-
Posts
1,224 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Aelfhe1m
-
-
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Aelfhe1m replied to R-T-B's topic in KSP1 Mod Releases
I'm trying to figure out how to apply local HiRes decals to launch sites (like RSS Canaveral HD does) but I could use some help. I downloaded a set of high res. images from USGS and stitched them to form a surface patch. Cropped it and scaled to 8192 x 8192 px and also created a lower res preview at 1024 x 1024 px for fiddling about with fine tuning the positioning. I used the following MM patch to try to apply it to the surface but nothing is showing up (or at least not where I expect it to show up) -
Earlier in the thread:
-
I'd suggest using KerbalKonstructs.Core.LaunchSiteManager.getNearestBase to find the nearest KK base.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
The problem is Firespitter Core which is only marked as compatible up to KSP 1.11.99. Either manually force the install of Firespitter Core before trying to install MKS (select Firespitter Core -> click versions tab -> click checkbox for most recent version -> click "install" when prompted by warning box) or change your CKAN compatibility settings to allow all 1.11 and 1.12 mods. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Aelfhe1m replied to Gotmachine's topic in KSP1 Mod Releases
Perhaps use the orientation of the nodes? The decouple node and the various engine nodes all point one direction while the top node that connects to the rest of the vessel points the opposite direction. That's an already present distinction which doesn't rely on node names. -
TJC has some features for handling toolbar buttons. Those features conflict with KAMP if used. If you don't use those features in TJC (and there is a settings option to turn them off) then there is no conflict I've noticed (I use both). KAMP has very limited ordering of buttons where pinned buttons will appear before unpinned (above on vertical toolbars and to the right on horizontal bars).
-
Flight test from White Sands runway 2/20. Shuttle landing strips 17/35 and 5/23 also visible: Other than maybe trying to tweak some colour inconsistencies I'd say the runways are done. Now onto working out what I want to do about laying out launch pads and support buildings at "Launch Complex 36" and "V-2 launching site" and whether I want them at their real world locations or closer to the runways.
-
Kerbal Konstructs space ports, bases and airfields for Real Solar System, based (sometimes loosely) on real life locations. NOTE: where necessary KSC Switcher launch site locations may be slightly relocated to avoid overlap. This is an alpha release! White Sands - Runways 2/20, 17/35 and 5/23. Requirements Real Solar System Kerbal Konstructs Omega's Stockalike Structures (OSSNTR) Tundra Space Center Optional supported mods NavUtilities - included runway definitions for landing guidance Download: GitHub Locations White Sands Space Harbor aka Northrup Strip - 32°56′35.67″N 106°25′10.31″W Runway 17/35 (large shuttle landing strip) Runway 5/23 (large shuttle landing strip) Runway 2/20 (small operational runway) Helipad and control tower near runways Relocate KSC Switcher White Sands to north of custom KK group Planned Additions White Sands Launch Complex 36 - 32°25′1″N 106°19′19″W V-2 Launching Site - 32°24′4″N 106°22′40″W Spaceport America (Virgin Galactic) - 32.9895472,-106.9694681 Runway 16/34 3658 x 61m @ 1401m altitude Edwards AFB Vandenberg AFB - 34°43′58″N 120°34′05″W Runway 12/30 (15km) Wallops - 37°56′19″N 75°27′26″W Kodiak Launch Complex - 57.435833°N 152.337778°W Guiana Space Centre - Kourou - 5°13′20″N 52°46′25″W RAAF Woomera Range Complex - 30°57′19″S 136°31′56″E Peenemünde - 54.143°N 13.794°E License: GNU GENERAL PUBLIC LICENSE Version 3
- 1 reply
-
- 1
-
-
- real solar system
- kerbal konstructs
-
(and 1 more)
Tagged with:
-
-
Did some further surveying. With all the RSS KSCSwitcher launch site runways: There might be something wrong with KSC Switcher (or possibly my install of it) since all the runways are aligned 90/270 and I could have sworn that the different launch sites were at various different orientations the last time I played RSS a couple of years ago.
