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johnkeale

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Everything posted by johnkeale

  1. I tried visiting some Kerbin-side bases with terrain settings set to max, and oh boy what beauty I was able to behold. I might be overreacting, but I really felt elated to see the bases that I reported before to be in their proper positions. (Now I am able to see this resort Jeb hides into when I need him for another test flight.) I was fine before with some of the bases working and some not. At least I know they are there which makes Kerbin feel less empty. But now to see them in their glory really fills me with joy. @Ger_space, Eskandre was right. That's one less issue for you. (Maybe I should post this on the Kerbin-side thread?) @Eskandare, are you showing off a new static? Sorry I can't clearly see on mobile, but it seems pretty nice!
  2. Ooohh, thanks for the response. I'm actually looking for a greenhouse right now. I just launched my first space station consisting mostly of 1.25m size parts. I packed it full of snacks, so there's no problem with that. But Walt Kerman kept nagging me about self-sustainability, so I'm planning on adding a greenhouse up there soon. AFAIK, Pathfinder's greenhouses are for stationary bases. Though I will install them later and check to see, maybe there is a part I can use. Heisenberg has greenhouse? That's cool! I'll check that later too. I'll check MOLE and DSEV later too. Thanks!
  3. Hi @Angel-125! Thanks for all the hard work! Quick question, do you know of any mod having a Snacks-supporting 'greenhouse' like part that is of the 1.25m size? Cheers~ Edit: I suddenly remembered Airline Kuisine has parts of the 1.25m size, but the style is that of the Mk2. I'll probably use those parts if there are no other options, but I'm just wondering if you know of a mod that has a part of the Mk2 style?
  4. Really? Oh yeah, now that I read it a second time. Multilaunch sites are facilites that can function both as runway and launchpad right? So, what Ger_space meant was that multilaunch sites will just work with SPH, not with VAB. This means that for VAB, only launch sites of type launchpad can be seleccted. Everything else (hopefully) can be selected. I kinda jumped the gun there because Ger said that the feature might die off. Yeah, I actually have @blackheart612's mod installed and am really enjoying it so far. The parts in that mod are fantastic(I've been having such a blast building different kinds of trucks and jeeps), but I actually want the one running around inside the VAB (the yellow one seater one). I actually googled it and found it to be related to Lack's mod, which you mentioned previously, so I will probably just install that. It looks like that mod has been updated greatly after I have downloaded it, seeing there are more parts and it has the yellow one-seater truck that I was looking for (I think). Will be checking that out when I got home from work KSC++ was fantastic! But I thought it was over cluttered too. My computer is also not that powerful, so having KSC++ really makes it slow. When I removed KSC++ I was really thrilled to discover that the tunnel leading outside of KSC (as well as the offices and campuses) are actually Kerbin-side's statics and not KSC++. Because of this, I stuck to just having the Kerbin-side installed in my playthrough. Which reminds me, in the upcoming revamp of Kerbin-side, will you include a road from KSC that leads to somewhere else? I actually loved this part of Kerbin-side because it adds some sort of realism. Without this static, KSC seems like an island with no way of anyone or anything getting to it, which kinda breaks my immersion to the game. So I was really really elated to discover Kerbin-side adds some sort of tunnel from KSC leading somewhere else. I completely agree with this! Oh man, I was really looking forward to the Kerbin-side remaster, but now you made me look forward more. I'm so hyped right now! > _ < I have also just discovered your plans for S&D and I am looking forward to it It's not Let's make Kerbin beautiful again! XD
  5. Well that's sad. Guess it's gonna be forever 1.3.1 for me. Have fun on your vacation! Really looking forward to this one! Since there will be no more animated roads, does that mean that I need to add the yellow trucks (as a real vessel using a different mod) manually by myself? Cheers~
  6. Wow, that explains it. I'm really glad to see that the issue I have reported is has a real cause, and not just minute quantum fluctuations of the of the electrons on my computer That being said, won't the new version cause an issue for everyone else? Seeing as only a handful of people share the same issue as mine. Anyway, I guess I'll stop editing the positions now. I'm really really looking forward to revamped Kerbin-side. Thanks for all the hard work! Also thanks to Ger_space for all the hard work
  7. I find my issue really weird too. But in my KSP head canon, I need Kerbin-side. That's why I'm fixing the bases as I visit them. Sorry I am still not able to test using the method I mentioned in the Kerbin-side thread, but it seems that I do not need to do it since there will be a remaster for Kerbin-side. Here's hoping my issue can get fixed on the remaster. Oh, the runway lights have a function when you try to land? Didn't know that haha. Well I have to master landing airplanes first I guess. Anyway, really thanks for all the hard work. Cheers~
  8. Sorry, I'm late to the party. Kerbin Side is getting revamped? Can I ask which specific KSP version you are currently testing this? (e.g. 1.X.XXXX). Can I also ask which version you are targetting? I am holding on updating to KSP 1.4 for now since I think most of the mods I have installed have not yet updated to the current version, and I'm afraid updating to the latest might brick my career save. Then, I also have an issue in my KK and Kerbin Side install wherein some the positions of the statics are either underground/have the wrong inclination/is floating in the air etc. What I'm doing is painstakingly editing the positions using the KK editor, but if Kerbin Side is getting revamped, I wonder if the new one will be able to fix my issues?
