theonegalen Posted April 26, 2018 Share Posted April 26, 2018 6 hours ago, Tyko said: 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! KKtoSD - it's another Sigma88 mod. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 26, 2018 Author Share Posted April 26, 2018 14 hours ago, Box of Stardust said: 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. All objects you place have thier config saved in the "GameData/KerbalKonstructs/NewInstances/" Folder. This config you can easily share. Please note, that the used models are needed to be installed at the other peoples systems and not all models are free to distribute. Later you can rename them and move them in any diffrent folder (under GameData). they will be loaded correctly. It is good practice to create one base and then move all files to a seperate folder, then create the next one. I've killed the legacy base exporter feature at some point. Bringing it back is currently not high in my priority list. Quote Link to comment Share on other sites More sharing options...
Box of Stardust Posted April 26, 2018 Share Posted April 26, 2018 7 minutes ago, Ger_space said: All objects you place have thier config saved in the "GameData/KerbalKonstructs/NewInstances/" Folder. This config you can easily share. Please note, that the used models are needed to be installed at the other peoples systems and not all models are free to distribute. Later you can rename them and move them in any diffrent folder (under GameData). they will be loaded correctly. It is good practice to create one base and then move all files to a seperate folder, then create the next one. I've killed the legacy base exporter feature at some point. Bringing it back is currently not high in my priority list. Ah, okay. I saw the 'ExportedInstances' folder in the KK directory and wondered if there was a feature I haven't found. So I can just take the NewInstances directory, put it in a different, non-KK directory in GameData (i.e., GameData/OtherDirectory/NewInstances), and KK will load it, if I understand correctly. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 26, 2018 Author Share Posted April 26, 2018 12 minutes ago, Box of Stardust said: Ah, okay. I saw the 'ExportedInstances' folder in the KK directory and wondered if there was a feature I haven't found. So I can just take the NewInstances directory, put it in a different, non-KK directory in GameData (i.e., GameData/OtherDirectory/NewInstances), and KK will load it, if I understand correctly. You should take the cfgfiles out of the folder and not the folder. The targetfolder can have any name, (i.e., GameData/OtherDirectory/MyStatics) Quote Link to comment Share on other sites More sharing options...
Damon Posted April 27, 2018 Share Posted April 27, 2018 Thank you @Ger_space! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 27, 2018 Author Share Posted April 27, 2018 For those that don't understand: KK now supports stock alike smoke effects on launchpads. Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 27, 2018 Share Posted April 27, 2018 25 minutes ago, Ger_space said: KK now supports stock alike smoke effects on launchpads YEEEAAASSS will start immideately ) KIDS, DONT SMOKE.-JUST A JOKE peace K Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted April 28, 2018 Share Posted April 28, 2018 so i know this is most likely just me being dumb. but in 1.4.3, is placing new statics borked? if not. how the hiffel do i do it? i havent used KK in quite a while so i forget. but i know the last beta release was for 1.4.2 not .3, so figured id ask (yes i am indeed using the beta) Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 28, 2018 Author Share Posted April 28, 2018 1 hour ago, ThePhoenixSol said: so i know this is most likely just me being dumb. but in 1.4.3, is placing new statics borked? if not. how the hiffel do i do it? i havent used KK in quite a while so i forget. but i know the last beta release was for 1.4.2 not .3, so figured id ask (yes i am indeed using the beta) Tried to press ctrl + k, after you are traveled to the place you want to have an base Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted April 28, 2018 Share Posted April 28, 2018 6 minutes ago, Ger_space said: Tried to press ctrl + k, after you are traveled to the place you want to have an base lol yep. im dumb. forgot about that thanks Quote Link to comment Share on other sites More sharing options...
Space Scumbag Posted April 28, 2018 Share Posted April 28, 2018 I solved my Sun problems. Here the results: Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 29, 2018 Author Share Posted April 29, 2018 Hi, I finally have a working Version for KSP 1.4.3. No Expansion is required, but it is supported. This version does not include any old assets or example bases from AlphaAsh. The bases will go to Kerbin-Side. This is for better compatibility with Kerbin-Side remastered. I will of course continue working on Kerbin-Side and make a new release soon, but at least you have now more choises. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.3.0 Sort of changelog: Added LaunchPad-Smoke support Added support for the Stock-Expansion LaunchSite selector Fixed a bug that prevended a crash during load, when slower computers are used and many mods are installed Vessel spawned on waterlaunchsites are no longer spawned under water KSC2 LaunchSite is usable without any mods (in Career games you have to find it first and open it when you are landed near to it) To make KK more compatible with KSC changing mods, it will no longer ship the assets from Alpha-Ash. These will be moved into Kerbin-Side Errors when saving models should no longer crash KK A release for 1.3.1 will come out later. I'm now only offline for 3,5 hours. Quote Link to comment Share on other sites More sharing options...
