

Professor K
Members-
Posts
86 -
Joined
-
Last visited
Reputation
33 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
Sorry for the delay, work's been hectic. I was able to test the patch on a larger (40-50 mod including planets) install this morning and it did the same thing. Thanks Drew. -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
I put fresh copies of Kopernicus, KK (and dependencies) and MM in place (no other mods in this install) and it still does the same thing. With the patch removed it runs as expected. I'll test on another install with more mods including some extra planets and report further as soon as I'm able. -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
This one is causing KSP to have major issues. I can't get into any of the buildings at the KSC (except the Astronaut Complex, which I then can't get out of). The log is full of non-existence Object errors, most if not all of which appear to be related to the Comm sites. I also can't get out of KSP, I have to kill it from the task manager. I tried on an existing save, a new save and another new save with the commnet system disabled, all with the same results. Log: https://drive.google.com/open?id=12-PoE7H7dAKgN3uobij13RKZdZ7msRj2&usp=drive_fs -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
I am on 1.12.5 with both DLCs, I have 3 arches as well, the other two work. Here's a link to a log file. This is me attempting to place a number of both working and non-working items on Moho. I turned on KK's Debug mode which seems to have activated debug mode for other mods as well, so it's somewhat bulky. https://drive.google.com/file/d/12-PoE7H7dAKgN3uobij13RKZdZ7msRj2/view?usp=sharing -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
I don't have any shader packs installed other than those that come with specific mods (like Scatterer, EVE, etc). I did some more experimenting and all the Squad static work except: CommNetDish (Just get colliders when placing, nothing after) RockArch02 UFO Monolith01 Monolith02 Larkes (Same colliders as the comm dish) Mohole I checked on a stock planet, there was no change. I set up a vanilla instance of KSP with nothing extra but MM and KK w/dependencies and the Rock Arch & the two Monoliths worked in it. The UFO showed up, but as a model with no textures. The others were the same as before. (See screenshot). I also tried going back a version on KK, there was no change. -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
I can not see the mesh when placing it, only the colliders. The arrows show it to be above ground and neither dragging it in any direction nor "Snap to Terrain" changes anything. It's not from a mod, it's one of the Squad built-ins, labeled "Squad_CommNetDish". I've also tried deleting/replacing the instance (no change), putting it in another location (no change) and putting other objects in the original location (they appear as expected) -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
Well, they do go away, but the dish does not appear. It's in the local instances list, but not visible. -K -
[KSP 1.8+] Kerbal Konstructs (Continued)
Professor K replied to NathanKell's topic in KSP1 Mod Releases
I'm getting this odd wireframe when I attempt to place one of the built-in pieces, the CommNetDish specifically. Is this a known issue or do I most likely have something corrupt? -K -
That was indeed was how I had ended up writing them. Example: @DEPLOYEDSCIENCE:NEEDS[DwarfPlanetsPlus&SquadExpansion/Serenity]:AFTER[DwarfPlanetsPlus] -K (In case anyone is curious, the patches add the necessary info to the game for the Seismic deployed science experiment to work on the added planets. )
-
@Kevin_kerman I'm not the OP, but I am looking for the same info as I want to add an anomaly to a planet I'm making. I found the code below in the KittopiaDump for Kerbin. Some of it seems self explanatory, but the rest is a bit of a mystery. The comments are my attempt to decipher it. Any assistance you could provide would be greatly appreciated! (I was just going to play with it until I saw Mr. Kerbin's comment about doing it wrong crashing the game, so I thought I'd ask for help first this time. :-) City { debugOrientated = False // ? frameDelta = 1 //? randomizeOnSphere = False // Random Location? reorientToSphere = True // Orient the model relative to the sphere's surface? reorientFinalAngle = 0 // Set the angle of the model relative to the sphere's surface? reorientInitialUp = 0,1,0 // Uncertain... repositionRadial = -468635.094,-68111.1016,-370297.094 // Object's location? Unsure of coordinate system though. repositionRadiusOffset = 98 //? repositionToSphere = True // ? repositionToSphereSurface = True // Make sure it's above ground? repositionToSphereSurfaceAddHeight = True // Make sure it's above ground including height maps? commnetStation = False // Is is a Comm Station? isKSC = False // Is it the KSC? order = 100 /PQS Mod Order enabled = True // Self explanatory name = Pyramids // The object itself. Built in and stored somewhere in the game files? Can new ones be used? LOD { Value { visibleRange = 75000 // How far away the object can be seen? scale = 0,0,0 // ? delete = False // ? } } } -K
-
[1.12.x] Cacteye 2 Refocused Full Release
Professor K replied to linuxgurugamer's topic in KSP1 Mod Releases
IIRC... Cacteye, by default, merges the functionality of the Spacedust telescopes into it's own telescopes and removes the spacedust-only scopes. The spacedust.cfg file restores the Spacedust telescopes for use as parts with different names (although the Cacteye scopes still have both functions). It's commented out because most users just use the combined parts. -K