CaelumEtAstra Posted October 7, 2015 Share Posted October 7, 2015 You can use this one for a template:-snip-Thanks, regex. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted October 7, 2015 Share Posted October 7, 2015 You can use this one for a template:@KSCSWITCHER:AFTER[RealSolarSystem]{ @LaunchSites { Site { name = kermangrad displayName = UU - Kermangrad description = Kermangrad PQSCity { KEYname = KSC latitude = 42.5 longitude = -162.5 repositionToSphereSurface = true repositionRadiusOffset = 0 lodvisibleRangeMult = 6 reorientFinalAngle = -153 } PQSMod_MapDecalTangent { radius = 1 heightMapDeformity = 80 absoluteOffset = 0 absolute = true latitude = 42.5 longitude = -162.5 } } }}Don't change the KEYname, ensure it has a unique "name" field, make displayName and description pretty much whatever you want, and reference this document for help on the other variables:https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangentthat will work as a starting point, but IIRC that's before I had it dialed in well. I'll throw up the final version shortly. I read that as name = kermagerd....not too far from the truth, really... Link to comment Share on other sites More sharing options...
regex Posted October 7, 2015 Author Share Posted October 7, 2015 that will work as a starting point, but IIRC that's before I had it dialed in well. I'll throw up the final version shortly.If you're moving it to a different site a lot of things will have to change anyway.Also, thanks for leaving that lying around in the thread, quite handy. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted October 7, 2015 Share Posted October 7, 2015 Here's the final version that works quite well:@KSCSWITCHER{ @LaunchSites { Site { name = kermangrad displayName = UU - Kermangrad description = Kermangrad PQSCity { KEYname = KSC latitude = 42.5 longitude = -162.5 repositionToSphereSurface = false repositionRadiusOffset = 300 lodvisibleRangeMult = 6 reorientFinalAngle = 90 } PQSMod_MapDecalTangent { radius = 17000 heightMapDeformity = 0 absoluteOffset = 320 absolute = true latitude = 42.5 longitude = -162.5 } } }}Like Regex said, it will probably only be "right" at this place, and in 64k.@Mrsupersonic8: It's not all that difficult to get sorted out, just be prepared for a LOT of trial and error and relaunching KSP. For that reason, you might want to use a bare-bones setup with only the terrain modded, if you can, just for quicker load times.Oh, and you simply MUST fly underneath the space center at some point during fiddling. Because AeroMole, that's why. Link to comment Share on other sites More sharing options...
Sovek Posted October 13, 2015 Share Posted October 13, 2015 Ok, problem with the Kerbal renamer. I recently hired some kerbals, scientist. Mark Martin.And now... he's an engineerAt first I thought "Ok, I thought I hired a scientist" when I saw that I had an extra engineer... oh well. Then I hired another scientist... got another engineer when I went back to the game. This also explains why I had 3 pilots, 1 scientist and 1 engineer. I had hired 2 pilots, 2 scientist and one engineer at the start, thats not what I got.For some reason they are not keeping their profession. I had to actually go back and edit one engineers name to get a scientist. Link to comment Share on other sites More sharing options...
regex Posted October 13, 2015 Author Share Posted October 13, 2015 (edited) For some reason they are not keeping their profession. I had to actually go back and edit one engineers name to get a scientist.I need to read up on the problem again but there's a certain action in KSP that will re-do the profession of a Kerbal. It's a stock thing that I can't change; Squad hard-coded the profession to be based on the Kerbal's name, which is a really bad thing for modders. I'll see if I can find the action that does it.E: Another thing I can do is just let KSP generate the profession instead of doing it in the mod. In fact, I think I'll do that for the 1.0.5 release (which will have some other awesome stuff). Edited October 13, 2015 by regex Link to comment Share on other sites More sharing options...
Superfluous J Posted October 13, 2015 Share Posted October 13, 2015 1.0.5 release (which will have some other awesome stuff).I love awesome stuff!And yes, the Kerbal profession thing is - in my mind - the biggest mistake in the game so far because it's SO inane and they obviously did it on PURPOSE. If bits are so precious, remove the badS flag and replace it with "Profession." Why not just have 100% courageous Kerbals act the same way badS Kerbals act now?Okay I feel a long rant coming, so I'll cut this short now. Link to comment Share on other sites More sharing options...
regex Posted October 13, 2015 Author Share Posted October 13, 2015 I love awesome stuff!I don't know if it's necessarily awesome stuff that you in particular will enjoy, but it's been fun programming it.And yes, the Kerbal profession thing is - in my mind - the biggest mistake in the game so far because it's SO inane and they obviously did it on PURPOSE. If bits are so precious, remove the badS flag and replace it with "Profession." Why not just have 100% courageous Kerbals act the same way badS Kerbals act now?Pretty sure the excuse is that a Kerbal with a certain name will be the same profession in everyone's game but that's just ... silly because no one really cares what profession a Kerbal is when they're talking about their name... Whatever. At the end of the day a mod like Kerbal Renamer doesn't really care, YouTubers with an audience that gets sent on missions do. Link to comment Share on other sites More sharing options...
Sovek Posted October 15, 2015 Share Posted October 15, 2015 And now I'm missing a kerbal, for no reason at all. Was never on a mission but I'm down to 6, all three kerbals that took part in crewed flights are there... but Grigory Slepyin is no longer listed. Link to comment Share on other sites More sharing options...
regex Posted October 15, 2015 Author Share Posted October 15, 2015 And now I'm missing a kerbal, for no reason at all. Was never on a mission but I'm down to 6, all three kerbals that took part in crewed flights are there... but Grigory Slepyin is no longer listed.Well, uhm, nothing I can really do about that, sorry. Link to comment Share on other sites More sharing options...
