leroidangleterre Posted November 3, 2023 Share Posted November 3, 2023 Is there a way to add shorter sections of runway instead of the full-length runways ? or actual taxiways ? The existing crawlerway has rails that make it impractical for aircraft... Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted November 3, 2023 Share Posted November 3, 2023 7 hours ago, leroidangleterre said: Is there a way to add shorter sections of runway instead of the full-length runways ? or actual taxiways ? The existing crawlerway has rails that make it impractical for aircraft... what statics are you using? have you tried: Quote Link to comment Share on other sites More sharing options...
Hotel26 Posted November 5, 2023 Share Posted November 5, 2023 (edited) On 11/3/2023 at 10:29 PM, leroidangleterre said: shorter sections of runway Not ideal, but you can use the scale factor in the static pop-up. You will see it default as 1.0, but you can reduce that to e.g. 0.5 (type it in). It scales the width, too, of course; the size of any markings, etc. The result is plausible on approach, so, hey... Edited November 5, 2023 by Hotel26 Quote Link to comment Share on other sites More sharing options...
hellothere___ Posted November 26, 2023 Share Posted November 26, 2023 is kola island with kerbinside or kerbal konstructs? i tried repair all buildings and a reinstall and it stayed destroyed (i nuked it). how do i repair it? Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 1, 2024 Share Posted February 1, 2024 I’m doing a RP-1 playthrough but am not sure if I should KSCSwitcher or KK to build my second launch site. Ideally I don’t need to go into the tracking station but pick the correct launch complex in the VAB. So far I’ve been able to create static items but I can’t figure out how to launch from them Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 1, 2024 Share Posted February 1, 2024 5 hours ago, MacLuky said: So far I’ve been able to create static items but I can’t figure out how to launch from them When you're in the flight scene where you can place statics, a static that is capable of being a launch site will have a button on the properties window to make it a launch site. Once you've filled out that 2nd dialog (where you pick a name and the size/height restrictions), and saved everything, your next step is in the VAB. Click the KK button and there will be a list of your launch sites - select one and a 2nd dialog opens where you can open/close the launch site. Once you've opened one you can select it from the launch button drop down. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 1, 2024 Share Posted February 1, 2024 Thanks! I'll try that. Would that work with the new RP-1? since height and size are part of the new LC scheme Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 1, 2024 Share Posted February 1, 2024 Yes! thanks that works. Now lets figure out if I can set the dimentions to unlimited and it should work as expected Quote Link to comment Share on other sites More sharing options...
Fihnakis Posted February 2, 2024 Share Posted February 2, 2024 (edited) Using Kerbin Side Remastered and have Kerbal Konstructs set to open bases only when landed. I've landed at one of the bases but I'm not getting an option to open it / unlock it. I'm in tracking station and it doesn't show it there either. What do I have to do to buy / open the base to allow me to launch from it in the future? I have recovered my plane from the base and verified launching from it is not an option. I have tried this with launch from other launchsites enabled and disabled. EDIT: Nevermind, I forgot about the KK button on toolbar. Edited February 2, 2024 by Fihnakis Quote Link to comment Share on other sites More sharing options...
Kakosnyndrarrant Posted February 3, 2024 Share Posted February 3, 2024 (edited) Getting errors like this for every group I have, instances don't load in, and when I do build something, press save, and reopen the game they don't load in. [LOG 10:30:17.152] KK: [GroupCenter] SetInstancesEnabled: Setting Group KSC_Builtin: active state form: True to: False [LOG 10:30:17.152] KK: [GroupCenter] SetInstancesEnabled: Setting Group CapeCanaveral: active state form: True to: False Edit: for some reason, KSCextended was messing with it. Not sure how. Edited February 3, 2024 by Kakosnyndrarrant fixed issue Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 28, 2024 Share Posted February 28, 2024 I've updated my scatterer and found my base partially in water. When I wanted to edit it through CNTRL-K I can see the list of instances but when I click groups KK crashes: [EXC 15:04:35.826] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.001] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:40.669] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:04:43.466] MissingMethodException: void UnityEngine.GUIText.set_text(string) KerbalKonstructs.UI.MapDecalEditor.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.MapDecalEditor.Close () (at <d148da5d5d9249218e63843d11b290e5>:0) KerbalKonstructs.UI.StaticsEditorGUI.DrawEditorWindow (System.Int32 id) (at <d148da5d5d9249218e63843d11b290e5>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.Inte Quote Link to comment Share on other sites More sharing options...
tupidfp Posted April 7, 2024 Share Posted April 7, 2024 I'm using Kerbinside Remastered. Is there any fix or workaround on the issue of statics "moving" when on rails? Like i'll plop everything and i'll make every static be on the same height relative to one another, then i fly away and when i come back, some statics have shifted, some are slightly higher or lower and there's bumps everywhere... In any case, thanks in advance Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted May 24, 2024 Share Posted May 24, 2024 is this compatible with 1.12.5? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 24, 2024 Share Posted May 24, 2024 13 hours ago, darthvader15001 said: is this compatible with 1.12.5? No. You want Kerbal Konstructs continued. Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted May 24, 2024 Share Posted May 24, 2024 @ColdJthank you! Quote Link to comment Share on other sites More sharing options...
TNTDoggo14 Posted June 5, 2024 Share Posted June 5, 2024 Does it work on different planets? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 5, 2024 Share Posted June 5, 2024 26 minutes ago, TNTDoggo14 said: Does it work on different planets? Technically, yes. Things drifting or not turning up the next time you load has happened before. I believe if you go find the generated config file and put it in a folder outside the KK folder but inside the GameData folder after you have set up in game then it is more likely to still be there when you next load. Of course you will need the new version if you are playing on the last version of KSP. Quote Link to comment Share on other sites More sharing options...
Hippodingo Posted June 11, 2024 Share Posted June 11, 2024 (edited) Hello, sometimes when I restart the game, all my previously open bases get closed for no reason. Is there a way to force all bases to be always open? When I created my save I put "open all bases" in the settings. Thanks for your help! Edited June 11, 2024 by Hippodingo Quote Link to comment Share on other sites More sharing options...
zakkpaz Posted July 13, 2024 Share Posted July 13, 2024 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? Quote Link to comment Share on other sites More sharing options...
Fanta_Racer Posted July 24, 2024 Share Posted July 24, 2024 Hi, i don't know if these questions have been asked and answered or not so I'ma do it anyways. Is there a way to add forests/trees and other plant based scatter around the KSC? and Is there a way to make a water static ? As in a set of statics like shallow water, deep water, water circle, water curve, etc. I'm asking because I really would like to replicate the KSP 2 space center. Thanks Quote Link to comment Share on other sites More sharing options...
Nightside Posted July 24, 2024 Share Posted July 24, 2024 Yes and yes. For the first you just need a tree model. There is an example water model in Konstructs. However the last time I tried it it wasn’t compatible with scatterer(which replaces the ocean) Quote Link to comment Share on other sites More sharing options...
Bebis83 Posted January 30 Share Posted January 30 Hello. What building mods would you recommend for setting up a launch center on another planet for use with kerbal constructs? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted January 31 Share Posted January 31 8 hours ago, Bebis83 said: Hello. What building mods would you recommend for setting up a launch center on another planet for use with kerbal constructs? First. Anything with the last KSP needs Then this thread lists all the Statics mods for building. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.