ElonsMusk Posted December 7, 2018 Share Posted December 7, 2018 (edited) On 12/6/2018 at 5:08 PM, Beetlecat said: I think in this case, you have to have your kerbal exit the craft. This confused me forever until that was pointed out. Apologies if you have already tried that !:D Oh wow thank you for pointing that out to me, and other googler's maybe. This I did not know. I'll check back if it was not in fact and issue with my ignorance. edit: because I am here: this was in fact my issue. makes sense a kerbal has to supervise the teardown. Edited December 10, 2018 by ElonsMusk update Quote Link to comment Share on other sites More sharing options...
Cataclism Posted December 8, 2018 Share Posted December 8, 2018 On 11/21/2018 at 5:20 PM, Ger_space said: Fly to the planet land there where you want the launchsite press ctrl + k create a GroupCenter and place it nearby spawn a Building that has a launchSite Transform definded... most assats like this have have self explaining names Place that building where you want it and press the "Make LaunchSite button" Enter some values save everything switch to SpaceCenter and enter an editor. Thank you very much! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 17, 2018 Author Share Posted December 17, 2018 the end of year is near, and before im off to vacation, I'll drop a new release:https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.45 Changes for players: career games: display the right recovery percentege on the screen. don't reveal hidden bases on the map view enforcement of vessel size, part count and weight for custom launchsites. some suprprise that is fitting for the end of the year. changes for modders: you can define enforcement of vessel size, part count and weight for custom launchsites. 0 equals unlimited you can define variants of your buildings and they are switchable in the editor. general improvements dynamic spawning of buildings, when you are near the physical loading range. this will save memory, for unused bases. Despawn of buildings, when you are out of range. the documentation of the variant switching will be added to the wiki shortly. I will no longer continue to support anything below KSP 1.4.5, because its annoying to maintain two different KSP versions. Quote Link to comment Share on other sites More sharing options...
Nightside Posted December 17, 2018 Share Posted December 17, 2018 Great stuff @Ger_space, thank you! Could the variants work with the stock building tier system? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 17, 2018 Author Share Posted December 17, 2018 16 minutes ago, Nightside said: Great stuff @Ger_space, thank you! Could the variants work with the stock building tier system? Not really. The building upgrades are not exactly easy to implement. and messing KSC buildings is really messy. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 17, 2018 Share Posted December 17, 2018 (edited) 6 hours ago, Ger_space said: some suprprise that is fitting for the end of the year. Hrrmmm... that doesn't sound like an aircraft carrier stuck everywhere Spoiler Altho when it did show up on the pad and blow up my ship it was like - "Surprise! MOFO!" Edited December 17, 2018 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 17, 2018 Author Share Posted December 17, 2018 2 minutes ago, Drew Kerman said: Hrrmmm... that doesn't sound like an aircraft carrier stuck everywhere Reveal hidden contents Altho when it did show up on the pad and blow up my ship it was like - "Surprise! MOFO!" ohhh that where it went but not exactly the surprise I had in mind. I'll make a new release if Kerbin-Side and bring the carries back where they belong. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 17, 2018 Share Posted December 17, 2018 it's even funnier if you look at it the way I experienced it because it shows up in the Main Menu first and I'm like what is that - I thought it was a giant kerbal head and that was the side of the helmet. So then I go to the VAB and see this weird texture I thought was a floor texture hovering in the air - so I don't think to take the camera out of the building . Then I load out to the launch pad and BOOOM!! AIRCRAFT CARRIER, BEEOTCH!! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 17, 2018 Author Share Posted December 17, 2018 43 minutes ago, Drew Kerman said: it's even funnier if you look at it the way I experienced it because it shows up in the Main Menu first and I'm like what is that - I thought it was a giant kerbal head and that was the side of the helmet. So then I go to the VAB and see this weird texture I thought was a floor texture hovering in the air - so I don't think to take the camera out of the building . Then I load out to the launch pad and BOOOM!! AIRCRAFT CARRIER, BEEOTCH!! https://github.com/GER-Space/Kerbin-Side-Complete/releases/tag/1.4.5.25 I uploaded the Kerbin-Side release. Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted December 17, 2018 Share Posted December 17, 2018 Hi. Is StageRecovery still compatible with KK? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 17, 2018 Author Share Posted December 17, 2018 4 minutes ago, vagabond77 said: Hi. Is StageRecovery still compatible with KK? it should be compatible, But I have not tested it lately, I never saw any errors coming up. Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted December 17, 2018 Share Posted December 17, 2018 I updated KK and KerbinSide and I noticed a very high number of errors in the KSP.log. After some tests I think I understand that the problem is LackMisc. Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted December 18, 2018 Share Posted December 18, 2018 16 hours ago, Ger_space said: ohhh that where it went but not exactly the surprise I had in mind. I'll make a new release if Kerbin-Side and bring the carries back where they belong. This aircraft carrier seems to have collided with my station in orbit Kerbin and very epic exploded with it. I even thought the death Star came and destroyed the my world. But then I saw him in KSC, and the whole KerbinSide was gone. Cool surprise came out! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 18, 2018 Author Share Posted December 18, 2018 3 minutes ago, Sokol_323 said: This aircraft carrier seems to have collided with my station in orbit Kerbin and very epic exploded with it. I even thought the death Star came and destroyed the my world. But then I saw him in KSC, and the whole KerbinSide was gone. Cool surprise came out! Please use the latest version of Kerbin side. Then the strange behavior should be gone. Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted December 18, 2018 Share Posted December 18, 2018 Just now, Ger_space said: Please use the latest version of Kerbin side. Then the strange behavior should be gone. Just now I install and I will check. Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted December 18, 2018 Share Posted December 18, 2018 (edited) What's it? Edited December 18, 2018 by Sokol_323 Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 18, 2018 Author Share Posted December 18, 2018 (edited) 7 minutes ago, Sokol_323 said: What's it? You use the distant object enhancements mod? Because I cannot reproduce the issues Basically it's objects that a spawned at the zero position ( what they never should do anyway) But some mod apparently sets everything actually active and visible, and that is really strange. Edited December 18, 2018 by Ger_space Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted December 18, 2018 Share Posted December 18, 2018 6 minutes ago, Ger_space said: You use the distant object enhancements mod? Because I cannot reproduce the issues Basically it's objects that a spawned at the zero position ( what they never should do anyway) But some mod apparently sets everything actually active and visible, and that is really strange. Yes. I have installed a mod distant object . And I lost the campus and other buildings around KSC. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 18, 2018 Author Share Posted December 18, 2018 12 minutes ago, Sokol_323 said: Yes. I have installed a mod distant object . And I lost the campus and other buildings around KSC. Then you should deactivate the. "Make other things than parts visible " option. This messes up kerbal konstructs. You also should delete the old installs and reinstall the mods. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted December 18, 2018 Share Posted December 18, 2018 @Ger_space Good job on this. I've never used KK before, but since I want to try out @Omega482's landing pad, I have a question to ask: Does this integrate into the MH launchsite switcher, or does it have its own? Quote Link to comment Share on other sites More sharing options...
Sokol_323 Posted December 18, 2018 Share Posted December 18, 2018 6 hours ago, Ger_space said: Then you should deactivate the. "Make other things than parts visible " option. This messes up kerbal konstructs. You also should delete the old installs and reinstall the mods. When I came back to the old version. The new version will put on a clean install and I will watch how it will work. Quote Link to comment Share on other sites More sharing options...
BrotherCavalier Posted December 18, 2018 Share Posted December 18, 2018 (edited) The black object with the arrows is affecting my game as well. Distant object enhancement (DOE) has never been installed on this game. After the recent update of kerbinside and kerbal knonstructs, I also had strange object on the opening screen, I think it was a heli pad. Round range was orbiting Kerbin at about 750km. I'm going to downgrade to the previous versions of both. I just wanted to advise that DOE is most likely NOT the culprit. Thanks! Please also note this object is visible when using hanger extender. Edited December 18, 2018 by BrotherCavalier Additional info Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 18, 2018 Author Share Posted December 18, 2018 2 hours ago, Sokol_323 said: When I came back to the old version. The new version will put on a clean install and I will watch how it will work. ok I'm finally home and with a clean install I see the problems now. Strange that I did't have the problems while testing. I will try to fix the issied asap Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 18, 2018 Author Share Posted December 18, 2018 1 hour ago, BrotherCavalier said: The black object with the arrows is affecting my game as well. Distant object enhancement (DOE) has never been installed on this game. After the recent update of kerbinside and kerbal knonstructs, I also had strange object on the opening screen, I think it was a heli pad. Round range was orbiting Kerbin at about 750km. I'm going to downgrade to the previous versions of both. I just wanted to advise that DOE is most likely NOT the culprit. Thanks! Please also note this object is visible when using hanger extender. I think I found the issue, it's kk crashing during startup, that leaves done halve initialized artifacts behind. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 18, 2018 Author Share Posted December 18, 2018 I will release new versions of KK and Kerbin-Side shortly. Quote Link to comment Share on other sites More sharing options...
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