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KSP2 Release Notes
Posts posted by zakkpaz
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@EStreetRockets Are you planning on adding the recoverable engine pod thing from that one SDHLV concept Martin Marietta did?
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So I probably should know this by now, but what’s PBR and were do I download it?
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Where does the new Atlas F antenna go?
I’m having trouble finding any pictures of it on the IRL rocket.
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Ok so, from what I can tell this mod still works fine with the newest version of CTT.
just thought you guys might like to know
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@Rodger I found the problem, for some reason deleting the the E-1 caused the Titan III upgrades to disappear also possibly the third kick stage upgrade I can't remember if that was missing or not, the fourth Atlas upgrade never had a problem it always showed up, so I have no Idea what's going on.
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11 hours ago, Rodger said:
Would probably need a log to see what's happening. Missing upgrades would pop up a B9 warning on launch too, NREs may be something else.
Here you go https://drive.google.com/file/d/1FwYslJ-uZIT1h9vqggswB4d_FiDaAJMv/view?usp=drive_link
I've had something like this happen before, it was because I had deleted to .mu file used for the icon, but even with everything still in the Titan folder the upgrades are still missing from the tech tree.
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@Rodger I've got a bug report that I think might me related to the parts mergers.
I'm pretty sure it's not a problem on my end, the tech tree upgrades for the Titan III tanks, Transtage upgrade and engines are missing. I keep getting the "NullReferenceException: Object reference not set to an instance of an object" error.
Sorry I can't be more specific.
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24 minutes ago, CobaltWolf said:
I don't make IVAs
Who was it that did the IVA's for Skylab and the LEM?
Their work is amazing and ever since FreeIVA came out I've been hoping for more from them.
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11 hours ago, GoldForest said:
Aerobraking a craft that size is/would be insane.
What makes it so crazy?
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Would you guys be willing to turn the Surveyor Orbiter High Gain Antenna into a relay antenna? There's not much to do with the Orbiter and having them be communications satellites makes sense as an althistory cheap reuse of existing technology type deal.
Normally I'd just patch it myself but it seems like a good candidate for the part merges you've been doing and I'm not sure how that affects things.
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Updated to v1.2
- Increased Titan IV pad size limit to fit MLP Modular Launch Pads tower
- Added new airfield, Kerbminsky NAS
- Began reducing the number of names beginning with K(Renamed Kermilab to Xenonne National Laboratory)
- Made a ReadmeI still have one airbase i want to add, but i've run out of chicago adjacent references, I was hesitant to use Comiskey it seems to obvious. Anyone want to contribute a name? there's pun no to cringeworthy but I am trying to avoid any more with "Kerb" as a prefix.
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1 hour ago, badgekat said:
This seems to conflict with the observatory from Research Bodies. Is there a good way to correct this?
I’ve never used that mod before, can you describe the issue in detail?
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A KSC expansion and 25 new spacecenters, harbors, large airports, and small airstrips spread across JNSQ's Kerbin. It includes grounds stations helipads, and roverspawns making use of multiple asset packs to provide a more unique starting points and endings for all your missions.
Terrible MS Paint Map
Download Link
==spacedock==
Requirements/Dependencies
Install instructions
To start just drop the mod folder, the dependencies and their dependencies in to the "gamedata" folder, then comes the important part. This mod started as me messing with the included JNSQ KK bases, while nothing is left from those bases, some of the new ones are very near or on top of the JNSQ ones, so it's best to delete the file "JNSQ/JNSQ_Configs/KK"
Similarly Kerbinside includes its own bases which are not designed for JNSQ so delete "KerbinSideRemastered/Statics/ExampleBases"
Known issues
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Instead of using the spawns built into Tundra’s pads I had to place invisible ones on top of them. This was the only way I could figure out to around a bug that keeps you from changing the color of the grass on active launch pads. They should work as normal, please report any issues.
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Theres a group of trees popping out of the KSC taxiway I can’t figure out how to get rid of.
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Z fighting with scorch marks on Tundra’s pads and the runway numbers on Kerbal Konstructs 4800m runway
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Not fully compatible with Blackracks Deferred, there are noticeable color differences between otherwise identical textures on Kerbal Konstructs buildings.
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A lot of the default camera angles suck and the setting I think should change them doesn’t do anything when the heading is altered.
To-Do
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Find a better fix for launch pad color issue
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Add a airbase to the far north-west peninsula
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Make a part pruning guide
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Make icons for launch sites
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Fine tune ground stations where needed
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Add useable fuel tanks (Defiantly LF & OX, maybe Mono, LH2, & LCH4)
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Add CollectingSP's Delta IV pad to Vandenkerb if/when it’s released
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Figure out KK’s ILS and add it to runways
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Make GAP style contracts
Might Do
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Figure out how to add a dry lake bed texture to Jebwards (can KK even do that?)
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Adjust terrain around Kermilab to allow landing from the north
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Add NavUtilities support
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Add Parallax compatibility (how does that even work)
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Redo K.S. Outpost 31 as a smaller airstrip
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@Damon I've made a number of bases using this mod and I wanted to post them for download.