IceTitan Posted April 29, 2018 Share Posted April 29, 2018 25 minutes ago, Ger_space said: working Version for KSP 1.4.3 also works on 1.4.2 ? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 29, 2018 Share Posted April 29, 2018 1 hour ago, Ger_space said: Vessel spawned on waterlaunchsites are no longer spawned under water Thanks muchly Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted April 29, 2018 Share Posted April 29, 2018 19 hours ago, Space Scumbag said: I solved my Sun problems. Here the results: LOL, learn something new everyday hu. so...whats the point of this exactly?? in ksp i meen. besides just looking cool, what problems do you speak of? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 29, 2018 Author Share Posted April 29, 2018 2 hours ago, IceTitan said: also works on 1.4.2 ? I don't know. I don't have 1.4.2 anymore. Just try it. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 29, 2018 Share Posted April 29, 2018 @Ger_space Thanks for the massive work updating and aligning to the features in 1.4! Can't wait to have a crack at this. Peace. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 29, 2018 Author Share Posted April 29, 2018 a Small bugFix release: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.3.1 This fixes loading of .dds images in the AdvacedTexture Module Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 29, 2018 Author Share Posted April 29, 2018 Here is also the compatible release for 1.3.1: is is now also without any example bases or assets from AlphaAsh: @Galileo this should make your live a litle bit easier. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.3.9.10 This release is also compatible with Kerbin-Side Remastered. Quote Link to comment Share on other sites More sharing options...
Galileo Posted April 29, 2018 Share Posted April 29, 2018 2 hours ago, Ger_space said: Here is also the compatible release for 1.3.1: is is now also without any example bases or assets from AlphaAsh: @Galileo this should make your live a litle bit easier. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.3.9.10 This release is also compatible with Kerbin-Side Remastered. Thanks! Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted April 30, 2018 Share Posted April 30, 2018 @Ger_space So, in my career i set up pads, and set them to 100k open cost.... when in the vab, i select it, purchase it, it takes the money.... and in the kk menu it says its bought, but the stock menu doesnt list it. then, when i select it as launch site and hit launch, it loads, then says launch failed. i go back into vab, and its no longer listed as purchased, but i dont have my money back. Happened on stream, can link the VOD if you want to see for yourself per request.(i say per request as otherwise it feels like im plugging my stream, which isnt my intention.) Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 30, 2018 Share Posted April 30, 2018 This has likely nothing to do with Kerbal Konstructs or KerbinSide/Remastered, but a couple of the bases I've visited are completely shakey/shimmery textures, and has the appearance of z-fighting taken to the extreme. Just on the off-chance, do I need to double-check I'm not double-loading some assets between the KK and KSR folders? This visual glitch also matches the shakey/shimmery edges of textures on craft in general at times, so perhaps the game is just not happy with my current setup (the visual isn't much different than the hand-sketched animation like from the "Take on me" video... ) Maybe the KK-added statics are more prone to it since they're more complicated structures. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 30, 2018 Author Share Posted April 30, 2018 6 minutes ago, Beetlecat said: This has likely nothing to do with Kerbal Konstructs or KerbinSide/Remastered, but a couple of the bases I've visited are completely shakey/shimmery textures, and has the appearance of z-fighting taken to the extreme. Just on the off-chance, do I need to double-check I'm not double-loading some assets between the KK and KSR folders? This visual glitch also matches the shakey/shimmery edges of textures on craft in general at times, so perhaps the game is just not happy with my current setup (the visual isn't much different than the hand-sketched animation like from the "Take on me" video... ) Maybe the KK-added statics are more prone to it since they're more complicated structures. Can you please send me an Screenshot When this happens and open an issue on github? I'm drunk an tomorrow I'll probably forgotten it. 1 hour ago, ThePhoenixSol said: @Ger_space So, in my career i set up pads, and set them to 100k open cost.... when in the vab, i select it, purchase it, it takes the money.... and in the kk menu it says its bought, but the stock menu doesnt list it. then, when i select it as launch site and hit launch, it loads, then says launch failed. i go back into vab, and its no longer listed as purchased, but i dont have my money back. Happened on stream, can link the VOD if you want to see for yourself per request.(i say per request as otherwise it feels like im plugging my stream, which isnt my intention.) I guess you are using the mh expansion. The stock launcher only has the open launchsites, No cheating allowed there. It should update as soon as the base is purchase, but I never tested newly created bases on 1.4.3 mh. This release was made with hard time constraints, else it wouldn't be released yet. The logfile should give me more answers, but i think I can recreate the issue, because you have at least some information which steps you took. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 30, 2018 Share Posted April 30, 2018 1 hour ago, Ger_space said: Can you please send me an Screenshot When this happens and open an issue on github? I'm drunk an tomorrow I'll probably forgotten it. For sure best not to look at it while drunk--especially not a video. I'll send you a snap later today. Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted May 1, 2018 Share Posted May 1, 2018 6 hours ago, Ger_space said: I guess you are using the mh expansion. The stock launcher only has the open launchsites, No cheating allowed there. It should update as soon as the base is purchase, but I never tested newly created bases on 1.4.3 mh. This release was made with hard time constraints, else it wouldn't be released yet. The logfile should give me more answers, but i think I can recreate the issue, because you have at least some information which steps you took. Ah darn, keep forgetting you havent tested with MH. yes, im using the exspansion. and yea, i figured thats how it worked, but didnt appear to be updating, plus the whole not saving it being purchased bit. And im sure this release wasnt easy per se. I appreciate all the effort ya put in . Anyways, here is a zip with my log file, and a link to the vod, should direct you to the correct time in the vod, just before i found the issue https://drive.google.com/file/d/148_ZgQS-wdQITVBHEA9CqAvc-Ft2BjIS/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
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