EasyAce Posted June 8, 2017 Share Posted June 8, 2017 All groundstations are gone? You know... I have no ComNetwork other than from KSC. I am sure I have made the right choices in options. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted June 8, 2017 Author Share Posted June 8, 2017 10 minutes ago, EasyAce said: All groundstations are gone? You know... I have no ComNetwork other than from KSC. I am sure I have made the right choices in options. They are all closed when you are in a career game and need to be opened from the tracking station map. Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 8, 2017 Share Posted June 8, 2017 (edited) @Ger_space many thanks for the much improved 1.0 version. It plays great even on my laptop. One request, is it possible to add more stock statics? I'm especially interested in the destroyed versions of KSC buildings if that's even possible. Edited June 8, 2017 by Nightside Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 8, 2017 Share Posted June 8, 2017 @Ger_space isnt there a Unity Asset extractor that will allow you to pull the .mu file and textures for the stock anomalies and such? I think it would be really cool to place the dead kraken or the Vall henge model on a planet. For some reason I thought you had already done that, but realized that you just made it possible to tag things as an anomaly, which is awesome as well. Just food for thought. I will try to extract those models and if I am successful I will give them to you. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 9, 2017 Share Posted June 9, 2017 5 hours ago, Ger_space said: They are all closed when you are in a career game and need to be opened from the tracking station map. I was surprised by this at first, but I like it. It makes more sense that way. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted June 9, 2017 Author Share Posted June 9, 2017 5 hours ago, Nightside said: @Ger_space many thanks for the much improved 1.0 version. It plays great even on my laptop. One request, is it possible to add more stock statics? I'm especially interested in the destroyed versions of KSC buildings if that's even possible. you say you want the static assets I needed to remove from the shining buildings, so they don't show up in the same time as the building you really want? Burn the heretic!!! I see what can be done, it should be doable. 5 hours ago, Galileo said: @Ger_space isnt there a Unity Asset extractor that will allow you to pull the .mu file and textures for the stock anomalies and such? I think it would be really cool to place the dead kraken or the Vall henge model on a planet. For some reason I thought you had already done that, but realized that you just made it possible to tag things as an anomaly, which is awesome as well. Just food for thought. I will try to extract those models and if I am successful I will give them to you. oh please don't do that. This would be license hell, as they are Squads IP. I can go through the code and search for them and add them there to the internal model list, that's the only legal way. I also think that they don't show up as .mu models in the gamesdata folder. Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 9, 2017 Share Posted June 9, 2017 5 minutes ago, Ger_space said: you say you want the static assets I needed to remove from the shining buildings, so they don't show up in the same time as the building you really want? Burn the heretic!!! I see what can be done, it should be doable. oh please don't do that. This would be license hell, as they are Squads IP. I can go through the code and search for them and add them there to the internal model list, that's the only legal way. I also think that they don't show up as .mu models in the gamesdata folder. I was just speculating. I thought of the licensing as well. if you can add that, it would be pretty dang cool. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted June 10, 2017 Author Share Posted June 10, 2017 OK, a new week and a new Release: KK 1.1 Github link I think a screenshot will tell more than words: Changelog: Changes for players none Changes for modders added the anomalies and wreck models to the preloaded assets Internal Changes small cleanups in the editors. Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 10, 2017 Share Posted June 10, 2017 (edited) 13 hours ago, Ger_space said: Changes for modders added the anomalies and wreck models to the preloaded assets Internal Changes small cleanups in the editors. Whoa!!!! So fast! I looked all over for a donation link but I can't find one. You deserve some coffee or apple juice Edited June 11, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 10, 2017 Share Posted June 10, 2017 (edited) Wow, that's awesome @Ger_space! With all the stock statics, we can really do a lot of building without needing to add very many extra packs. With all the wrecked buildings I can start my kerbal wasteland survival mode playthrough. Thanks a lot! Edited June 10, 2017 by Nightside Quote Link to comment Share on other sites More sharing options...
AtleSt Posted June 11, 2017 Share Posted June 11, 2017 (edited) im trying to make something with kk but it isn't working, does the kerbtown manual to crating objects still work? because that is what i used, if not does there exist some other tutorial? when i say isn't working i mean i cant find it in the statics editor in ksp Edited June 11, 2017 by AtleSt Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 11, 2017 Share Posted June 11, 2017 4 hours ago, AtleSt said: im trying to make something with kk but it isn't working, does the kerbtown manual to crating objects still work? because that is what i used, if not does there exist some other tutorial? when i say isn't working i mean i cant find it in the statics editor in ksp See the little guide in the post below Quote Link to comment Share on other sites More sharing options...
AtleSt Posted June 11, 2017 Share Posted June 11, 2017 3 hours ago, SpannerMonkey(smce) said: See the little guide in the post below sorry but i dont want to place an existing model, i have created a new one outside the game and i can't seem to find it in game Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 11, 2017 Share Posted June 11, 2017 1 minute ago, AtleSt said: sorry but i dont want to place an existing model, i have created a new one outside the game and i can't seem to find it in game did you check that it is loading by checking the KSP.log??? if it hasn't loaded you'll never find it, and it will appear in that editor if it has Quote Link to comment Share on other sites More sharing options...
