theJesuit Posted January 22, 2018 Share Posted January 22, 2018 2 hours ago, Voodoo8648 said: Hi, I'm trying to go to the Mun and I'm trying to launch from the Great EZ Kapes launchpad to simulate a launch from Florida, but the latitude makes my orbital inclination so different than the Mun. What is the best way to launch to the Mun (Apollo style) from a higher latitude without having to do a "match target inclination maneuver"? Make sure that when you set up the manouver node to go from Low Kerbin Orbit, you are burning around the Ascending Node or Descending Node and that the AP remains around where the opposite AN or DN will be. Peace. PS. Or use Kopernicus to change the inclination of the Mün to match your obrital insertions Quote Link to comment Share on other sites More sharing options...
TheBeardyPenguin Posted January 23, 2018 Share Posted January 23, 2018 Which file or folder in Kerbal Konstructs stores the bases you make? I’m making a multiplayer series with someone in which we both construct new bases quite often and it’s a hassle to send the entire KK folder to one another each time one of us makes a base. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 23, 2018 Share Posted January 23, 2018 40 minutes ago, TheBeardyPenguin said: Which file or folder in Kerbal Konstructs stores the bases you make? I’m making a multiplayer series with someone in which we both construct new bases quite often and it’s a hassle to send the entire KK folder to one another each time one of us makes a base. by default it is the NewInstances folder in the KK directory Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 24, 2018 Share Posted January 24, 2018 (edited) @TheBeardyPenguin hi, regarding making statics easy to transfer between games, I've found that it's much better in the long run to transfer the instances from the new instances folder to the actual static cfgs themselves. Pretty much failsafe and without the hassle of having to remove any files from new instances before sending on. Like so Spoiler Find and open the new instance file for your placed static, it'll look like this. Now copy the section from including the heading instances to the first closing curly brace . If there are multiple entries copy them all now . // Generated by Kerbal Konstructs STATIC { pointername = AnimKKsignTest Instances { CelestialBody = Kerbin RadialPosition = 158959.453,-767.911499,-578559.688 Orientation = 0,1,0 RadiusOffset = 110.556648 RotationAngle = 357 isScanable = False ModelScale = 5 RefLatitude = -0.073330164278898088 RefLongitude = -74.637049977215128 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false useRadiusOffset = True } } Spoiler And paste that into the cfg for the static which in this case is a test animated sign , it looks like this to start // Generated by Kerbal Konstructs STATIC { mesh = AnimKKsignTest.mu module = Part scale = 1 static = true DefaultLaunchPadTransform = author = Spanner title = AnimKKsignTest category = none cost = 0 manufacturer = SM Solutions description = AnimKKsignTest A rotating billboard to test and demonstrate multiple mission flags sharing a transform name. No it can't be turned off the world will end! name = AnimKKsignTest DefaultFacilityType = none keepConvex = true MODULE { name = FlagDecal namespace = KerbalKonstructs textureQuadName = FlagQuad // The flag decal transform name } } and looks like this when you're done // Generated by Kerbal Konstructs STATIC { mesh = AnimKKsignTest.mu module = Part scale = 1 static = true DefaultLaunchPadTransform = author = Spanner title = AnimKKsignTest category = none cost = 0 manufacturer = SM Solutions description = AnimKKsignTest A rotating billboard to test and demonstrate multiple mission flags sharing a transform name. No it can't be turned off the world will end! name = AnimKKsignTest DefaultFacilityType = none keepConvex = true MODULE { name = FlagDecal namespace = KerbalKonstructs textureQuadName = FlagQuad // The flag decal transform name } Instances { CelestialBody = Kerbin RadialPosition = 158959.453,-767.911499,-578559.688 Orientation = 0,1,0 RadiusOffset = 110.556648 RotationAngle = 357 isScanable = False ModelScale = 5 RefLatitude = -0.073330164278898088 RefLongitude = -74.637049977215128 VisibilityRange = 25000 Group = Ungrouped GroupCenter = false useRadiusOffset = True } } the final step is to delete the file from KK new Instances and you're done. Edited January 24, 2018 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
Youre_avarage_Kerbal Posted January 25, 2018 Share Posted January 25, 2018 when i try to make a new launch pad that is pretty far out from the ksc, at a certain distance from the ksc my screen turns black, can somebody help me? Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 25, 2018 Share Posted January 25, 2018 4 hours ago, Youre_avarage_Kerbal said: when i try to make a new launch pad that is pretty far out from the ksc, at a certain distance from the ksc my screen turns black, can somebody help me? That doesn't sound like anything I've ever come across. If anyone is to have any chance of figuring this out, you'll need to follow the steps here: Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted January 25, 2018 Share Posted January 25, 2018 You’re exceeding the editors maximum distance from the active vessel. Whatever vessel you’re controlling is also the origin for the KK editor. You’re limited to about a 5km radius from that vessel for placing KK statics. If you want to build away from KSC, you’ll need to fly or drive a vehicle to the site you want to build on and go from there. Quote Link to comment Share on other sites More sharing options...