-
Playing around with Kerbal Konstructs to make a launch centre and runway at White Sands for my RP-1 save. Edit: now that I've proved to myself that I can actually make a somewhat decent and functional launch site, I plan to use the plans I found for "White Sands Space Harbor (Space Shuttle Landing Facility)" to actually lay out the proper runways, helipad, support buildings etc. If this continues to hold my interest I plan to continue with Vandenberg, Kodiak and Wallops and maybe do something for Woomera and Kourou if I can find good source material.
-
I need help installing the KerbolPlus addon
Aelfhe1m replied to YourAverageExistingKSPNoob's topic in KSP1 Mods Discussions
It's a requirement for most mods including Kopernicus -
I need help installing the KerbolPlus addon
Aelfhe1m replied to YourAverageExistingKSPNoob's topic in KSP1 Mods Discussions
Did you also install Module Manager? Taking more time to load should be expected after installing any mod that adds extra textures, parts, models or planets to the game. KSP has to load more data before it can get started. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Aelfhe1m replied to tony48's topic in KSP1 Mod Releases
One more thing you might try before giving up completely - delete the folders GameData/KSRSS/Textures/KSRSSVE/32k GameData/KSRSS/Textures/KSRSS/8k GameData/KSRSS/Textures/KSRSS/16k These shouldn't be getting loaded with that configuration anyway but maybe KSP is being over-eager and pre-loading some of them.- 1,972 replies
-
- 1
-
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
@jimmymcgoochie Beat me to posting, but mine takes a slightly different approach so I'll post it anyway:
-
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Aelfhe1m replied to R-T-B's topic in KSP1 Mod Releases
It's probably the only place it's needed but I'm not bothered by it showing up in other scenes. -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Aelfhe1m replied to R-T-B's topic in KSP1 Mod Releases
Both The Janitors Closet and Kerbal Adjustable Mod Panel can be used to hide buttons from the Stock toolbar but don't try to use that feature on both of them at the same time. -
https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Resource_Configuration_Files Color looks to be an optional mod added extension. Not sure what mods might use it. Probably for the coloured indicators in some fuel switch modules? Looking at CRP only a few resources define anything for color and the values look pretty arbitrary to me (they're RGB values in the range 0, 0, 0 to 1.0, 1.0, 1.0 - the Ore definition you gave is 1, 0, 1 or pure magenta 100% red + 100% blue).
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Aelfhe1m replied to tony48's topic in KSP1 Mod Releases
Yes, that's the file. It definitely looks like you are running out of memory. Try editing the GameData/RSRSS/resolution.cfg file to set the smallest texture files: KSRSSSETTINGS { textureRes = 4k textureVERes = 8k } On my system KSP with just KSRSS and Kopernicus with those settings loads into just over 5000 MB RAM then optimises down to about 4800 MB in the main menu according to Task Manager.- 1,972 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Aelfhe1m replied to Nertea's topic in KSP1 Mod Releases
They should be in the Payload category in the editor. In the default tech tree they're in the "Large Volume Containment" node. If you have CTT installed they're in the logistics branch. -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Aelfhe1m replied to tony48's topic in KSP1 Mod Releases
OK, the crash error was: GetLastError: 'Érvénytelen cím hozzáférésére tett kísérlet.' Which Google Translate tells me is "An attempt was made to access an invalid address." This might imply you are running out of memory. Could we see the crash log that KSP wrote to C:/Users/SztGabor/AppData/Local/Temp/Squad/Kerbal Space Program/Crashes- 1,972 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Restock by itself just changes some of the stock models and textures. Restock+ adds the extra parts. Which are you missing? Neither has any dependency other than MM.
-
Some pure statics mods to consider: https://spacedock.info/mod/1154/Grand Prix https://spacedock.info/mod/2942/Starbase Parts https://spacedock.info/mod/2941/SpaceX Landing Pads https://spacedock.info/mod/2168/CountryDoggo's SciFi Statics https://spacedock.info/mod/2926/Ordinary Konstruction Co. Some of these haven't been updated for a while so I don't know if they still work. You could also install Kerbin Side and then delete the GameData/KerbinsideRemastered/Statics/ExampleBases folder. That should leave you with just the statics while removing all the placed instances.