Drew Kerman Posted May 21, 2020 Share Posted May 21, 2020 On 5/18/2020 at 1:43 PM, Avera9eJoe said: Yes! Unfortunately not completely. Of course it's the one Squad asset I really really need that doesn't work. @Ger_space any ideas? Log file Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 22, 2020 Share Posted May 22, 2020 10 hours ago, Drew Kerman said: Unfortunately not completely. Of course it's the one Squad asset I really really need that doesn't work. @Ger_space any ideas? Log file That asset has never worked as far as I can tell Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 22, 2020 Share Posted May 22, 2020 (edited) 6 hours ago, Avera9eJoe said: That asset has never worked as far as I can tell ever since 1.5.1 if not a bit earlier I've been using them (scaled to 0.1) to place two more dishes at the Lvl0 Tracking Station in the same spots as Lvl1 (the roof dish is removed in post edit) Edited May 22, 2020 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 22, 2020 Share Posted May 22, 2020 5 hours ago, Drew Kerman said: ever since 1.5.1 if not a bit earlier I've been using them (scaled to 0.1) to place two more dishes at the Lvl0 Tracking Station in the same spots as Lvl1 (the roof dish is removed in post edit) Are you sure that's the satellite dish asset? The one with the invisible arch is a broken 'easter egg' asset if I recall right Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 22, 2020 Share Posted May 22, 2020 32 minutes ago, Avera9eJoe said: Are you sure that's the satellite dish asset? The one with the invisible arch is a broken 'easter egg' asset if I recall right Check it out yourself if you're not in 1.9 // Generated by Kerbal Konstructs STATIC { pointername = SQUAD_CommNetDish Instances { UUID = 715ee808-b52f-447b-a9f2-7caa2f2f1b68 CelestialBody = Kerbin RelativePosition = 17.8853092,64.4387207,-2152.64966 Orientation = 359.632263,167.331558,182.036484 isScanable = False ModelScale = 0.100000001 VisibilityRange = 25000 Group = KSA_KSCUpgrades } Instances { UUID = 6f3ee295-92b0-45b6-8bc4-3b3e51440adb CelestialBody = Kerbin RelativePosition = 369.124634,-0.738769531,-2387.39673 Orientation = 359.808258,24.9735394,359.871826 isScanable = False ModelScale = 0.100000001 VisibilityRange = 25000 Group = KSA_KSCUpgrades } Instances { UUID = 3eff4359-0d51-4f04-b380-35c98fc28950 CelestialBody = Kerbin RelativePosition = 238.750671,-1.22607422,-2518.02246 Orientation = 359.874268,295.957764,0.206193358 isScanable = False ModelScale = 0.100000001 VisibilityRange = 25000 Group = KSA_KSCUpgrades } } Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted May 23, 2020 Share Posted May 23, 2020 Hey! Does anyone know if there is an easy way to move large numbers of statics without place it them individually. I'm building a bridge with @Omega482's pieces across a small strait, and it's really tedious to place hundreds of them at a time. If not, maybe a "duplicate group" feature for the next release? Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted May 24, 2020 Share Posted May 24, 2020 19 hours ago, Clamp-o-Tron said: Hey! Does anyone know if there is an easy way to move large numbers of statics without place it them individually. I'm building a bridge with @Omega482's pieces across a small strait, and it's really tedious to place hundreds of them at a time. If not, maybe a "duplicate group" feature for the next release? I never tried it, but can't you move the group center? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 24, 2020 Share Posted May 24, 2020 22 hours ago, Clamp-o-Tron said: Hey! Does anyone know if there is an easy way to move large numbers of statics without place it them individually. I'm building a bridge with @Omega482's pieces across a small strait, and it's really tedious to place hundreds of them at a time. If not, maybe a "duplicate group" feature for the next release? 3 hours ago, infinite_monkey said: I never tried it, but can't you move the group center? Infinite_monkey you got me thinking. If you go into the static folder in GameData, you could probably create a small section of the bridge, and then duplicate the group, and move the group around if you wanted. You would only have to do a small section and then you could duplicate that. Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 24, 2020 Share Posted May 24, 2020 23 hours ago, Clamp-o-Tron said: Hey! Does anyone know if there is an easy way to move large numbers of statics without place it them individually. I'm building a bridge with @Omega482's pieces across a small strait, and it's really tedious to place hundreds of them at a time. If not, maybe a "duplicate group" feature for the next release? Yes you can! (but not without lots of math) in Actual Sites: Airports, I have generated 600 simple airport groups from an Excel macro at their real world locations in RSS. My project is a little different than what you want to since I’m essentially duplicating a single group at dispersed locations. If you don’t mind a lot of math and you know the length of the static you could try to calculate the Lat/Lon of each centerpoint. You can also duplicate a static within a single group, but those are in xyz coordinates and I think that it would quickly get difficult to adjust orientation for planet curvature. That said, there are some nice, much longer (>1km I think) road pieces in Kerbinside Remastered 1.0 , that could speed up your work. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted May 24, 2020 Share Posted May 24, 2020 (edited) On 5/23/2020 at 9:28 PM, Avera9eJoe said: Infinite_monkey you got me thinking. If you go into the static folder in GameData, you could probably create a small section of the bridge, and then duplicate the group, and move the group around if you wanted. You would only have to do a small section and then you could duplicate that. That's true. I'll try it. 23 hours ago, Nightside said: You can also duplicate a static within a single group, but those are in xyz coordinates and I think that it would quickly get difficult to adjust orientation for planet curvature. Yes, I have been duplicating the statics. I haven't, however, noticed any disalignments unalignments misalignments of the statics. 23 hours ago, Nightside said: That said, there are some nice, much longer (>1km I think) road pieces in Kerbinside Remastered 1.0 , that could speed up your work. I do know about those, but @Omega482's statics have nice pylons on the underside. Thanks for the replies everyone! I'll try @Avera9eJoe's idea of editing config files. Update: It worked great! Thanks! Edited May 25, 2020 by Clamp-o-Tron Quote Link to comment Share on other sites More sharing options...
AtleSt Posted May 25, 2020 Share Posted May 25, 2020 Hey, i just started making my own statics, but it seems to be impossible to have concave colliders. how do i make colliders for my statics? also btw i looked around for a while and there is almost no documentation on the creation of the models them self, if someone could link me anything or explain the process i would be very grateful. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted May 25, 2020 Share Posted May 25, 2020 26 minutes ago, AtleSt said: Hey, i just started making my own statics, but it seems to be impossible to have concave colliders. how do i make colliders for my statics? also btw i looked around for a while and there is almost no documentation on the creation of the models them self, if someone could link me anything or explain the process i would be very grateful. Yeah... concave colliders do not work in KSP. You have to either make mesh colliders (which can be performance hogs, or use many, seprate primitive colliders. Making models for statics, seems to be pretty much the same process as for making part models... So just about ANY tutorial for making parts should also apply. Quote Link to comment Share on other sites More sharing options...
AtleSt Posted May 25, 2020 Share Posted May 25, 2020 4 minutes ago, Stone Blue said: Yeah... concave colliders do not work in KSP. You have to either make mesh colliders (which can be performance hogs, or use many, seprate primitive colliders. Making models for statics, seems to be pretty much the same process as for making part models... So just about ANY tutorial for making parts should also apply. ok thanks. honestly i would much rather make separate low poly mesh colliders instead of using primitives. i just wanted to know if i could get working colliders without having to open unity(ugh). Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted May 25, 2020 Share Posted May 25, 2020 31 minutes ago, AtleSt said: ok thanks. honestly i would much rather make separate low poly mesh colliders instead of using primitives. i just wanted to know if i could get working colliders without having to open unity(ugh). You can, sort of... If y ou are modelling in Blender or BforArtists (a fork of Blender with a different approach to its UI philosophy), then you can do a *LOT* with Taniwha's Mu Importer-Export plugin.... *including* making/assigning colliders, all without needing Unity. Quote Link to comment Share on other sites More sharing options...