Youre_avarage_Kerbal Posted January 26, 2018 Share Posted January 26, 2018 is there a way to enable KK in ksp x3.2? Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 26, 2018 Share Posted January 26, 2018 1 hour ago, Youre_avarage_Kerbal said: is there a way to enable KK in ksp x3.2? Its linked in the SigmaDimensions OP. Quote Link to comment Share on other sites More sharing options...
InterplanetJanet Posted January 27, 2018 Share Posted January 27, 2018 A minor nitpick on a great mod: The CKAN one-liner description only says "Kerbal Konstructs for KSP 1.2 and onwards", which says nothing about what this mod actually does or why anyone would want it. I know, this descriptive thread is merely a click away, but... Quote Link to comment Share on other sites More sharing options...
FutureMartian97 Posted January 28, 2018 Share Posted January 28, 2018 Do you need another mod for Kerbal Konstructs to work? I put the Kerbal Konstructs folder into my GameData folder like any other mod but it just keeps crashing when I try to load the game up. I even did a fresh install with only this mod and it still crashed. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 28, 2018 Share Posted January 28, 2018 3 hours ago, FutureMartian97 said: Do you need another mod for Kerbal Konstructs to work? I put the Kerbal Konstructs folder into my GameData folder like any other mod but it just keeps crashing when I try to load the game up. I even did a fresh install with only this mod and it still crashed. KK is standalone, it requires no other mod in order to function. The correct file path for installation is KSP/GameData/KerbalKonstructs, the mod will not work if installed any other way. Please retry installing kerbal konstructs and should it again fail to load, zip up and link here a copy of your KSP.Log that can be found in the main KSP folder, no other logs are required or very helpful at this point. Quote Link to comment Share on other sites More sharing options...
FutureMartian97 Posted January 28, 2018 Share Posted January 28, 2018 1 hour ago, SpannerMonkey(smce) said: KK is standalone, it requires no other mod in order to function. The correct file path for installation is KSP/GameData/KerbalKonstructs, the mod will not work if installed any other way. Please retry installing kerbal konstructs and should it again fail to load, zip up and link here a copy of your KSP.Log that can be found in the main KSP folder, no other logs are required or very helpful at this point. Ok, thanks. Is this the right log? https://www.dropbox.com/h Quote Link to comment Share on other sites More sharing options...
Galileo Posted January 28, 2018 Share Posted January 28, 2018 (edited) 4 minutes ago, FutureMartian97 said: Ok, thanks. Is this the right log? https://www.dropbox.com/h That is not a link to your logs. Edited January 28, 2018 by Galileo Quote Link to comment Share on other sites More sharing options...