I don't really understand licensing agreements so I wanted to double check, as long as I don't include the actual mod files its fine to post the instances files of them made by kerbal Konstructs, right?
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I think I’ found a decent work around but I have a question.
the bug only effects launch sites so if I just use the pads as statics and put an invisible spawn point on top of it, but I’m wondering if that would break the plume effects?
EDIT: It seems to work fine.
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7 hours ago, Nightside said:
What grass color value are you using?
I entered 0.66, 0.58, 0.5, 1but it shows up in the .cfg as 0.660000026, 0.579999983, 0. 5, 1
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7 hours ago, CollectingSP said:
Oh, just click “save” in the static options while the editor’s still open on screen. I’m pretty sure that’s fixed it for me in the past
That doesn't help either, the .cfg has the color change on it it just doesn't show up in game.
SpoilerSTATIC
{
pointername = TLC_05
Instances
{
UUID = 13891e7a-e6bd-425e-b54d-b8c5b7a447a9
CelestialBody = Kerbin
RelativePosition = -301.311615,7.12480021,-1713.97253
Orientation = 0,120.000008,0
isScanable = False
ModelScale = 1
VisibilityRange = 25000
Group = TanSands
GrasColor = 0,0,0,0
GrasTexture = BUILTIN:/terrain_grass00_new_detail
LaunchSite
{
FacilityType = KKLaunchSite
OpenCost = 0
CloseValue = 0
FacilityName =
LaunchPadTransform = TSC_05_spawn
LaunchSiteName = Tan Sands SLC - Redstone Pad
LaunchSiteAuthor = Damon
LaunchSiteType = VAB
LaunchSiteDescription = WIP
LaunchSiteLength = 13
LaunchSiteWidth = 13
LaunchSiteHeight = 0
MaxCraftMass = 0
MaxCraftParts = 0
InitialCameraRotation = 90
ILSIsActive = False
ToggleLaunchPositioning = False
OpenCloseState = Closed
LaunchSiteIsHidden = False
Category = RocketPad
}
GrassColor2
{
GrassMeshName = TE_GRASS
MaterialOffset = 0
GrassColor = 0.660000026,0.579999983,0.5,1
NearGrassTexture = BUILTIN:/terrain_grass00_new
NearGrassTiling = 0.150000006
NearGrassGrayScale = False
FarGrassTexture = BUILTIN:/terrain_grass00_new_detail
FarGrassTiling = 0.00700000022
FarGrassBlendDistance = 110
FarGrassGrayScale = False
TarmacTexture = BUILTIN:/ksc_exterior_terrain_asphalt
TarmacColor = 1,1,1,1
TarmacTiling = 100,100
TarmacTileRandom = False
TarmacGrayScale = False
BlendMaskTexture = TundraSpaceCenter/Pads/TSC_05/TLC_05_Mask
ThirdTexture = BUILTIN:/ksp_pad_concrete_diff
ThirdTextureTiling = 0.100000001
ThirdTextureColor = 1,1,1,1
ThirdTextureTileRandom = True
ThirdTextureGrayScale = False
}
}
}i tried changing "GrasTexture" but thats how i got the pink grass
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5 minutes ago, CollectingSP said:
I’m confused… are you trying to make the pads have the desert look? If so you don’t need to do CFG editing- just use the KK editor to edit the grass color.
I have never had this issue before in my time both using and Developing KK mods. Can you post a screenshot of what the editor looks like?
Also, I’ve never heard of a “ground color issue” before other than the pink textures that you get with an improper install- what does this issue consist of?
If you set something as a launch site the grass color doesn't save when you change it in the editor. I thought this was a known issue, there are posts about it in this thread.
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11 hours ago, CollectingSP said:
Are they showing up as pink? I've never heard of that before...
I wouldn't call it pink exactly, for some reason the grass color shows up as 1,1,1,1 in the editor.
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52 minutes ago, Rodger said:
You might need to install KSP Community Fixes, there seems to be an issue with one of the x15 textures, but having KSPCF allows it to load.
Are you guys going to fix the texture or is this patch my only option?
I hate to ask you guys to do more more work, but i have way to many mods installed.
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I’m having trouble with the X-15, most of the parts aren’t showing up in game anymore.
All the files are in the folder
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Ok so I read that I could fix the ground color issue on Tundra's launch pads by changing the color data in the .cfg's by hand, but so far all I've been able to do is turn them solid black or white, is there a guide to fixing them?
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Ok so I read that I could fix the ground color issue by changing the color data in the .cfg's by hand, but so far all I've been able to do is turn them solid black or white, is there a guide do fixing them?
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53 minutes ago, OhioBob said:
The license prohibits you from editing any part of JNSQ and then redistributing it.
Alright I'll replace everything i got from JNSQ, I dont think theres much left at this point. Would you like me to send you the files before release so you can double check them?
I started this a while ago so it's to tell what is and isn't mine.
[1.12.X] Tantares - Stockalike Soyuz and MIR [16.1][28.05.2024][Mars Expedition WIP]
in KSP1 Mod Releases
Posted
Where Did you get the Odyssey from? I know someone was working on one for Kerbal Konstructs but I never saw a release