is about the only other one that might be useful in Sandbox mode, so I'll add it to the todo list.
Right, I guess i'll just cheat on a career save. Thanks for the help.
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Hey Alpha, is there a way to change the Liquid Fuel tanks over to Kerosene? The code for the instances of the tanks looks like a custom configuration and I'm pretty certain if I try, Bad Things (Trademark) will happen.

That's hard-coded at the moment, so no, not yet.

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A couple of suggestions for Kampus, which is entertaining and very compact -

- I think some of these signs are needed on the S-curves coming into the Kampus. They sure deter speeding but I've driven cars off the road over the side lol! Should be easy to make a super low poly generic billboard for mock traffic signs. Alternatively, reduce severity of the curves so it's one chicane instead of a pair of very sharp hairpins that make large rovers without all-wheel steering unusable there.

104_12_8007_web.jpg

- It would be really nice if the apartment buildings could be walked under and into, currently parking a vehicle in the basement then trying to zoom the camera in, would result in the camera clipping and 'bouncing' outside the building. As a workaround I switch to vehicle hullcams to navigate the basement.

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