FutureMartian97 Posted January 28, 2018 Share Posted January 28, 2018 1 hour ago, Galileo said: That is not a link to your logs. I'm so sorry, I never use dropbox or anything. Try this one and see if it works. https://www.dropbox.com/s/zo249r56v2e9uvf/output_log.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
giovajoker Posted January 30, 2018 Share Posted January 30, 2018 Hi guys. Here's my problem. I have Galileo Planet Pack installed, and I have Kerbal Konstruct and KSC++ too. Now the problem is that every other launchsite except for GSC (KSC) is placed on water. Inside GPP folder I found a file named "GPP Water Launch.cfg", in the file it say that it is generated by Kerbal Konstruct and every launchsite is placed on water... May you help me? I used to play with GPP and KK some time ago and it was working fine... Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Li0n Posted February 1, 2018 Share Posted February 1, 2018 Hi Konstructors I'm writing a StaticModule that toggle lights (or any animation) when the sun rises/falls. It works good except when the instance editor is open : the "StaticObjectUpdate" method gets fired continuously, that is normal I guess. Problem is I'll need to restart some of my code after StaticObjectUpdate and when it fired non-stop it visibly slow down the game. So my question is : is there a way I can check if the instance editor window is open ? So I can stop my code during this time. I've found the " KerbalKonstructs.UI.WindowManager.IsOpen " static method but I don't get what parameter it takes ? If @Ger_space and @AlphaAsh, or anyone with experience writing StaticModule, could give me a hand here I'll gladly appreciate it On a side note : I write this module for @Omega482 and his impressive Stock-a-like and SpaceX Buildings. Are there other static modder interested in lights (or other animation) getting toggled when the sun rises/falls ? If so leave me a PM I'll send you a link to a buggybeta version. @Ger_space and @AlphaAsh : once the module is done do you like to add it to KerbalKonstruct (as the AnimateOnClick and other) or do you prefer I release it as an expansion of KerbalKonstruct ? Quote Link to comment Share on other sites More sharing options...
whale_2 Posted February 1, 2018 Share Posted February 1, 2018 (edited) Hey @Li0n, such module would be very nice to have in KK, don't let that stop you. All editor windows in KK inherit from KKWindow class and that class has method IsOpen(). So if you're interested only in the Instance Editor, you can check StaticsEditorGUI.instance.IsOpen(). Looking deeper into it, it seems that you should know what editor window you are interested in. There's a List<Action> openWindows in WindowManager class, but it's private. Edited February 1, 2018 by whale_2 typo Quote Link to comment Share on other sites More sharing options...
Li0n Posted February 1, 2018 Share Posted February 1, 2018 @whale_2 thanks for the hint, unfortunately StaticsEditorGUI is private too... Quote Link to comment Share on other sites More sharing options...
whale_2 Posted February 1, 2018 Share Posted February 1, 2018 Hmm, more like internal, but still of little help. As far as I remember, it was my PR where StaticObjectUpdate() was added. It might make sense to add StaticObjectSave() method that would be sent to statics when user has finished editing. I think if you make a PR for this, @Ger_space can add it to the KK core. Meanwhile maybe set up a coroutine for delayed update? Sort of overkill, but should work. Is the code you need to restart really that heavy? Quote Link to comment Share on other sites More sharing options...
Li0n Posted February 2, 2018 Share Posted February 2, 2018 15 hours ago, whale_2 said: As far as I remember, it was my PR where StaticObjectUpdate() was added. It might make sense to add StaticObjectSave() method that would be sent to statics when user has finished editing. I think if you make a PR for this, @Ger_space can add it to the KK core. I've add two method to the StaticModule : StaticObjectEditorOpen and StaticObjectEdiorClose. They are called in StaticEditorGUI.Open and .Close. Looks like that : // Notify the modules the editor is open foreach (StaticInstance staticInstance in StaticDatabase.allStaticInstances) { if (staticInstance.isActive) { foreach (StaticModule module in staticInstance.gameObject.GetComponents<StaticModule> ()) { module.StaticObjectEditorOpen (); } } } The pull request for it is here. @whale_2 I know StaticObjectUpdate fire when the instance is loaded and when the editor is open but does it at other times ? 16 hours ago, whale_2 said: Is the code you need to restart really that heavy? I don't think so but being stop/start at each Update (or OnGUI ?) was a bit heavy. I run KSP on a good cpu (i7 6700 @4.5ghz) so if I see a slowdown I guess it's not pretty when running KSP on a laptop Quote Link to comment Share on other sites More sharing options...