Yukon0009 Posted October 17, 2015 Share Posted October 17, 2015 I can't do anything to change the launch sites/add my own. Even trying to delete the given launch sites doesn't work. Any help? Site { name = tw-taiwan displayName = TW-Taipei description = Launching port for the TASE PQSCity { KEYname = KSC latitude = 42.5 longitude = -162.5 repositionToSphereSurface = true repositionRadiusOffset = 0 lodvisibleRangeMult = 6 reorientFinalAngle = -153 } PQSMod_MapDecalTangent { radius = 1 heightMapDeformity = 80 absoluteOffset = 0 absolute = true latitude = 25.0477600 longitude = 121.5316500 } } Link to comment Share on other sites More sharing options...
Superfluous J Posted October 17, 2015 Share Posted October 17, 2015 I can't do anything to change the launch sites/add my own. Even trying to delete the given launch sites doesn't work. Any help?So you REMOVE an entire launch site from the config file, and load the game, and the launch site is still there?The only possibility is you're editing the wrong file. Link to comment Share on other sites More sharing options...
regex Posted October 17, 2015 Author Share Posted October 17, 2015 If you're using RSS you NEED to add an AFTER clause to your config file, like this:@KSCSWITCHER:AFTER[RealSolarSystem]Real Solar System blows out the original file and introduces its own sites (which are pretty much the same). There are several examples earlier that show you how to properly construct a ModuleManager patch for Real Solar System.Once 1.0.5 hits I'm going to pare down the default site list to the single KSC that 5thHorseman made. Then I suppose I'll make two empty MM patch files for users, one for use with RSS and one without. Link to comment Share on other sites More sharing options...
Wyrmshadow Posted November 26, 2015 Share Posted November 26, 2015 I took the liberty of expanding your Kerbal Renamer with tons more nationalities. The caveat being that I kept the last names to a single simple Kerbalized form for Dutch, French, German, Indian, Italian, Spanish, Polish, Scandinavian, Scottish. I took most of the names from another kerbal renamer and researched a lot of new ones. I kept your format. I'm still using 1.04 because it's stable. [URL="https://www.dropbox.com/s/5erlo11txm9wd9x/KerbalRenamerNew.rar?dl=0"]https://www.dropbox.com/s/5erlo11txm9wd9x/KerbalRenamerNew.rar?dl=0[/URL] Hope I'm not annoying anyone with this. Link to comment Share on other sites More sharing options...
Philipp K. Posted December 2, 2015 Share Posted December 2, 2015 In RSS with KCS switcher are my bases awfull of-placed... Anyone else with this problem??? Link to comment Share on other sites More sharing options...
Gaarst Posted December 2, 2015 Share Posted December 2, 2015 3 minutes ago, Philipp K. said: In RSS with KCS switcher are my bases awfull of-placed... Anyone else with this problem??? KSC Switcher doesn't seem to be updated for 1.0.5. I haven't personally tried though, so I can't tell you if that is the actual cause of your issue. Link to comment Share on other sites More sharing options...
NathanKell Posted December 2, 2015 Share Posted December 2, 2015 KSC Switcher is up to date, AFAIK. The launch sites, however, are not. Wanna help fix? (They're far from up to date--the issues with them predate 1.0, probably). Link to comment Share on other sites More sharing options...
Gaarst Posted December 2, 2015 Share Posted December 2, 2015 31 minutes ago, NathanKell said: Wanna help fix? I would if I could: I'd enjoy contributing in a lot of mods, but my skills in programming/coding go no further than BBCode and calculators Link to comment Share on other sites More sharing options...
NathanKell Posted December 3, 2015 Share Posted December 3, 2015 (edited) Uh...it's just cfg work. Modify a number, start KSP to check, quit, modify again. Simpler even than BBCode, that stuff's complicated! EDIT: Open Real Solar System's launchsites file. Then find your launch site. Then use this handy guide to tell you what things do what. https://github.com/NathanKell/RealSolarSystem/wiki/PQSCity-and-PQSMod_MapDecalTangent Edited December 3, 2015 by NathanKell Link to comment Share on other sites More sharing options...
regex Posted January 14, 2016 Author Share Posted January 14, 2016 NOTICE: I am burnt out on KSP and modding in general. I code for a living which makes coding for a hobby a real chore. I will not be working on these mods anymore beyond simple recompiling, which means they may not be updated for 1.1. Sorry for that. They're open-sourced with a quite permissible license so feel free to take over one or more of them if you're so inclined. Let me know if you do so I can alter the OP here. Also posted to the OP. Thanks for all the support and laughs, I love the modding community here. I'll still be around, BTW, can't leave well enough alone. Link to comment Share on other sites More sharing options...
Nansuchao Posted January 14, 2016 Share Posted January 14, 2016 Thanks for all the effort and the very useful contribution you give to this community... Link to comment Share on other sites More sharing options...
NathanKell Posted January 15, 2016 Share Posted January 15, 2016 Thanks pal. Glad you're sticking around. Link to comment Share on other sites More sharing options...
monstah Posted January 15, 2016 Share Posted January 15, 2016 Yeah bud, thanks for the mods and laughs, too. To be honest, I have played very little myself, spending more time here these days for the social than the gameplay. Take a rest, play some other things. Make some jokes here with us. It's all good Link to comment Share on other sites More sharing options...
Caetano Posted February 16, 2016 Share Posted February 16, 2016 KSC switcher link does not work. Not sure if it's been removed or just an error but It doesn't work. Link to comment Share on other sites More sharing options...
ThiccRocketScientist Posted February 16, 2016 Share Posted February 16, 2016 1 hour ago, Caetano said: KSC switcher link does not work. Not sure if it's been removed or just an error but It doesn't work. Yeah KerbalStuff is down. Link to comment Share on other sites More sharing options...
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