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Katniss218

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Posts posted by Katniss218

  1. On 6/30/2022 at 10:24 PM, Bob Kerman Industries said:

    This mod is amazing!

    The only thing I have problem with is that when the rocket spawns on any of the launchpads it acts like it is in water, when it lifts off the rocket acts like in water too to the heit of about 70 meters.

    That is a problem with RSS (and possibly KSP itself) unfortunately.

  2. 21 hours ago, si2504 said:

    hey @Katniss218, I'm try to get KSCSwitcher working correctly and with the default launchsitespatch in your configs, the screen is black and no amount of back scrolling brings it back in view. Now, i've looked at the configs and you have  "@Site[us_cape_canaveral]". In KSCSwitcher, Site name = ksc. Once i set the @Site to "@Site[ksc]" in your configs, there's no longer a black screen, however for some reason the position of KSC is placed somewhere around the position of your LC-39 pad and raised slightly above the rest of the terrain. I have been using your cape mod for some time now with no issues, up until KSCSwitcher is installed and the positioning for some reason is altered.

    would it be possible for you to see if you can replicate this and see if you know what is conflicting with the KSC positioning? Thank you

    By default, RSS's "KSC" is placed very close to the LC-39A.

    Because of that, I had to move the KSC out of the way in the config. You changing this config told KSCSwitcher to stop modifying the position for us_cape_canaveral, and it reverted to the usual "at LC-39" position.

    As to why you can't scroll out far enough, I unfortunately have no idea, whenever I, or any other person I talked to used KSCSwitcher, we were always able to scroll out and see.

  3. On 3/20/2021 at 2:41 AM, Lokesh_Mars_Gen said:

    hi I'm curious if tundra space center and astronomers visual pack are compatible with this mod?

    This mod only works with RSS.

     

    On 3/21/2021 at 4:19 PM, JEBEDIAH KERBAL PLAYER said:

    The mod will have the other launch pads (LC 40, 41, Historic pads, etc)?

    Tbh, I'd love to, but I'm already past these with my timeline and I'd rather work on making videos than launchpads I'd never use.

    I struggle with finding time to work on things already.

  4. On 3/10/2021 at 10:55 PM, Rocketry101 said:

    Only problem, Terrain is not solid and is a ocean?

    Gzt1fWk.png

    as you can see its underground, seems the same thing happen to camera at space center view even thought I dont have ksc switcher. I have the edited height map as well and installed it correct so is this bug or is it part of the mod (not making game unplayable but its annoying for landing starships and falcon boosters.)

    I currently don't have a way to make a collider that conforms to the shape of the terrain, unfortunately.

    The only tool I found for convex decomposition was pretty sheit.

    2 hours ago, certifiedkerbal said:

    hey! My KSP 1.8.1 save will always get the message: Kopernicus failed to load this system, This doesn't happen when this mod is not installed, though. Should I be posting this on Kopernicus's forum, or yours? Thanks. I can provide my ksp.log after a failed load.

    My best guess would be that you have an older version of RSS that tries to load the heightmap in a different manner (real issue with RSS). In retrospect, I shouldnt've modified the heightmap and just used the PQS decal. That will be dealt with in the future. Probably when I finish Baikonur.

  5. On 1/10/2021 at 2:52 AM, ryyyyyan32 said:

    Potentially dumb question here, but I've tried to get this working a couple of times but for whatever reason, I can see some of the new terrain from the mod but most of it is covered by other terrain. I'm not sure whether or not this is because I'm installing the mod or RSS-Textures incorrectly or...?

    Sorry for late reply. You need to overwrite the default Earth heightmap with the custom one provided with KCC.

  6. 14 hours ago, Georgecosmos said:

    Thanks for the reply! Turns out I had incorrectly installed Kerbal Konstructs, meaning it didn't work, I've got it working now but i have one more question, how do i set the pads as the default inside of KK?

    I'm not sure if you can set them as default, but to launch from a pad, there's a menu in the VAB. You click it and another menu with the launch pads will pop up.

    When you select the pad, it *should* launch from it until you select a different pad, even after rebooting, but I've had some issues with that.

  7. 23 hours ago, Georgecosmos said:

    I have installed the mod however everything is flat, the launch pads are not 3 dimensional, may someone please help?

    Most likely you don't have Kerbal Konstructs. It's needed to spawn the actual launchpad objects

    17 hours ago, lextacy said:

    So when ya gonna fix the colliders on the 39A/B instead of telling people to move their ships around which never worked?

    Colliders aren't broken. The spawning system in KK is. Instead of using the position of the spawner it moves the bottom of the craft as low as it can go. The only way to "fix" that is to cover up the trench, and that's not gonna happen.

    And it does work, if you attach an actual launch clamp (the stock ones work for example) to the rocket.

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