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Nightside

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Posts posted by Nightside

  1. 7 hours ago, Hastonian said:

    Hi, has anyone in the past gotten Kerbinside's assets without the rest of the mod? I am interested in the extra runway assets KS provides but not the rest of the mod.

    My plan was to just download the cache of KS from CKAN and then manually file explorer any assets from the cache to the live GameData, something I have done before with other mods when I wanted only specific features. Just interested in if other people have tried/done this in the past, or if people in the future would like me to post steps on how to do it if they would also want what I'm trying to do.

    A list of KK assets from KS that KSCE uses would be appreciated @JadeOfMaar :)

    I’m guessing you are trying to save RAM?

    what do yo mean by “The rest of the mod”? If you don’t want the example bases you can delete the Bases folder of instance config files. but that won’t save you any RAM.

    You will probably break model and texture paths by moving them out of the mod’s folder. You probably want to remove the Jerbinside continued bases also. 

  2. If the upcoming release can manage to  decrease the min spec a little bit  I'll finally hit SPACE on buying the game. 

    Not expecting a finished game, but would like to check it out  if a 6-year-old rig can handle it.

  3. 21 minutes ago, Clayel said:

    Yea, I've seen a couple people using it in the RP-1 server, so I wanted to try it out for planes.

    By clicking on bases, do you mean in the map view? Also, do you know of any way to view the bases (like make waypoints or something) through kerbal konstructs possibly?

    I was able to get the bases (runways) to appear in the map (in flight mode). I did adjust the visibility range setting in Kerbal Konstructs as well as some graphics setting so I'm not sure what fixed it. 

    When you select the runway, or other symbol in the map a little KK window should pop up with a button to create a waypoint, and  basic info about the site. 

     

  4. So I'll admit that I hadn't actually loaded up this mod for a while (years?) until today. I'm happy that people are still finding and playing with it.

    On 5/27/2023 at 11:34 AM, Clayel said:

    I'm a bit confused on how to launch from these airports? Haven't seen any options to do so ingame.

    I'll add some better instructions for activating and launching from these to the OP and maybe even  the readme.txt.

    5 hours ago, Clayel said:

    Strange, since sending that message all of the airports have now disappeared from the map view. I even enabled those KK settings and they still aren't here.

    I'm getting the same issue on my basic RS install too (Not even running RO). The symbols for the airports actually do show up for a split second when you switch to map view in flight, and you can find them by moving your mouse around the globe, so they are there, just hidden somehow. I'm guessing its related to another mod interaction, but I'm not running EVE or Scatterer or any of the usual culprits for visual shenanigans. I'm just a config monkey and don't really understand how the game actually works, I don't have any special insight into the issue. I'll see if I can isolate the issue though.

     

    For now, if you know about where you where you need to go, you can find and click on bases to select and create waypoints.  Runways should still appear in flight. 

  5. Posted issue #585 to github, but reposting here in case anyone else has had/resolved this issue.

    Quote

    I'm building cities with scatters. When setting latitudeRange and longitudeRange in LandClasses, the game doesn't seem to read values beyond 2 decimal places.
    Acceptable values for the are decimals between 0 and 1.
    At Kerbin's equator this is a distance of about 38km per "0.01" increment. This is way too course to define city limits.

    Would it be possible to allow 4 or 5 decimal places to allow for sub-km specificity?

    241140108-7955aafa-cdb8-4ef6-a160-6a8e97

  6. On 4/22/2023 at 12:24 PM, Astra Infinitum said:

    is that a kopernicus config or KK? or something else? I always wondered if there was an easier way to make a large flat area other than doing a mapdecal in KK with the allBlack mapdecal. If theres another way or if thats what you're referring to, plz point me in any direction where i can see how to go about doing that

    Pqsmods is kopernicus, but you will have to dive in to the wiki to learn more. Not sure I would call it easier. KK has the advantage of being a GUI rather than config based.

  7. On 4/16/2023 at 10:18 AM, tilliepops said:

    does CKAN work for the steam deck?

    To follow up on what @HebaruSan said, yes it works, I installed it following the instructions above just yesterday.

     The primary functionality works great, but some little things, like hyperlinks don’t seem to work, and windows folder paths are hardcoded for some reason. 
    big thanks to whoever wrote the instructions 

  8. On 3/4/2023 at 10:12 AM, Professeur Fromage said:

    Is this still working with KSP latest updates ? I installed it with RSS but I'm barely able to reach orbit even with huge rockets and very small payload, and not able to reach the Moon or other planetSs

    You can try the Transmogrifier mod, which is an extension of SMURFf (in my sig). It’ll rescale basic rocket parts to real scale/volume.

    probably won’t work with procedural style parts though.

  9. 5 hours ago, tater said:

    https://www.wunderground.com/dashboard/pws/KFLSAINT276

    This station seems to be right on the eyewall about now (or will be soon).

    peak gust 87. You can drag the map around and select other weather stations to check, BTW.

    https://www.ndbc.noaa.gov/station_page.php?station=venf1 (ditto above, you can use the map to check stations)

    They always hype hurricanes, 155 mph wind—but at what altitude? If they compare these storms to historical hurricanes, they must use surface winds that they might have recorded in 1940 (or whenever), or any comparisons are nonsense. This happened when a hurricane hit this area a few years ago. I was paying attention because my wife had a meeting there a few weeks after, and she was an officer of that medical society and was involved in planning. I found weather stations and while there were many with gusts well into the hurricane level, the constant winds while really high were nothing like 100+ mph. More like 50-60.

    Still very destructive, but I think the desire to instill fear (to push evacuation), or generate viewership/clicks has incentivized overstating wind. The real damage is usually the storm surge, anyway.

    Uh oh, station is offline now

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