NotAnAimbot Posted April 2, 2020 Share Posted April 2, 2020 I've been having a blast with this mod and the GAP pack! However, I'm running into a problem with Sigma Dimensions. The bases show up on map mode only when zoomed in enough. I'm pretty sure it's because KK "unloads" base icons when you're too far to save memory or something. It's not gamebreaking, just that I can't see most base icons in map mode. Kerbin is resized to earth scale. Is there some cfg I can edit to change it? Quote Link to comment Share on other sites More sharing options...
Syczek Posted April 5, 2020 Share Posted April 5, 2020 Wich mod from my list can badly interact with this mod and kerbin side,making rnd facility and button dissappear?? https://pastebin.com/wjWp07Rp Quote Link to comment Share on other sites More sharing options...
Mortimer Kerman Posted April 10, 2020 Share Posted April 10, 2020 It is possible to create a space elevator like here? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 10, 2020 Share Posted April 10, 2020 3 hours ago, Mortimer Kerman said: It is possible to create a space elevator like here? From my understanding the static objects unload past a certain distance so I don't think so sadly Quote Link to comment Share on other sites More sharing options...
Retro Starship Posted April 10, 2020 Share Posted April 10, 2020 9 hours ago, Mortimer Kerman said: It is possible to create a space elevator like here? The end of this 10 minute video was worth the watch, man... the Kerbals never get a break! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 11, 2020 Share Posted April 11, 2020 How do I copy the statics from one install to another? Quote Link to comment Share on other sites More sharing options...
Mortimer Kerman Posted April 11, 2020 Share Posted April 11, 2020 Uhh... I don't find how to place buildings. How can I make this? Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted April 12, 2020 Share Posted April 12, 2020 On 3/12/2020 at 4:32 AM, miguelsgamingch said: Updates For Kerbal City: Added New Buildings Including Kerbal City Airport. That Hangers That You See There And Tundra Space Complex. Including 39A And 39B Which is in real life SLC - 40. Also there are 3 landing pads there. Also Added Some Wind Turbines And Decorations (Trees, Water Towers, ETC) (Its Like Its My Own Version Of KSC Extended Lol.) Did you mod the Wind Turbines or where can I find them? Anyways its nice work. I need them for my next "project". And I see you guys found my Space Elevator. Would someone be so nice and create a static for it? Just one long stick in its simplest version. Better would be, if you could add the lift itself on it with an proper animation. That would be so spic. Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 13, 2020 Share Posted April 13, 2020 On 4/11/2020 at 5:06 AM, Mortimer Kerman said: Uhh... I don't find how to place buildings. How can I make this? While landed somewhere, Press control-k Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 15, 2020 Share Posted April 15, 2020 Hey @Ger_space, Do you know if it is possible to add instances straight from config, without the game generating the UUID? I had an idea to try to convert GIS location data from major airports to generate dozens-to-hundreds of runways around the globe. Quote Link to comment Share on other sites More sharing options...
Hotel26 Posted April 16, 2020 Share Posted April 16, 2020 (edited) UPDATED: see below. I think this is a Linux/Mono package version problem. I'm guessing Linux isn't supported...? Or else the latest versions of Kerbal-Konstructs and KerbinSideRemastered aren't compatible with KSP v1.7.3? This, from the ModuleManager.log: [LOG 15:24:20.360] Log started at 2020-04-16 15:24:20.360 [EXC 15:24:22.084] Add to mod list threw an exception in loading KerbalKonstructs, Version=2.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (IBasicLogger logger) [0x00000] in <filename unknown>:0 [EXC 15:24:22.086] Add to mod list threw an exception in loading CustomPreLaunchChecks, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (IBasicLogger logger) [0x00000] in <filename unknown>:0 [EXC 15:24:22.087] Add to mod list threw an exception in loading CorrectCoL, Version=1.6.5.3, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (IBasicLogger logger) [0x00000] in <filename unknown>:0 [EXC 15:24:22.087] Add to mod list threw an exception in loading MiniAVC, Version=1.4.0.2, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (IBasicLogger logger) [0x00000] in <filename unknown>:0 (Strangely, though KSP is running, I can't find any KSP.log anywhere at the moment.) I unpacked CustomPreLaunchChecks, KerbalKonstructs and KerbinSideRemastered into my GameData directory. This may possibly relate to a version of some Mono component installed on my system. I have had a similar issue with CKAN. It could be quite trivial to resolve, if the requirement is known. I currently have (e.g.) libmono-2.0-dev 6.6.0-161-0xamarin7-ubuntu1804b1 installed. Hmm, this explains also why CorrectCol had stopped working for me. OK, pardon me, I don't think this is specifically a Kerbal Konstructs problem at all. If anyone who has run into this and has a solution would like to respond here, though, I'd be appreciative. Edited April 16, 2020 by Hotel26 Quote Link to comment Share on other sites More sharing options...