  9. I was finally able to land on the moon, so I am now planning my Mun Base, and I will really include your mod. Thanks for all the hard work! Will be looking forward to that! I am not planning on updating to 1.4. anytime soon, so I hope that the next update will be backward compatible. (Not forcing or anything, just stating my thoughts.) Btw, are there plans to add compatibility to the various Life Support mods? I personally use Snacks, so it would be really great to have compatibility. But it is great enough as it is, so no need to worry! Cheers~
  10. Wow, is that New Game? Pretty nice! I absolutely love the IVA's. Looking forward to more
  11. Wow this is so nice! I will be adding this to my install and will build my Mun base! (After I am able to stop crashing on the Mun) I really like the reason you stated here for why there's no IVA QQ though, since you said for now, am I right to assume that there will be in the future? Thanks a lot and will be looking forward to using this mod!
  12. I did a 'Verify integrity of game files' just now, and Steam updated me to the latest version lol. Well, I'll be returning to 1.3.1 and retrying something new. When I did my test yesterday, I redownloaded everything to make sure I have the latest versions. I got Kerbal Konstructs from here. Then I got Kerbin side from the spacedock link here. (I was looking for a github link for Kerbin Side, but didn't find any.)So fresh downloads Now what I'm planning to do is download Kerbin Side by pieces. I'll download KS Core first, then Kampus, then Ground Control, then Skyways. Let's see what will happen.
  13. Hi @Ger_space! Is this response for me? As I've said in my post, the only mods I have installed are KER, KK and Kerbin Side. But it really is weird that I seem to be the only one experiencing this issue. So what I am planning to do right now is backup my current KSP, get my KSP backup before I installed any mods, then I will try installing Kerbal Konstructs and Kerbin Side. This time I will make sure that this will be the only mods installed, since when I reported the issue before I had mods installed, but I just uninstalled them. They might have left something that broke something else. I haven't installed any of the mods you mentioned though. Anyway, let's see! I'll be back in a few hours. Edit: Well, this saddens me. Even though I started from a clean KSP (1.3.1.1891) with only two mods (Kerbal-Konstructs-1.3.0.3 and Kerbin-Side_Complete_continued-1.4), the result is the same: Here are some screenshots (imgur messed up the arrangement ugh.) I have something new to report, there seemed to be a weird window on the upper left, that was not there before. Have you seen this already? I don't know why my install is weird like this, maybe it's specific to the KSP version? Anyway, I'm actually not expecting you to be able to fix this, because it seems to be a local problem. What I would like to ask though, is if you have screenshots of the bases, so that I could actually just fix the positions myself using Kerbal Konstructs. (I've actually done it on some of the bases I have visited that seemed easy to fix on my current save) Here is the log anyway, might have some information. Lastly, I feel really bad because all I can do is just report issues, but let me tell you that I absolutely love this mod and will still have it installed throughout my playthrough. Thanks for all the hard work! P.S. Thanks for the information regarding the offices by the way. I'm able to see them now. Thanks
  14. Hello @Ger_space, I've been reading this whole thread to follow up the development of this mod (I'm still on page 16), as well as the Kerbin Side mod. I posted an issue there and I haven't been able to follow up because of reasons, but I will follow up on it this weekend. Back to the topic though: I want to ask, can I get the update of Kerbal Konstructs without an update to Kerbin Side, or I need to wait for both of them to be updated? I assume that 1.4. will break this mod (as well as other mods I have) so I will not be updating to 1.4. soon. Is this correct? And btw, really thanks for all the hard work. Because of you, my KSP experience is always fun and exciting. Edit: Someone else asked my question and it's already answered, so please don't mind my question. Thanks!
