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AlphaAsh

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Everything posted by AlphaAsh

  1. Probably KSP's cfg loader that's having issues. KK doesn't consider this as it looks at KSP's cfg database for the initial loading of statics. TLDR: Don't put spaces in directory names in GameData.
  2. That's a neat solution for the interim.
  3. concaveColliders has been deprecated. You might want to check you've removed the MM config that was needed with the community interim fix, as that's likely to be what's writing that parameter back.
  4. Here it is: Yes it can be a part and a static. You might want to formalise the actual size in your modelling package and Unity though, if you want it to be both.
  5. I dropped your Hanger directory into GameData. That's it. Nope, I have no idea why it isn't working your end. Frankly, KK working without it, then not working with, has me mystified. It's all good here.
  6. All good here. Sorting a screenshot. One thing - for the part you rescaleFactor = .075. Statics don't support that, so this thing is HUGE as a static.
  7. Zip that up and PM me a link. I can better diagnose the problem then.
  8. Anywhere in GameData. It's good practice to have it with your .mu and textures. KerbalKonstructs also has a new config feature, pointername, which allows a config to reference another config. That's getting pretty advanced though, so just start with a standard .cfg and go from there.
  9. There's no tutorial. Statics are models just like parts. Have a look at an example of a config in a statics pack. Try replacing the .mu reference. Fire up KSP. Fire up the KK editor. If your .mu, textures and static config are in the right place together, then your model should now be listed to be placed.
  10. Exactly where I'm looking at. Nice that this co-incided with some over-due code reviews.
  11. Good catch chap. I'll have a dig through the code as this might be easily fixed.
  12. Cost balancing could do with a look at. Want the job? I'm still confused by many of the wheel options. Have an experiment yourself and let me know what you discover. Regarding science, yeah that was to try and keep that 'civilian' feel to the parts but I agree it's a limitation that just annoys more than anything. I'll probably change that. And yeah, not being able to crew report is probably just too annoying. You won't find the wheels. I use ModuleManager to clone placeholders. Have a look in the included MM config if you want to fiddle with the settings. Regarding "funny" colliders, please be more specific about which parts. Some compromises have to be made to make a collider on a complex part. EDIT: If this is what I think you mean, then stock parts do this too. Change Toggle Snap.
  13. (Heh. Guess what inspired the name of my 'studio') That's what I thought too. I do hack launchsites in as a temporary replacement for KSC for purposes of recover but it's only temporary. I thought perhaps that might rub RSS up the wrong way, since it moves the KSC? Kinda clutching at straws on where to start tracking a possible problem down. * shrug * Pick a mod.
  14. IIRC, RSS moves the KSC and I can see that causing conflicts with Kerbal Konstructs. Both mods rely on the PQS functions of KSP's API. I've always wanted to page this chap: @NathanKell may be able to shed more light on this. And btw, is the Kell BTech inspired?
  15. I can't even get my own project codenames right. It's KerKonConConExt.

    Simply put, it's some extensions of Contract Configurator that allow contracts to interface with Kerbal Konstructs. Opening, closing and locking bases. Checking that. Checking a base actually exists.

    nightingale has done a wonderful job of making CC extensible and has been QAing my work. Which I've mostly ignored because I'm a stubborn git and I'll pay for it.

    Anyways, it's a little further off than I thought it was but it's coming together nicely. KKRTInterface on the other hand. Not so much.

  16. @MavMcLeod Make sure to let @magico13 know what's going on as he's assured me the latest StageRecovery should be working with KK but I suspect there's probably some tweaking still needed to KK's wrapper.
  17. The ones compatible with 1.0.5 yes. The ones compatible with 1.1, no. If you check the Changelog archives on SpaceDock, you'll find compatible versions for KSP 1.0.5 of Kerbal Konstructs and Kerbin-Side Complete.
  18. KK might work now but untested. That's on the page you just linked.
  19. Thanks chap. Not today, no. EDIT - Incidentally, I may have narrowed the issue down to StageRecovery. KK wraps it and since it's untested with KK, it's probably responsible for your woes and not CKAN. Still, it prompted me to address CKAN issues.
  20. StageRecovery isn't compatible with KSP 1.1 yet and since KerbalKonstructs wraps it, it's breaking KerbalKonstructs. The latest KSP release is 1.1.1230. Change your updates in Steam to High Priority and check under the Betas tab that you've opted out of pre-releases.
  21. v0.9.5.9 available from SpaceDock and Alpha Strike Games. See OP for links. Changelog: Under the hood work for upcoming support of Contract Configurator and RemoteTech. All KK apps use the same icon in every scene now. Added some missing icons for KK's Space Center app. As well as access to the mod's settings, KK's Space Center app now includes some minor previews of upcoming features. Please note some of these may not happen. Under the hood work for some upcoming features. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  22. There are versions of Kerbin-Side and Kerbal Konstructs for 1.0.5 available on SpaceDock through the archive available with the Changelog.
  23. The latest KSP release is 1.1.1230. Are you still on a pre-release?
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