AtleSt Posted June 11, 2017 Share Posted June 11, 2017 3 minutes ago, SpannerMonkey(smce) said: did you check that it is loading by checking the KSP.log??? if it hasn't loaded you'll never find it, and it will appear in that editor if it has it loaded the .mu but it does not say it loaded the config? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 11, 2017 Share Posted June 11, 2017 It didn't load then, there must be an error related to the model in the log Just now, AtleSt said: it loaded the .mu but it does not say it loaded the config? Quote Link to comment Share on other sites More sharing options...
AtleSt Posted June 11, 2017 Share Posted June 11, 2017 1 minute ago, SpannerMonkey(smce) said: It didn't load then, there must be an error related to the model in the log nope no error Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 11, 2017 Share Posted June 11, 2017 What does the cfg look like and what is the part? 1 minute ago, AtleSt said: nope no error Quote Link to comment Share on other sites More sharing options...
AtleSt Posted June 11, 2017 Share Posted June 11, 2017 Just now, SpannerMonkey(smce) said: What does the cfg look like and what is the part? the part i a city i made and turned into a .mu through unity this is the config config.cfg name = Cityobject mesh = CityObj.mu module = Part category = none author = AtleSt static = true scale = 1 rescaleFactor = 1 cost = 0 subcategory = 0 title = City manufacturer = Atle Konstruction description = try not to fly into any buildings attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashToLerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1 Quote Link to comment Share on other sites More sharing options...
Ger_space Posted June 11, 2017 Author Share Posted June 11, 2017 5 minutes ago, AtleSt said: the part i a city i made and turned into a .mu through unity this is the config config.cfg name = Cityobject mesh = CityObj.mu module = Part category = none author = AtleSt static = true scale = 1 rescaleFactor = 1 cost = 0 subcategory = 0 title = City manufacturer = Atle Konstruction description = try not to fly into any buildings attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashToLerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1 this looks like a part config for me. KK uses a different format Spoiler STATIC { mesh = CityObj.mu module = Part static = true author = AtleSt title = City by AtleSt category = Cities cost = 0 manufacturer = Atle Konstruction description = try not to fly into any buildings name = Cityobject DefaultFacilityType = none } Quote Link to comment Share on other sites More sharing options...
AtleSt Posted June 11, 2017 Share Posted June 11, 2017 Just now, Ger_space said: this looks like a part config for me. KK uses a different format Hide contents STATIC { mesh = CityObj.mu module = Part static = true author = AtleSt title = City by AtleSt category = Cities cost = 0 manufacturer = Atle Konstruction description = try not to fly into any buildings name = Cityobject DefaultFacilityType = none } thanks Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 11, 2017 Share Posted June 11, 2017 9 minutes ago, AtleSt said: the part i a city i made and turned into a .mu through unity this is the config Nope this IS a very simple KK cfg STATIC { mesh = KKflagDemo.mu module = Part scale = 1 static = true DefaultLaunchPadTransform = author = Spanner title = Billboard with mission flag category = none cost = 0 manufacturer = SM Marine description = KKflagDemo A billboard featuring your mission flag name = KKflagDemo DefaultFacilityType = none keepConvex = true MODULE { name = FlagDecal namespace = KerbalKonstructs textureQuadName = FlagQuad // The flag decal transform name } } Quote Link to comment Share on other sites More sharing options...
dlrk Posted June 12, 2017 Share Posted June 12, 2017 The 1.3 build appears to work in 1.2.2 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 14, 2017 Share Posted June 14, 2017 I am loving all the airports and such scattered around Kerbin! I also have an odd issue where KK keeps forgetting that I've unlocked airports and heliports. has anybody seen this issue? Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 14, 2017 Share Posted June 14, 2017 2 hours ago, Angel-125 said: I also have an odd issue where KK keeps forgetting that I've unlocked airports and heliports. has anybody seen this issue? Possibly related: On 6/3/2017 at 6:33 PM, Wyzard said: One other thing, that I suspect may be a bug in KK: When I first installed KK & Kerbin-Side, I had two bases (besides KSC) open by default: Mount Snowey and The Shelf. I closed Mount Snowey as a test, then loaded a save from before I closed it — in fact, from before I installed KK at all. Surprisingly, Snowey was still closed. Quitting and restarting KSP, then loading my old save again, doesn't help; the base stays closed. However, if I quit KSP and manually overwrite my persistent.sfs with a copy of the old save, then Snowey is open when I start the game again. I did a test of the opposite situation: closed Snowey and made a quicksave, then quit and replaced persistent.sfs with the old save where it's open. Started the game again, with Snowey initially open, then loaded the quicksave from after I closed it. The base stayed open. It looks like KK isn't correctly updating bases' open/closed status when loading a different save from in-game. Whatever it is in persistent.sfs is how it stays for the whole KSP session. (I haven't tested with other base changes besides opening/closing.) Quote Link to comment Share on other sites More sharing options...
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