SheepDog2142
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Ok i have your space center working fully on KSRSS and its not floating anymore. I did some light adjustments to runways and stuff so they are not going directly into the ground but more tweaking is needed for it to be as good as you had it before. Also the dock just has to be moved forward. The KSC is moved from its stock KSRSS location so that way the dock can be made workable.
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Ok Van I think I can get you most of they way there. This is on KSRSS Earth the home world but its the same as KSRSS. The only difference is the celestial body that it points to is Earth instead of Kerbin. Space Center needs this config patch to place it in the correct spot: @Kopernicus:NEEDS[KSRSS] { @Body[Kerbin] { @SpaceCenter { @latitude = 28.899231511804359 @longitude = -80.959375910434431 @radius = 9000 // 1500 } } } You VanKSC group needs this to be in roughly the correct location: KK_GroupCenter { Group = VansKSC CelestialBody = Kerbin Orientation = 0,1,0 RadiusOffset = 6.91943789 Heading = 75.0064087 ModelScale = 1 SeaLevelAsReference = False RefLatitude = 29.009112350322624 RefLongitude = -80.9932967945103 } I am currently working on the floating/sunken ksc issues and once thats good ill work on building placement to make sure everything lines up with KSRSS.
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I have it installed and even added support to VABOrganizer for it. However it is pretty rough and not anywhere near the same quality. That being said im excited for soviet mars stuff.
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Sure thing but im not the one who brought it up first.
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Reborn is the way to go. Feel free to add me on discord and Ill help any way i can. Release version: https://gitlab.com/ksrss/KSRSS/-/tree/GameData?ref_type=heads Earth Experimental Version: https://gitlab.com/ksrss/KSRSS/-/tree/EarthHomeWorld?ref_type=heads JNSQ is problematic because it dosent like to play nice with anything so its extremely limited.
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Thats progress for sure! Is that on a 2.5x scaled kerbin or KSRSS?
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It might I am not sure. I know it works with KSC enhanced but id im still working on testing it myslef.
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Im going to need to add more nodes to my WIP unkerbalised start tech tree fork that has a soviet line in it.
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How easy or hard does that make it for you to add support for large mods like BDB or Tanteras? Im trying to figure out if there is a way to at the very least develop a conversion formula or at most run them through an ai to get support done quickly. Mods like this live and die on how they support other mods and with all this work and how awesome it is i would hate for it to be so limited to take to much time to support enough mods for it to be relevant.
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@vanlaukaus since you dont have this on git hub ill just shove the code here. This will make it work with KSRSS. Changing it to @STATIC:NEEDS[RealSolarSystem] will make it work with RSS @STATIC:NEEDS[KSRSS] { @Instances,*:HAS[#CelestialBody[Kerbin]] { @CelestialBody = Earth } } @Kopernicus:NEEDS[KSRSS]:FOR[VansKSC] { @Body[Kerbin] { @SpaceCenter { @radius = 9000 // 1500 } } } Additionally if we find a good spot this sets the location. Also getting the offset and map deformity right is tricky to have the ksc not float or sink. @Kopernicus { @Body[Earth] { @SpaceCenter { @latitude = 28.5233993 @longitude = -80.6531998 @repositionRadiusOffset = 0 // fix heightmap flatspot for ksc @heightMapDeformity = 0 //80 @radius = 100 // 10000 } } }
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Well thats good news. Hopefully theres a way to have it auto converted becuase otherwise like many other mods it will be limited by mod support configs for the engines.
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this seems like a really cool alternative to real fuels. My question is since this is targeted at heavily modded games will there be a way to dynamically add support to tanks and engines using something like below? You could change the Resource to different modded ones that are use. Additionally you could change the math below to be in line to fit with your mod. @PART[*]:HAS[@RESOURCE[LqdHydrogen],@RESOURCE[Oxidizer],!MODULE[ImmersiveChemicalsTanks]]:NEEDS[ImmersiveChemicals] { MODULE { name = ImmersiveChemicalsTanks volume = 0 @volume = #$/RESOURCE[LqdHydrogen]/maxAmount$ @volume += #$/RESOURCE[Oxidizer]/maxAmount$ @volume *= 5 type = Default } !RESOURCE[LqdHydrogen] {} !RESOURCE[Oxidizer] {} }
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There is no timeline on mod development. get to it when you have time. Just glad to see such a good KSC mod.
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Thats a big shame as these 2 mods would do really well together.
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I know your working on JNSQ but after that can I request KSRSS?
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[WIP] SheepDog Institute [VAB Organizer Support Mod]
SheepDog2142 replied to SheepDog2142's topic in KSP1 Mod Development
Im not getting the error but ill look into it.