Corax Posted April 16, 2020 Share Posted April 16, 2020 (edited) 44 minutes ago, Hotel26 said: latest versions [...] KSP v1.7.3 You're probably aware of it, but just in case, check that the mods you're using are specifically for 1.7 (or older). KSP 1.8 updated the game's Unity3D engine, which can cause compatibility issues with plugins compiled for 1.8 (or newer) in previous versions of the game, and vice versa. Edited April 16, 2020 by Corax Quote Link to comment Share on other sites More sharing options...
Hotel26 Posted April 16, 2020 Share Posted April 16, 2020 3 hours ago, Corax said: check that the mods you're using are specifically for 1.7 Thank you. They both loaded. Lots of missing statics, so I'll file a log/report with KerbinSideRemastered... Your help Iisappreciated! Quote Link to comment Share on other sites More sharing options...
Corax Posted April 16, 2020 Share Posted April 16, 2020 5 minutes ago, Hotel26 said: Thank you. They both loaded. Lots of missing statics, so I'll file a log/report with KerbinSideRemastered... Your help Iisappreciated! Glad to clear up Linux is not at fault here, and always happy to help out a fellow penguin. Quote Link to comment Share on other sites More sharing options...
Misguided Kerbal Posted April 20, 2020 Share Posted April 20, 2020 How can I make a 1.8 version of Kerbal Konstructs work with a 1.7 install? I have KSC extended, but the grass won't load, because the grass is in the 1.8 version. However, I tried changing the version file in 1.8 Kerbal Konstructs, but it still doesn't work. Help would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
sqreNicolai Posted April 20, 2020 Share Posted April 20, 2020 Dear all, I was wondering if it is required to restart KSP when opening a new base, specifically for the groundstation to activate. I'm using Kerbinside alongside KK, but the groundstation at Cape Kerman will not give me probe control, even though I can launch from there. When clicking on the KK icon while on the launchpad, it shows the base as open, and the tracking station as an active facility nearby. I used the 'enable commnet ground stations' option in the settings. Thanks in advance, and thank you for the great mod. Nicolas Quote Link to comment Share on other sites More sharing options...
civilisedzombie Posted April 21, 2020 Share Posted April 21, 2020 Why can i not edit the buildings? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 22, 2020 Share Posted April 22, 2020 3 hours ago, civilisedzombie said: Why can i not edit the buildings? The default KSC buildings are uneditable. You can add new things via the GUI, however. Quote Link to comment Share on other sites More sharing options...
civilisedzombie Posted April 22, 2020 Share Posted April 22, 2020 10 hours ago, Avera9eJoe said: The default KSC buildings are uneditable. You can add new things via the GUI, however. i cannot edit the buildings from the mods and it does not give me edit options including adding another building in(placing not making a new type) Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 22, 2020 Share Posted April 22, 2020 2 hours ago, civilisedzombie said: i cannot edit the buildings from the mods and it does not give me edit options including adding another building in(placing not making a new type) Welcome to the forums. I’m not sure exactly what the issue you are having is, could you please rephrase? to use KK: press Ctrl-k from flight (I like to use the Vessel Mover mod when building for convenience. to place building: 1st create a new group, then add New Instance to edit existing instance: While craft is within a few KM of your building, press Local instances and select what you want to edit. If you are still having issues, a screenshot might help. Quote Link to comment Share on other sites More sharing options...
sqreNicolai Posted April 22, 2020 Share Posted April 22, 2020 On 4/21/2020 at 12:17 AM, sqreNicolai said: Dear all, I was wondering if it is required to restart KSP when opening a new base, specifically for the groundstation to activate. I'm using Kerbinside alongside KK, but the groundstation at Cape Kerman will not give me probe control, even though I can launch from there. When clicking on the KK icon while on the launchpad, it shows the base as open, and the tracking station as an active facility nearby. I used the 'enable commnet ground stations' option in the settings. Thanks in advance, and thank you for the great mod. Nicolas Dear all, My problem is solved now. For possible future reference, it is required to have 'enable extra comm stations' on in the advanced settings. My thoughts were that having both this setting and the KK 'leave stock commnet' option off would be duplicate and thus not necessary. Cheers Quote Link to comment Share on other sites More sharing options...
Nightside Posted April 22, 2020 Share Posted April 22, 2020 I just achieved a major victory in my quest to add every airport to RSS. Quote Link to comment Share on other sites More sharing options...
Ioannes_Dallasinos Posted April 23, 2020 Share Posted April 23, 2020 Is this mod compatible with RO? Quote Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted April 24, 2020 Share Posted April 24, 2020 Did this mod have an aircraft carrier and some concrete foundation parts or are they in another mod? I have the parts for this and kerbinside remastered currently downloaded and I cant find neither. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted April 24, 2020 Share Posted April 24, 2020 10 hours ago, harrisjosh2711 said: Did this mod have an aircraft carrier and some concrete foundation parts or are they in another mod? I have the parts for this and kerbinside remastered currently downloaded and I cant find neither. This mod has no parts at all. It's all about statics. Quote Link to comment Share on other sites More sharing options...
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