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Nightside

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Everything posted by Nightside

  1. I just made a thing for RSS: I had some trouble with my script building the project, so it only has North American airports for now, but it will have 600 major airports around the world when complete.
  2. DOWNLOAD Actual Sites: Airports adds 600 real runway locations. These locations are defined as "Large Airports" from GIS data in the public domain. Each of those little gray boxes on the map is a runway you can launch from and fly to to. No need to switch KSC, you can fly amongst any number of landing strips. Adding all these showed no noticeable effect to performance on my machine. The dataset I used to build this project does not include number of runways or their orientation, so these are generic for now. If people are interested in contributing, I may come up with a form to submit better details for your favorite airports. Currently each airport only has a single runway, at a random heading. There are no other buildings I have built and tested this on KSP v 1.8.1. Required Dependencies Real Solar System (and its dependencies) (Seems to work with KSC Switcher) Kerbal Konstructs Recommended NavUtils Mechjeb TODO Fix graphics on runway Add some variety to airports, tower, hanger, etc. Add missing airports (?) Look into a more comprehensive data set that defines runway (not just "airports") so that all real runways are represented. Add ~3800 "medium" sized airports Add ~4200 "small" airports Use this bulk config generation method to add 100’s of airports on Kerbin, too. Add detailed version of real SPACEports. Generate configs for NavUtils Known issues: Elevations for high altitude locations are messed up. Fix coming soon... Changelog: 0.0.1 - Alpha 1.0.0 - All 600 "Large" airports around the world 1.0.1 - Fixed runway elevation/ground level mismatch (most noticeable at high altitude locations) - Added an empty facility. Currently users will have to turn on the merchant feature themselves, and select a fuel type when they arrive at each airport. Hope to get this working better soon.
  3. I just achieved a major victory in my quest to add every airport to RSS.
  4. Yeah, I probably should bump that up in priority. This is what I have been working on. Using GIS airport location data to generate runways at real airport locations. I need to work out some issues with elevations, Currently everything ends up in a hole, which certainly makes landing planes more challenging! But they do work, and the game doesn't seem to have an issue with hundreds of Kerbal konstructs sites. Next steps: - Figure out Elevation issue (this may be resolved in the next RSS release, providing more accurate heights) - Try to figure out runway orientation and length from GIS for all sites (this data may not exist for all sites, I think I found some for US runways). (the little gray boxes on the map are Runway sites where you can land with Kerbal Konstructs or Nav Utilities)
  5. FYI, This still (somehow) works in at least 1.8.1. Yes, air parked vessels just stay hanging motionless (relative to the ground) in the air, much the way bricks don’t. You can switch, quit, etc. @gomker, if you are still around, maybe you can update the thread title so people can find this more easily.
  6. Welcome to the forums. I’m not sure exactly what the issue you are having is, could you please rephrase? to use KK: press Ctrl-k from flight (I like to use the Vessel Mover mod when building for convenience. to place building: 1st create a new group, then add New Instance to edit existing instance: While craft is within a few KM of your building, press Local instances and select what you want to edit. If you are still having issues, a screenshot might help.
  7. Welcome to the forums @ilikebikes2. Dependencies are just other mods that are required for this mod to work. Sometimes mods include their dependencies with your download, but other times you have to get them separately. In the first post of this thread, the mods Clickthrough Blocker and ToolbarController are listed as required. From your description of your issue it sounds like those may be missing. Try downloading those and put them in your GameData folder with this mod. Hope that helps.
  8. Thanks, @Clamp-o-Tron. I think Mahia should still work in current versions of KSP, but I admit I've not tried it lately, but give it a try. I've heard rumors that @Zoeille is planning to model the actual Electron Launchpad, if that happens I'll definitely update this. In other news I am working on a new project. I'm trying to use real world GIS data to populate configs for hundreds-to-thousands of real airport runways in RSS. But my mediocre VBA skills mean I'm having a little trouble getting it over finish line.
  9. Is the Glideslope indicator working for others? (I'm in 1.8.1). I don't see any magenta triangles. Am I missing something? Edit: I should also mention, I'm not using RPM
  10. Well maybe they are throttling the engine well below it's capacity for the test. the water tower was able to hover, right?
  11. Is this your rover by any chance? If so, that is a feature, not a bug.
  12. Make sure the version of kopernicus you are using is for 1.6.1, otherwise... maybe you are running out of RAM?
  13. Hey @Ger_space, Do you know if it is possible to add instances straight from config, without the game generating the UUID? I had an idea to try to convert GIS location data from major airports to generate dozens-to-hundreds of runways around the globe.
  14. Just remember the old space chanty and you will make it back to port: Starlight goes straight, spacers elate; starlight gets bent, spacers lament.
  15. Hi @bghyt, I too love this mod, but it is not mine, but belongs to the estimable @sarbian. I have not actually upgraded to 1.9.1 yet myself. I'm still on 1.8.1 so I cannot speak for the functionality of the mod. What issues are you seeing? That said, Cool Rockets is simply an effects package for Smokescreen. If that mod is not working, it would be useful to describe your issues in that thread.
  16. To keep modders from getting bored: https://spacedock.info/mod/1479/FullAutoStrut by @Xyphos
  17. Why bother with harvesting CO2 when humans produce more volatile stuff already?
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