  15. Welp, that fixed it! You were absolutely right. I feel so stupid now, seeing as I scanned this thread and saw the instruction to specifically put it under the WildBlueIndustries folder. Anyway, thanks a lot for the speedy response! I absolutely like this mod and am planning on installing it throughout my playthrough. Thanks a lot!
  16. I've just recently started playing KSP and I'm really happy to have found this mod! I have something to report though. So I've been experiencing this problems myself. I've experienced it on Jeb's Island Resort. I've tried moving the instances as suggested here but it's taking me some time, probably since I'm new to using the KK mod. Anyway, I will list down the bases that have sunk underground below. The sites below have not sank underground, but parts of their buildings have the wrong altitude/placement. I tweaked their positions, but since I don't know how the original one looked, I do not know if what I did was correct. Since there's quite a lot of them, I wonder if there are any ways to speed up the process? Like just editing the files or something? Oh btw, some instances on KSC (some roads, the hangars, and some other buildings I think) also have the wrong altitude. They are not underground, but some parts are definitely low on the ground. I fixed them on my copy, though I remember I deleted some instances (e.g. the hangar staircases, etc.). I don't think I could share it as a 'fix' or 'patch' or something, but I thought that I should just let you know. The version I'm playing is: 1.3.1891 on Career mode, with all the KSC buildings fully upgraded. The mods I have installed currently are: Kerbal Engineer 1.1.3.0 Kerbal Konstructs 1.2.0.4 Kerbin Side Complete continued 1.4 If you need other information, please let me know. I have also experienced the other problem reported here, where bases gets closed after reloading. I'm not sure when it happened, but when I relaunched KSP, all of the bases got closed. Since I wasn't aware of the Alt+F12 to get back the costs and the setting to have all the bases automatically opened, I edited the openCost and closeValue on the files to 0. I did this after discovering that the bases have sunk though, so I think it's completely unrelated. Overall though, a really really great mod. I am planning to have this mod installed throughout my playthrough, as it makes Kerbin more 'alive'. I also love that the KSC is now connected somewhere, adding some sort of 'realism'. Here's hoping for more updates in the future. Thanks a lot for all the hard work! Cheers~ P.S. I've seen people on this thread talk about offices, but I'm not sure how to make them work. Is there a guide out there, or do I need to install other Kerbin Side Add-ons? Thanks a lot Edit: Well, that's certainly weird. As I'm going through the bases one by one, almost all of the bases I have been to are either underground/floating in the air/wrong placement of the buildings. Perhaps this is just me? Something might be wrong my installation. Once I complete my lists, I will try reinstalling again. Edit 2: Completed the list; There's too many of them I'm beginning to think my install got weird somewhere. I'll try reinstalling and I'll post some updates here.
  17. I've just recently started playing KSP and looking for mods to fix my headcanon of the KSP Universe (e.g. Kerbin being relatively empty) as well as fun mods to increase the realism. I really like this mod and have installed it in my Career mode. While the other life support mods are great, I prefer this one because of its relative simplicity. Thanks for all the hard work! Just a really really minor bug though. From reading through this thread, I assume I'm probably the only one experiencing this issue, but here goes. The snacks icon is missing on my UI. Some screenshots: The version I'm playing is: 1.3.1891 on Career mode. The mods I have installed currently are: Kerbal Engineer 1.1.3.0 Kerbal Konstructs 1.2.0.4 Kerbin Side Complete continued 1.4 Snacks Continued 1.8.7 Snack Parts By Whyren 5.2 Module Manager 2.8.1 I thought it was because of Whyren's parts at first, but I uninstalled it and launched KSP, still no icon. Other than that, everything seems to be okay on my Sandbox mode (since I'm still testing the mods before touching my Career save). Once again thanks for this mode I really like the concept!
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