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[1.2] Kerbal Kommander: a new way to play KSP


gagarinekerman

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  On 7/7/2016 at 7:09 PM, RocketSquid said:

I have a problem: I have an ongoing game. Is there any way I can move my ship and crew over to the new save?

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1- open the "persistent" of your old save and the one of the new save

2- find your ship in the old save (search the ship name) and copy all the vessel node:

example (it's very long):

  Reveal hidden contents

3- paste it in the new save file in the "Vessel" node

4- if there are crews in the vessel:

copy the kerbal node of the crews and paste it in the "ROSTER" node of the new savefile:

example:

  Reveal hidden contents

I hope it will work ! :wink:

Edited by gagarinekerman
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  On 7/9/2016 at 3:58 PM, gagarinekerman said:

1- open the "persistent" of your old save and the one of the new save

2- find your ship in the old save (search the ship name) and copy all the vessel node:

example (it's very long): (snip)

3- paste it in the new save file in the "Vessel" node

4- if there are crews in the vessel:

copy the kerbal node of the crews and paste it in the "ROSTER" node of the new savefile:

example: (snip)

I hope it will work ! :wink:

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Thanks! I tried a similar thing, since I didn't really care about my ship's coordinates. I copied the craft file, and the kerbal node, then edited the segment for kerbin station so my remaining crew member would show up in the station.

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This...Is... Amazing...

Found this while catching up in all the things I missed while moving house (and no I still don't have a reliable source of WiFi)

Here are a few ideas of mine...

(Feel free to flush them down the drain if you don't like them)

 

1: It might be possible to somehow use the QuikGoToo plugin to send you straight to the tracking station when you open the savegame

2: Somehow use this so the player can have a fleet of ships (Warning it is out of date)

3: Custom music??? (Also out of date0

4: AI space crafts powered by Mecheb!!! You could capture cargo ships and then sell their cargo and if BDA is installed they could fight back!!! (Warning also out of date)

 

 

Hope these somehow help...

Shame that most of them are out of date but maybe a look at the source code could help you in someway.

 

Cheers Ben

 

EDIT: Oh and here is a cool thing you can do...

make a folder inside the mod folder called Experience and add a text file with this in it...

  Reveal hidden contents

This will make a new kerbal type by the name of Slave along with your standard Pilot, Scientist and Engineer. 

Edited by BT Industries
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If you want to test the 0.2 Kerbal Kommander version, you can download it here, there are probably fiew bug so tell me if you find some so I will be able to correct them for the official update.

This version is compatible whith old Kerbal Kommander save, you just have to update the save: I explain how in the "read me" (it's very easy and quick). Enjoy :wink:

DOWNLOAD Kerbal Kommander 0.2 development version

Edited by gagarinekerman
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  On 7/12/2016 at 3:43 AM, BT Industries said:

This...Is... Amazing...

Found this while catching up in all the things I missed while moving house (and no I still don't have a reliable source of WiFi)

Here are a few ideas of mine...

(Feel free to flush them down the drain if you don't like them)

 

1: It might be possible to somehow use the QuikGoToo plugin to send you straight to the tracking station when you open the savegame

2: Somehow use this so the player can have a fleet of ships (Warning it is out of date)

3: Custom music??? (Also out of date0

4: AI space crafts powered by Mecheb!!! You could capture cargo ships and then sell their cargo and if BDA is installed they could fight back!!! (Warning also out of date)

 

 

Hope these somehow help...

Shame that most of them are out of date but maybe a look at the source code could help you in someway.

 

Cheers Ben

 

EDIT: Oh and here is a cool thing you can do...

make a folder inside the mod folder called Experience and add a text file with this in it...

  Reveal hidden contents

This will make a new kerbal type by the name of Slave along with your standard Pilot, Scientist and Engineer. 

Expand  

thanks for all yours ideas !

1. I want to send the player directly to his ship in the futur

2. Looks interesting, why not :wink:

3. I'm not a compositor, and this is a very interessting mod but I don't see why add it to KK

4. I will probably add it in the futur, this could be really cool for pirates !

5. Thanks, I did'nt knew that it was possible, this can be very usefull

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A new update is release ! http://spacedock.info/mod/781/Kerbal Kommander

changelog:

  • A LOT of bug fix
  • new space stations
  • UI improvement
  • You can create the save directly in the game ( there is no pre made save)
  • You can update the map to replace all the stations
  • News ships
  • Bug fix: you can now buy some weapons, an illegal resource
  • You can convert Ore into steel or diamonds with ISRU
  • Exploration: you're now able to get info of abandoned ship to take there resources or sell them

Enjoy :wink:

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I absolutely love your work here gagarinekerman! Its amazing stuff, and Ive been looking for a similar playability since I first started as a Kerbonaut several years ago!

I have noticed what seems like an issue (may perhaps just be me derping) but when I save and exit the game under normal conditions, all kerbal scientists seem to lose all their experience upon reloading of the save file.