Ger_space Posted February 2, 2018 Author Share Posted February 2, 2018 2 hours ago, Li0n said: I've add two method to the StaticModule : StaticObjectEditorOpen and StaticObjectEdiorClose. They are called in StaticEditorGUI.Open and .Close. Looks like that : // Notify the modules the editor is open foreach (StaticInstance staticInstance in StaticDatabase.allStaticInstances) { if (staticInstance.isActive) { foreach (StaticModule module in staticInstance.gameObject.GetComponents<StaticModule> ()) { module.StaticObjectEditorOpen (); } } } The pull request for it is here. @whale_2 I know StaticObjectUpdate fire when the instance is loaded and when the editor is open but does it at other times ? I don't think so but being stop/start at each Update (or OnGUI ?) was a bit heavy. I run KSP on a good cpu (i7 6700 @4.5ghz) so if I see a slowdown I guess it's not pretty when running KSP on a laptop StaticObjectUpdate is called every time an object is moved or placed. It's should not be called as long the editor is just open. I was long time away from modding and currently there are 10000km between me and my laptop. I could add some more callback functions. I'm going to be home in 7 days, then I will have a look at it. On 22.1.2018 at 10:22 AM, Voodoo8648 said: Hi, I'm trying to go to the Mun and I'm trying to launch from the Great EZ Kapes launchpad to simulate a launch from Florida, but the latitude makes my orbital inclination so different than the Mun. What is the best way to launch to the Mun (Apollo style) from a higher latitude without having to do a "match target inclination maneuver"? The nun has zero inclination. You cannot launch that or not from a higher latitude Quote Link to comment Share on other sites More sharing options...
Li0n Posted February 2, 2018 Share Posted February 2, 2018 48 minutes ago, Ger_space said: StaticObjectUpdate is called every time an object is moved or placed. It's should not be called as long the editor is just open. In KK 1.2.0.1 with KSP 1.3.1 StaticObjectUpdate is called twice as often as the Update method. (same with KK 1.2.0.0 and KSP 1.3.0) Spoiler One "Debug.Log" for Update and one for StaticObjectUpdate. 1 hour ago, Ger_space said: I was long time away from modding and currently there are 10000km between me and my laptop. I could add some more callback functions. I'm going to be home in 7 days, then I will have a look at it. There is no rush, if need be don't hesitate to ping me here or on GitHub (Li0n-0). Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 2, 2018 Share Posted February 2, 2018 1 hour ago, Ger_space said: currently there are 10000km between me and my laptop that's quite ironic given it's a laptop Quote Link to comment Share on other sites More sharing options...
Ger_space Posted February 2, 2018 Author Share Posted February 2, 2018 1 hour ago, Drew Kerman said: that's quite ironic given it's a laptop It wouldn't be vacation if I had it with me. 1 hour ago, Li0n said: In KK 1.2.0.1 with KSP 1.3.1 StaticObjectUpdate is called twice as often as the Update method. (same with KK 1.2.0.0 and KSP 1.3.0) Reveal hidden contents One "Debug.Log" for Update and one for StaticObjectUpdate. There is no rush, if need be don't hesitate to ping me here or on GitHub (Li0n-0). Intresting find. I cannot imagine why this is happening. This looks like a waste of cpu time. Can you please open a issue on github, so I dont forget this? Quote Link to comment Share on other sites More sharing options...
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