Corax Posted May 25, 2020 Share Posted May 25, 2020 BforArtists (a fork of Blender with a different approach to its UI philosophy) Never heard of that, sounds interesting to say the least, I'll have to look it up. Quote Link to comment Share on other sites More sharing options...
Eras Posted June 2, 2020 Share Posted June 2, 2020 (edited) hi all! I have some issues with the mod, when i press ctrl+k the editor doesn't show up :\ Edit: i have resolved, i was thinking that the mod worked in the KSC map view, but i saw that must be in the pad view, lol sorry XD Edited June 2, 2020 by Eras resolved Quote Link to comment Share on other sites More sharing options...
beeffeter456 Posted June 2, 2020 Share Posted June 2, 2020 So I spent a good amount of time today trying to place cities from Kerbal Cities Pack (and airfields + launchsites) around the map (with groups). Problem is, when I left the area (Using vessel moved at ludicrous speed) it would eventually glitch out into space or into Kerbin for some reason when I came back to the area, or in another words, the coordinates of the city would completely change entirely. I dont know if it’s compatibility issue with 1.9.1 or if it’s another mod or something, but it’s frustrating. Any ideas? Can provide mod list or log if necessary. Quote Link to comment Share on other sites More sharing options...
SovietGamble Posted June 3, 2020 Share Posted June 3, 2020 (edited) ctrl+k function does not appear. However, ctrl+l does work but I cant spawn anything in from this menu. you must have already launched a vehicle, and be controlling it for the ctrl+k function to work. Edited June 4, 2020 by SovietGamble Resolved Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted June 8, 2020 Share Posted June 8, 2020 Is there some form of guide on how to make custom statics with KK? Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 8, 2020 Share Posted June 8, 2020 1 hour ago, Emilius73 said: Is there some form of guide on how to make custom statics with KK? Check out links on the OP of these threads: What kind of stuff do you want to make? Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted June 8, 2020 Share Posted June 8, 2020 39 minutes ago, Nightside said: Check out links on the OP of these threads: What kind of stuff do you want to make? I want to make a launchpad. A replica of the pad seen in the KSP2 gameplay demo (not the launch tower, just the pad and concrete trench) Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 9, 2020 Share Posted June 9, 2020 33 minutes ago, Emilius73 said: I want to make a launchpad. A replica of the pad seen in the KSP2 gameplay demo (not the launch tower, just the pad and concrete trench) That looks awesome! You might also need to use a MapDecal to locally lower the terrain level so you pad can sit on grade with the surroundings. Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted June 9, 2020 Share Posted June 9, 2020 1 minute ago, Nightside said: That looks awesome! You might also need to use a MapDecal to locally lower the terrain level so you pad can sit on grade with the surroundings. Or I could make a little concrete or grass "hill" to put the pad on. Quote Link to comment Share on other sites More sharing options...
LF_Ion Posted June 13, 2020 Share Posted June 13, 2020 (edited) This may sound stupid. How do you bring up the base boss or instance editor? CTRL and K does nothing, and CTRL L brings up an editor that wont let me do anything, just a small menu. Why is this? Worked fine earlier, but stopped working after I re opened the game due to it crashing, and unfortunately reinstalling didnt work either. Edited June 13, 2020 by LF_Ion Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 13, 2020 Share Posted June 13, 2020 2 hours ago, LF_Ion said: This may sound stupid. How do you bring up the base boss or instance editor? CTRL and K does nothing, and CTRL L brings up an editor that wont let me do anything, just a small menu. Why is this? Worked fine earlier, but stopped working after I re opened the game due to it crashing, and unfortunately reinstalling didnt work either. CTRL-K is correct. However it sometimes doesn't work if you have a corrupted config file or maybe a conflicting mod. Quote Link to comment Share on other sites More sharing options...
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