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Everything posted by Sigma88
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do you have a link to that mod? also, are you playing on stock kerbin resized 3.2x ? or do you have planet packs that change kerbin?
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keep in mind that you cannot use KerbalKonstructs to reposition the statics, otherwise the next time you start KSP, SD will read those new values and rescale them if you want help fixing a specific base let me know which one and I can take a look to see what's the best way to fix it hopefully with a couple of examples it should be easier for you to figure out how to fix all remaining bases
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@Redleg1 this is a SigmaDimensions limitation rather than a KKtoSD one. Actually there are multiple limitations that are at play here, and all of them are general limitations of the concept of rescaling itself rather than my implementation of it. Let me explain one by one to be more clear, and how it is possible to get around these limitations. 1- buildings are not near the correct geographical features this is pretty straightforward, when you change the size of the planet, but not the size of the buildings, each group of buildings will cover the same area as in stock, but the geographical features in that area will be spread around on a bigger area. since the radar tower is positioned at the same distance from KSC as in stock, but the hill is farther away, you get the tower floating in the air the solution would be to not group the radar tower together with KSC, this can be done adding a custom group with SD that contains only the radar tower so that this building remains at the original LAT-LON position @Wercho had the same problem here and I think he was able to solve it using this trick 2- Floating buildings are not at the correct altitude this is a problem linked with how buildings are positioned, I have no way of knowing if the building is supposed to float or stay underwater, so when I rescale the planet the buildings end up in weird places. what you can do right now is define an altitude offset so that the whole group is moved at a new altitude for doing that you just need to generate a new group with the same name as the KK group and add a MOVE node, like this: PQSCity_Groups { GROUP { body = Kerbin name = Aircarrier MOVE { fixAltitude = 1200 } } } keep in mind that you need to use the correct name ( I have no idea of what that is) and you will probably need to fiddle around with the offset altitude until you find the correct number
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@Wercho the latest KKtoSD should fix the spawn points not moving with the rest of the PQSCity
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
to move the pqscity I use the .repositionRadial however the KerbalKonstructs.Core.Launchsite.transform.localPosition doesn't change so I need to update that one as well I have solved this by adding a check to KKtoSD that makes sure all couples PQSCity-Launchsite have the same position after SD moved the PQSCity -
This is a Kopernicus bug that happens on all planet packs that reparent kerbin It only affects the space center scene so it doesn't affect gameplay
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Sigma88 replied to Galileo's topic in KSP1 Mod Releases
I was referring to that effect as well- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Sigma88 replied to Galileo's topic in KSP1 Mod Releases
that white effect cannot be removed as far as I can tell (even stock ksp has it) the only way around that is to hide it using the brightness curve (like they do in stock)- 7,373 replies
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KKtoSD v0.1.2 added a small fix to make sure spawn points are moved together with the launchsites all the links are available in the OP If you want to follow the development of my mods: If you want to buy me a cup of coffee: Changelog: v0.1.2 - Spawn points are now moved together with their launchsites
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Sigma88 replied to Thomas P.'s topic in KSP1 Mod Releases
https://forum.kerbalspaceprogram.com/index.php?/topic/140580-0/&do=findComment&comment=3153498 https://forum.kerbalspaceprogram.com/index.php?/topic/140580-0/&page=95&tab=comments#comment-3153498 https://forum.kerbalspaceprogram.com/index.php?/topic/140580-0/&page=27#comment-2793409 for this particular issue we are already in contact with GPP devs -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
I believe the spawn point is positioned by kk in the same position as the launchpad but as a different object that is not linked to the pad itself so when I move the pad the spawn object remains in place if you have any idea on what kind of object the spawn point is I can try to look for it and add code to move it -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Sigma88 replied to KillAshley's topic in KSP1 Mod Releases
it has been a while since I've seen KillAshley but I can try to take a look to your issue click on the nyan cat in my sig and follow the instructions there -
if you have a short list of mods I can take a look and suggest where the issue might lie otherwise for a full bug report click the nyan cat in my sig and follow the instruction
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huh, I thought I had included it... weird I think if you define a brand new group and include that PQSCity KKtoSD will not be able to group it with KSCUpgrades but I'm not 100% sure
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KKtoSD v0.1.1 added a small fix to make sure KKtoSD does not consider "Ungrouped" a base all the links are available in the OP If you want to follow the development of my mods: If you want to buy me a cup of coffee: Changelog: v0.1.1 - "Ungrouped" is no longer considered a valid group name
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@Wercho I did some tests I used CentralLakes as test base SD groups seem to work well with CentralLakes using the following cfg: PQSCity_Groups { GROUP { name = CentralLakes body = Kerbin MODS { PQSCity = Central Lakes Space Operations PQSCity = CentralLakes_ksideapartmentblock1_0 PQSCity = CentralLakes_ksidearcology_0 PQSCity = CentralLakes_ksidearcticshack_0 PQSCity = CentralLakes_ksidebarracks3_0 PQSCity = CentralLakes_ksidebaywalllong_0 PQSCity = CentralLakes_ksidebaywalllong_1 PQSCity = CentralLakes_ksidecommsstation1_0 PQSCity = CentralLakes_ksideterrainbeachgrass_0 PQSCity = CentralLakes_ksidevabsph2_0 } } } notice that I put the "Space Operations" first because when a central point is not defined, SD will assume the first PQSCity listed is the center also, I've chosen that mod as the center because it is the one directly below the spawn point for now it would seem that moving the spawn point is not possible
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Sigma88 replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space I was using KK with SD to check for some bugs and I noticed that when I move the PQSCity mods from KK, the spawn point doesn't seem to move is there an additional object you use to define where the ship gets created? -
is there a particular reason why you chose to define the group manually rather than use KKtoSD? I noticed the helipad has spaces in its name, that could be the cause of the issue. do you think you would be able to go into Kerbinside cfgs and change the helipad's name to be "KSC_VAB_Helipad", use that name in your PQSCity_Group cfg and see if that works? otherwise I'll take a look personally it's not low priority, but usually I work on the feature for which I receive bug reports, so progress on this feature is slow because nobody seems to be using it I'll try to get a closer look at your problem, but I remember getting it to work in the past so I think it should work now as well KKtoSD should also be able to fix this, unless you have a particular reason to not use that mod I would suggest you try and see if it solves your issue
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ok, I fixed the issue and I will include the fix into the next release
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well, if nothing can be found I'll test it on GPP it seems the only place where kscswitcher is still used anyways (there and RSS)
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yeah, but I still need to figure out what is breaking for future versions, if you know where I can find a KSCSwitcher location list for stock kerbin that would be much apreciated
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is there any version of kscswitcher designed for stock kerbin? I'd rather not have to install GPP to test SD bugs
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where did you download KSCSwitcher from? I can't find any link on the forum
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thanks for pointing that out the EVE deactivateDistance is already multiplied by the resize parameter the Scatterer one will be added into the next release also, you forgot to remove the antennapower multiplier I'll send you a test version of the next release as soon as it's ready so you can test it and we can avoid releasing tons of versions