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Sputnik Planitia

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Posts posted by Sputnik Planitia

  1. On 8/25/2021 at 7:03 PM, DeadJohn said:

    Thanks for this mod. I have some observations and comments (with KSRSS 0.7, KSP 1.11.2).

    1. Rockets launched from a lot of the sites end up with their navball rotated from the default (where 90 degrees points right). I suppose it was done that way so Modular Launch Pads spawn and automatically rotate to line up with this mod's ground textures, but it makes gravity turns from many pads more difficult because we can't just press the D key on ascent.
    2. LC 20(Titan) is one of my favorite pads because it follows the default navball rotation and allows normal "D" gravity turns.
    3. During ascent, the ground texture around Cape Kanaveral doesn't match the rest of the world; it's just a flat green color. Biohazard15 already commented on this with screenshots. A more detailed ground texture would be a great improvement to this mod.
    4. I am considering adding a lot of KK pads and runways around the world, so I can use the KK menu for all my launches and never need KSRSS' KSC-Switcher interface. I'm a KK noob, though, and wonder if I'll slow things down with too many sites. Is Cape Kanaveral already pushing KK limits?

     

    Because KK basically just places statics and the only thing that happens to them is the explosion effects (when you crash into them). And even for animated Statics they are still still objects just like the VAB or the tracking station. The only real time where you would hit the limit is when you have millions of these. Also, KK loads parts individually and unloads them after a certain range, which maintains performance. Because of this, there isn't really a limit at all.

    On 8/22/2021 at 7:44 PM, Austin_Kerman said:

    So I accidently crashed a shuttle into the ground, and it destroyed the ground that was around the launch sites, and now Cape Canaveral looks like this:
    https://imgur.com/a/oxsrbtm

    I've tried deleting and then reinstalling Kerbal Konstructs and Cape Kanaveral, but that doesn't seem to be working, do you guys know how I can fix this?

    Press the KK menu on the Space Center scene of your save (as in, the scene where you can access the VAB and astronaut complex, etc) and there should be a button to repair statics.

  2. On 8/31/2021 at 4:35 AM, SpaceX_Boi said:

    Hi :) 

    I know that this forum is not the forum of Starship Expansion Project, but it does not have a thread so I will post here.

    Does anybody else have wimpy heat tolerance for the Starship? Today I had to use the 'ignore max temperature' cheat to get through re-entry. The ship can barely take any heat. :(

     

    Please help!

    And let me know if posting about SEP on this thread is unreasonable :joy:

    pretty sure there is a github issue thingy

  3. 6 hours ago, panarchist said:

    It was reported above. Ger_space hasn't posted to the thread since it was reported, but it's also only been a few days since release. While I can't speak for the maintainer, I would note that given the number of changes made in 1.12, any estimate would be premature until the code and error logs are reviewed. Have patience, and there's always the option of reverting back to 1.11.2 in the interim.

    Oh yeah... about that. I have reverted to 1.11.2 since I wanted to keep my mods compatible and I don't really think 1.12 did much change. However, the issue had stayed and the ctrl - k menu is still not working.

  4.  

    1 hour ago, Caerfinon said:

    Could be some othe mod is adding to KK's issues with 1.12.
    Your instance is throwing a lot of warnings "[WRN 09:41:38.118] KK: [KerbalKonstructs] AttachFacilities: Value cannot be null." which may or may not be related. There is no indication that CTL-K was pressed so something must be intercepting that activity.

    In my game a CTL-K invokes the following;

    
    [LOG 18:34:36.611] KK: [LaunchSiteManager] GetLaunchSiteByName: found LS: Runway
    [LOG 18:34:36.699] [UIMasterController]: ShowUI
    [EXC 18:34:47.798] MissingMethodException: void UnityEngine.GUIText.set_text(string)
    	KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0)
    	KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0)
    	KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0)
    	UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

     

     

    Hmm that is interesting.. I have never had this problem before 1.12 so I do think it is just a 1.12 issue.  At the same time I have no idea what could be intercepting with the ctrl - k system.

    Also, I have installed these mods with CKAN so theoretically it should block anything that conflicts with kerbal konstructs. I'll be experimenting until I find something.

    I have just noticed that a lot of the konstructs mods (e.g kerbinside remastered) are just there without being used. I must've thought these were dependencies for tundra's space center. I'll remove those mods and come back with more info if I have the time.

  5. Hi, I have been using this mod for a while now because Tundra Exploration makes use of it for shiny starships.

    However (this happened before the 1.12 update) Textures unlimited has seemed to stop working for me. Reflection refresh is set to every frame, so is reflection resolution set to max. I've have reinstalled both Tundra and Textures unlimited but to no avail. All help is appreciated. 

  6. Hello, I have been using your Tundra Exploration Mod for quite some time (Along with Tundra Technologies). I just have one question though, is there any chance that you, Damon, will be considering about remodeling the flaps on Gojira Mk4 (i.e starship) to look more like the now heavily changed real life counterpart?
    This is just a question and am not pushing you to do it in the near future. I am just curious.
    Love your mod by the way, personal favourite.

     

    Edit: I just noticed it is on the roadmap. Sorry for bothering you.

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