Persistant Save info for Kerbal after saving:

KERBAL
        {
            name = Vergee Kerman
            gender = Female
            type = Crew
            trait = Scientist
            brave = 0.9341231
            dumb = 0.2031854
            badS = False
            tour = False
            state = Assigned
            ToD = 0
            idx = 0
            CAREER_LOG
            {
                flight = 0
            }
            FLIGHT_LOG
            {
                flight = 0
            }
        }
 

This Kerbal was purchased for 20k as a 1 star Kerbal.

Ive tested this even with a brand now install of 1.1.3 ,no other mods installed in 32 and 64 bit and it still seems to happen. Perhaps I screwed something up on the main menu settings that I'm not aware of. Anyway any help on how I can fix this would really be appreciated. Thanks! :wink:

Edited by EuphoricMartelle
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  On 7/14/2016 at 10:45 PM, EuphoricMartelle said:

I absolutely love your work here gagarinekerman! Its amazing stuff, and Ive been looking for a similar playability since I first started as a Kerbonaut several years ago!

I have noticed what seems like an issue (may perhaps just be me derping) but when I save and exit the game under normal conditions, all kerbal scientists seem to lose all their experience upon reloading of the save file.

Persistant Save info for Kerbal after saving:

KERBAL
        {
            name = Vergee Kerman
            gender = Female
            type = Crew
            trait = Scientist
            brave = 0.9341231
            dumb = 0.2031854
            badS = False
            tour = False
            state = Assigned
            ToD = 0
            idx = 0
            CAREER_LOG
            {
                flight = 0
            }
            FLIGHT_LOG
            {
                flight = 0
            }
        }
 

This Kerbal was purchased for 20k as a 1 star Kerbal.

Ive tested this even with a brand now install of 1.1.3 ,no other mods installed in 32 and 64 bit and it still seems to happen. Perhaps I screwed something up on the main menu settings that I'm not aware of. Anyway any help on how I can fix this would really be appreciated. Thanks! :wink:

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Thank, it will be fix soonTM

 

EDIT: It's fix :wink:

Edited by gagarinekerman
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So I had a idea for automated freighter ships carrying various cargo and going from one station to another. You can intercept the ships dock with them and steal the cargo, I dont think that you should be able to take control of them but just be able to steal the cargo and fuel and stuff. It would also be cool if you had to destroy or disable a certain part of the ship before you are able to dock with it. Then you will be a actual space pirate!!

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  On 7/15/2016 at 3:34 PM, 3dprintingnut said:

So I had a idea for automated freighter ships carrying various cargo and going from one station to another. You can intercept the ships dock with them and steal the cargo, I dont think that you should be able to take control of them but just be able to steal the cargo and fuel and stuff. It would also be cool if you had to destroy or disable a certain part of the ship before you are able to dock with it. Then you will be a actual space pirate!!

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If the vessel can't defend himself, it's exactly like the abandonned ships of the 0.2 version. The features i'm working on now for the next version will add stuff to become a real space pirate :wink:

But piraterie will be very interessting when I will add dogfight ( soonTM XD) :)

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I am having a problem with undocking my ships, I click on undock and nothing happens. its about half of the time that I try it. This seems to be a known bug but it is definitely happening a lot more now. I did find this 

if I took the time I could figure out what he is talking about in there but for now im just using f5 and f9. 

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  On 7/16/2016 at 4:14 PM, 3dprintingnut said:

I am having a problem with undocking my ships, I click on undock and nothing happens. its about half of the time that I try it. This seems to be a known bug but it is definitely happening a lot more now. I did find this 

if I took the time I could figure out what he is talking about in there but for now im just using f5 and f9. 

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The stock bug fixes mod now includes a patch for the docking bug. Can't vouch for its effectiveness since I've had the good fortune to avoid this bug so far.

 

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I have a problem every time I dock to a station and leave once I reload it I cant decouple the docking port my only option is to remember to quick save every time just before I dock so I can reload the save and be able to undock why?

Edited by Red Iron Crown
Removed quote of entire OP.
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  On 7/22/2016 at 4:51 PM, 3dprintingnut said:

What do you think about the idea of a couple stations orbiting the sun? You could have a solar station with a really close orbit to the sun and a deep space station on a really far away orbit like twice as far as Eeloo?

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It's a good idea, These stations can have very high price so they are very very interesting for trading

  On 7/23/2016 at 1:27 AM, BT Industries said:

and maybe some ground ones???

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I want to add ground bases but I don't know how to dock with them, maybe by using KAS...

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  On 7/23/2016 at 11:48 AM, gagarinekerman said:

It's a good idea, These stations can have very high price so they are very very interesting for trading

I want to add ground bases but I don't know how to dock with them, maybe by using KAS...

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Ill design a couple stations and send them to you. I also got a idea for docking with ground bases that ill send ya.

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