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Posts posted by Katniss218
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19 hours ago, NewRetroMan said:
I have problem with placing Saturn Launch Base and other huge launch pads. Rocket just shaking and falling apart with crazy speed. I've tried to move vehicle in VAB, but it looks like pads just stacked in texture (colliders was disabled). Does it count like a Kraken Space Program? xd
UPD. Maybe the problem is in this spawn center? I dunno.
Sounds like colliders of the LC39 and your launch base intersecting with each other.
Does the launch base have colliders in the legs? (can be checked by hovering over the leg (only over the leg) and if it highlights the part, then it does have colliders in the leg).
10 hours ago, cardboardman said:Any plans to put this in CKAN? The installation was kind of rough.
What do you mean rough? It's literally 1 step (well, 2 if you want to be petty):
- copy-paste the contents into the GameData and accept to overwrite the existing heightmap.
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Uranus as seen from Miranda
.. and Titania
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19 hours ago, A.Talvanen said:
Thanks for the prompt reply, any way I can mess around with the configs to fix or just ignore it until resolved?
@Nooby_dud Just upgraded my system, wanted to try a couple of things I was unable to do before but it still has some problems here and thereThere's a fix on reddit for CityLights not working. Idk why it worked tbh, but it did.
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Update 1.1 is out.
https://github.com/Katniss218/KatnisssCapeCanaveral/releases/tag/1.1
New version is only compatible with RSS 18.2 (or I guess with others too, but you'd need to frankenstein the old modified heightmap into the gamedata).
The shuttle runway should finally be physical (only the "island", anything around is still purely visual).
The old version can still be downloaded by cloning the repository (new version has a special release page)
Rest info in the updated main post.
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An obligatory update post, since there were some bugs with the heightmap and KSCSwitcher compatibility.
It all seems to be fixed now.
Also, keep looking at the repo from time to time, there might be "silent" changes in the future (not worth a full post).
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"Turning KSP into Orbiter since May 2020"
So I'm posting this since some users thought it was really cool and wanted to play with it.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Download:
https://github.com/Katniss218/KatnisssCapeCanaveral/releases/tag/1.2.2 (copy-paste everything into the game-data and replace existing files)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Da big list of disclaimers, info and trivia, etc:
- Requires Module Manager
- Requires Kerbal Konstructs for the LC39A/B launchpads.
- RSS-Textures (RSS) should be installed beforehand otherwise it will override the modified heightmap (and make visual glitches!).
- The mod (custom heightmap) ONLY compatible with the new textures (16bpp). RSS-Textures 18.2+ required!
- Seems that having KSCSwitcher makes the camera go underground (makes the screen black) - zoom out (scroll wheel) for a temporary "fix".
- This mod moves the KSC (and us_cape_canaveral in KSCSwitcher) and therefore might conflict with your other KK statics (I think it only affects ungrouped objects).
- Contains an 8k color & normal maps for the main mesh and 4k color & normal maps for LC39.
- Textures based off of Google satellite imagery (free for non-commercial use).
- Install Omega's Stockalike Structures (OSSNTR) to get a real VAB.
- This mod also contains Uranus rings (separate files, so if you don't want it, just delete it).
- Shuttle Runway comes with a collider, the rest of the cape does not.
- It's not 100% complete, and with me being me, it probably won't ever be, therefore it's a release already
- Cape mesh contains about ~19k manually placed vertices (37k + 2*24k triangles in total).
- I can't really verify compatibility with RP-0/RP-1 - LC39 should allow practically unlimited mass, size, etc, and cost $0, because balance!
- I don't know what I'm doing. D:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Video featuring Katniss's Cape Canaveral:
Screenshots:
(Saturn parts and LUT not included, also featuring "EngineLightRelitKatnissified")
Thanks for stopping by and enjoy!
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Mmm, that's one spikey asteroid. Certainly an interesting thing to land on
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On 4/27/2020 at 9:10 PM, BezKartuza said:
Fine!
I get aesthetic pleasure from this.
It's pity it's bit dark ...Thanks!
I'll try to address that in my next vid, hopefully.
Also, have an LV comparison (to scale), cause why not.
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Yes, this is KSP
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That's.. Interesting?
Really cool idea tho, to have the craft actually be re-flown without reverting/re-loading.
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Damn... That's impressive.
Also, where did you get those RSS textures from?
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I've been seeing more and more of these popping up ever since winged's video went live.
And I have to say, I like it.
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3 months in the making, I present to you my masterpiece. Hope you enjoy and thanks for stopping by!
(YT really doesn't like dark scenes btw)
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Oh, I've seen this on reddit before, I have to say, cool mission. Really long and quite complex ;D
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Just about perfect thread for me.
My MLV Saturn V-1 in 1.8.1 RSS/RO, made out of ProcParts, SSTU engines
And bonus:
Custom fuel vent effects via RealPlume
[1.8.1/1.10.1] Katniss's Cape Canaveral - RSS
in KSP1 Mod Releases
Posted · Edited by Katniss218
Try moving the rocket (and the launch base) up in the VAB until it no longer intersects the LC39.
I placed them the same way they are placed in the mod, via KK menu (Ctrl+K)