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KSP2 Release Notes
Everything posted by Ger_space
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
tracking distance is not needed for Recovery bases. They will show up on the map according to your settings. open the kk menu on in the map-view. then you might set it visible. maybe ckan is messing up your install and not extracting the new dependency. Thats a CKAN issue and not one from KK itself. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
which Version of Kerbal Konstructs? Have you a folder CustomPrelaunchChecks in the GameData folder? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
You installed the custom pre-launch checks mod from the zip? It is in there because kerbal konstructs requires this mod as a requirement. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
This are checks that you can define for launchsites, that are not in stock ksp. KK can restrict sites to have size weight and part limits. Any other check, like the availability of some resources could be possible too. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
@madindehead you can try this release: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.3.1 -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Ger_space replied to Damon's topic in KSP1 Mod Releases
I need logs for that.- 403 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
that was a mistake of my packaging. I need a log file, as I it's running fine on my side. -
Speculations on what the new KSC will look like.
Ger_space replied to GoldForest's topic in Prelaunch KSP2 Discussion
When it's needed I would recreate KK. I really hope I can use a shiny new API that will result in less ugly code and less bugs. First step would be some editors for statics. the rest really depends on the implementation of KSP2.. its really to early know for sure * Placing static Objects... Its still Unity, so this will be not an issue. * Launching from multiple launchsites... this should be stock. * Switching to other bases: might be stock * editing Terrain: this might be done differently. The format of the statics and the shaders might change. We might need provide some community assets for the existing buildings --> Builtin textures are no longer existent. Shaders and stuff might be changed on the fly. The format for 3d models might change... But overall.... I'm hopefull that there will be many new Airbases on Kerbin. -
This Mod provides an c# API so you can write your own prelaunch Checks, that run when you press the launch button in the VAB or SPH. currently it is used by Kerbal Konstructs. Get the latest version here: https://github.com/GER-Space/AdvancedTextures/releases/tag/1.8.1 Some documentation how it is used is written here: https://github.com/GER-Space/CustomPreLaunchChecks/wiki
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
its a old bug, that needed some fix, but I was not motivated to do something on KSP for a couple of weeks. Too much stress in RL, so I never found the energy to support this mod. but: Here is a new Release for KSP 1.7.3: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.3.0 Changes: * Some functions seperated into a external mod. This would in therory enable other mods to do thier own prelaunch checks, without KK overwriting them. * some cleanups. * recompile against KSP 1.7.3 -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Ger_space replied to Damon's topic in KSP1 Mod Releases
it will move all statics in that group, but why you just don't copy the KSC-Builtin statics to a new group? Much faster then messing up the original install.- 403 replies
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- ksc
- totm march 2020
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
How about the normal game settings? Press escape... -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
For now you have to buy workers in nearby apartments. Then you can assign them to the factories. This might change in the future. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
Then they should not select the "focus last launchsite" option in the KK settings. also there are buttons on the button left of the screens that should be working. If they don't show up, then your planet pack doesn't define the home planet correctly. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
That's not (yet) possible. I was digging into this, but it's not that easy to implement. The current implementation of microbiomes are hard coded into ksp, nothing you can easily change or extend, because it's a limitation of unity that you cannot create new game object tags during runtime. ( You can only assign existing ones) -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
There is a altitude parameter and a reference section ( so either altitude above sea level or altitude above ground) what else you might need? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
A small update to make @damonvv happy: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.0.3 this release fixes the LaunchPad smoke. -
You should be able to alter the shader with a cfg patch and my advanced textures mod. With that mod you can replace the shader on existing models without any need to edit them. I don't have time in the moment to look into that, but it should be easy.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
OK I've broken the latest release, so here is a update: https://spacedock.info/mod/1052/Kerbal-Konstructs https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.0.2 Only change is: Custom LaunchSites work again... I must have messed up some dev-code in the latest build... -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Ger_space replied to Damon's topic in KSP1 Mod Releases
can you please test this release of KK? This should fix the issue. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.0.2- 403 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Ger_space replied to Damon's topic in KSP1 Mod Releases
Yes, make a proper bug report and then post your logfile. only by the symptoms I cannot say what's going on.- 403 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
there are some challenges, like: 1. The Buildings which are places by the editor are persistent between savegames. This is only a tool for modders. 2. Balancing: I am really bad at this. What is a building worth? I don't know. When a Rocket costs 20k, then a airbase cannot cost much more... I don't know what is considered "fun". I would rather use resources than plain money. 3. there is a API for savegame only buildings, but only one modder picked it up (Pathfinder) My current ToDo: Rework the current featureset of the editor into a less resource hungry UI system and less screen clutter fix some GamePlay elements UI, because the option "you can only open bases when you are near" is hard to play new feature: Upgradeable Buildings new feature: Multiple SpawnPoints for one LaunchSite Rework: Hangars, Research & Office mechanics Fix/Rework the AirRace. Currently you cannot create new ones and maybe the current ones could be broken. Rework: Navigation and landing aid systems. better integration into the MH expansion features. And this is just the current list of things that I consider I that could and should be done. I do work at a full time job, so my time modding each day is limited, and many of this needs new UI, so its going to be very slow progress. -
Not really, I would be happy so throw away all no longer needed code and I would have more time to play the game than spending all nights modding.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Ger_space replied to Ger_space's topic in KSP1 Mod Releases
So as noone complained about the latest Test-build, I'm now officially release it. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.0.1 Changes rework the spawn and despawn logic once more: now all buildings are only spawned when they are within the visiblility range. they are despawned when going out of range and not only disabled. This should reduce the memory consumpion of setups with many statics. Anomalies will no longer show up with _PQS on the SCANSat scanners ###mostly for modders groups are saved by thier coodinates and not some magic vector. group use in thier config now a "heading from north" for thier rotations and no longer a internal rotation value. editor: you can enter some of the values of the groupeditor directly editor: Selecting the same group two times in a row will no longer lose the focus of the camera. editor the exports are now written in directories with the timestamp.