F3RGHNZ Posted April 19, 2018 Share Posted April 19, 2018 Will you update this for 1.4? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 19, 2018 Author Share Posted April 19, 2018 25 minutes ago, F3RGHNZ said: Will you update this for 1.4? Yes, but I'll change the license that you are explicitly not allowed to use this mod anymore, because you did not read even the last few posts. Quote Link to comment Share on other sites More sharing options...
RocketSimplicity Posted April 20, 2018 Share Posted April 20, 2018 I think you should stop working on making this for 1.4 because I think the patches will keep on coming and the mod would be for an old version within a week... wait until maybe 1.4.3 or 4 Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 20, 2018 Share Posted April 20, 2018 51 minutes ago, RocketSimplicity said: I think you should stop working on making this for 1.4 because I think the patches will keep on coming and the mod would be for an old version within a week... wait until maybe 1.4.3 or 4 I think the minor patches aren't going to change much and the 1.4.x code will still be good once it works. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted April 20, 2018 Share Posted April 20, 2018 Kojave Sands Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 20, 2018 Share Posted April 20, 2018 1 hour ago, Eskandare said: Kojave Sands Oh Stahp!!! (no, don't!) Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted April 22, 2018 Share Posted April 22, 2018 Kedwards Airforce Base.. with a Rocket launch site! Beautiful! Quote Link to comment Share on other sites More sharing options...
NiAlCa Posted April 22, 2018 Share Posted April 22, 2018 I apologize if this is a repeat question as I have read a couple pages back, but whenever someone states theres a problem you question them on if they have the DLC. Does the DLC break or fix KK? I do not have the DLC but I can launch KK, and I can choose a runway but I always end up taking off from KSC, I'm pretty sure someone posted this though. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 22, 2018 Share Posted April 22, 2018 26 minutes ago, NiAlCa said: I apologize if this is a repeat question as I have read a couple pages back, but whenever someone states theres a problem you question them on if they have the DLC. Does the DLC break or fix KK? I do not have the DLC but I can launch KK, and I can choose a runway but I always end up taking off from KSC, I'm pretty sure someone posted this though. My understanding is that KK is not up and ready for 1.4* at all. DLC (Making History) is based on 1.4. Quote Link to comment Share on other sites More sharing options...
NiAlCa Posted April 22, 2018 Share Posted April 22, 2018 30 minutes ago, Beetlecat said: My understanding is that KK is not up and ready for 1.4* at all. DLC (Making History) is based on 1.4. Ah alright, thank you. I was ready to buy the expansion just to play with this mod again Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted April 22, 2018 Share Posted April 22, 2018 (edited) Hi guys. So I am experimenting with this mod and tried to place stuff on the sun/Kerbol. Didn't worked out for now. Is it even possible in the current version of the mod? And where can I find some people that would like to create a Space Elevator static model. Just one really long and thin tube. I already made one, but had to place ovcer 400 shorter tubes. Edited April 22, 2018 by Space Scumbag Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 22, 2018 Share Posted April 22, 2018 10 minutes ago, Space Scumbag said: So I am experimenting with this mod and tried to place stuff on the sun/Kerbol. Didn't worked out for now. Is it even possible in the current version of the mod? I've managed to place stuff on most of the rocky bodys using KK, but like Jool i dont think the kerbal sun has a surface as such, so placing statics may be not possible. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 23, 2018 Author Share Posted April 23, 2018 10 hours ago, Space Scumbag said: Hi guys. So I am experimenting with this mod and tried to place stuff on the sun/Kerbol. Didn't worked out for now. Is it even possible in the current version of the mod? And where can I find some people that would like to create a Space Elevator static model. Just one really long and thin tube. I already made one, but had to place ovcer 400 shorter tubes. 400 pieces, that's a lot to build. As long your are in the SOI of a planet your Aptos new able to place a static there. It only gets very difficult if you are moving, because sone distances are not constant and you get inaccurate measurements of you are far away. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted April 23, 2018 Share Posted April 23, 2018 On 5/12/2017 at 6:01 PM, Beetlecat said: A fond dream would be to utilize the functionality of @allista's Hangar [Or does this already? I often forget what's what with these wonderfully elaborate mods] On 5/13/2017 at 1:44 AM, Ger_space said: I have no idea, if this will work, but I look into it.. Did anything ever come of this idea? Being able to actually store craft in the decorative KK hangars would be fantastic. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 23, 2018 Share Posted April 23, 2018 35 minutes ago, theonegalen said: Did anything ever come of this idea? Being able to actually store craft in the decorative KK hangars would be fantastic. Piggybacking on this idea would be to make sure mods like Kerbal Construction Time could utilize the new KK locations as "manufacturing" spots for building/launching. KCT already respects the new stock pad & airfield. Hopefully KK in 1.4+ would add-to or sit on top of that. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 23, 2018 Author Share Posted April 23, 2018 48 minutes ago, theonegalen said: Did anything ever come of this idea? Being able to actually store craft in the decorative KK hangars would be fantastic. ehm, KK has such a feature, but its not very comfortable to use. This could need some rework. 9 minutes ago, Beetlecat said: Piggybacking on this idea would be to make sure mods like Kerbal Construction Time could utilize the new KK locations as "manufacturing" spots for building/launching. KCT already respects the new stock pad & airfield. Hopefully KK in 1.4+ would add-to or sit on top of that. in 1.3.1 KTC is able to utilize the KK launchSites as construction sites. In 1.4.X this might be broken again, but maybe we can fix this or we only use the MH-Expansion for it. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 23, 2018 Share Posted April 23, 2018 14 minutes ago, Ger_space said: ehm, KK has such a feature, but its not very comfortable to use. This could need some rework. in 1.3.1 KTC is able to utilize the KK launchSites as construction sites. In 1.4.X this might be broken again, but maybe we can fix this or we only use the MH-Expansion for it. Splendid! I'm late to the KCT game, so I never experimented in 1.3.1 -- Good to know that may be a no-brainer. This also "solves" the hangar problem, since craft are recovered and stored using KCT's system. It would be up to KCT to care whether or not we have a global/planetary pool (like now) or to store them by location. Hangar does a different thing to store craft -- including "creating" them in asteroids, etc. Asteroids are a special case, but I wonder if Hangar could be used to "colonize" KK's statics. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 23, 2018 Author Share Posted April 23, 2018 Hi There, I've updated the beta release for 1.4.X https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.0.0 this should make the launchsites usable more than once. Other changes: * Fixed the warp to next morning button on altered planets * Added experimental sound support for animations https://github.com/GER-Space/Kerbal-Konstructs/wiki/StaticModule:-AnimateOnClick Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted April 23, 2018 Share Posted April 23, 2018 @Ger_space Don't you mean the following release? https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.3.9.10 Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 23, 2018 Author Share Posted April 23, 2018 1 minute ago, Bottle Rocketeer 500 said: @Ger_space Don't you mean the following release? https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.3.9.10 this is for KSP. 1.3.1. not for 1.4. I just updated the .zip file, thats why its looking older Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted April 23, 2018 Share Posted April 23, 2018 5 minutes ago, Ger_space said: this is for KSP. 1.3.1. not for 1.4. I just updated the .zip file, thats why its looking older Oh, ok. Thanks for the notice. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 24, 2018 Share Posted April 24, 2018 (edited) <scrambles to download KK beta> Okay -- I've fired it up, and even dropped in KerbinSide for "fun" -- though I may pull it down, since it makes the system drag, and there are tons of visual glitches for me. I do see what you mean about the hangars. I guess I never tried them before. Once I figured out you need to *get out* of the craft, I was able to store them easily. Retrieving seemed trickier. I was also able to accidentally duplicate the craft by selecting it from the tracking station (it was still listed as an active flight) -- but I don't know that's cared about/being worked on right now Edited April 24, 2018 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 24, 2018 Author Share Posted April 24, 2018 15 hours ago, Beetlecat said: <scrambles to download KK beta> Okay -- I've fired it up, and even dropped in KerbinSide for "fun" -- though I may pull it down, since it makes the system drag, and there are tons of visual glitches for me. I do see what you mean about the hangars. I guess I never tried them before. Once I figured out you need to *get out* of the craft, I was able to store them easily. Retrieving seemed trickier. I was also able to accidentally duplicate the craft by selecting it from the tracking station (it was still listed as an active flight) -- but I don't know that's cared about/being worked on right now I know the hangars need some love. The Code behind it is all from a time before I took over KK, so my knowledge about how they work is pretty limited. As soon I have included all the expansion features in KK I will look in at the "Hangars" mod how to do them right. On the good side: It looks like KTC will continue to work with KK even in 1.4.X. I only need to be carefull not to dublicate the bases in its list Quote Link to comment Share on other sites More sharing options...
Tyko Posted April 25, 2018 Share Posted April 25, 2018 Hi, I just added KK to GPP. Works great except when I added Rescale 2.5x. Now the launch site components are spread out and not connected. It looks like the components didn't change in size, but their relative position did. Is there a fix? I'd prefer to keep the components their normal size but have them moved back together. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted April 25, 2018 Share Posted April 25, 2018 What's the correct specific way to export all new placed statics in the world? For easy sharing of placed KK locations and all that, and so that they'll integrate properly into other people's installs. Still in 1.3.1 by the way. Quote Link to comment Share on other sites More sharing options...
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