theonegalen Posted January 9, 2019 Share Posted January 9, 2019 Thanks @Nightside! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 9, 2019 Author Share Posted January 9, 2019 A small update for Kerbal Konstructs: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.47 This should fix the issues with vessels Spawning under statics when PhysicsRangeExtender is used. Also some crashes when Kerbin-Side Remastered was not correctly installed. Changes: Less crashing when a PQSMapDecal Map is missing use the active Vessels physics Settings for calculation of the loading range of buildings: fixes: #130 minimal improvements of loading time on scene switches Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 9, 2019 Share Posted January 9, 2019 THANK YOU, as always, GER_Space Quote Link to comment Share on other sites More sharing options...
theonegalen Posted January 9, 2019 Share Posted January 9, 2019 1 hour ago, Ger_space said: A small update for Kerbal Konstructs: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.47 This should fix the issues with vessels Spawning under statics when PhysicsRangeExtender is used. Also some crashes when Kerbin-Side Remastered was not correctly installed. Changes: Less crashing when a PQSMapDecal Map is missing use the active Vessels physics Settings for calculation of the loading range of buildings: fixes: #130 minimal improvements of loading time on scene switches Cheers! Thanks for the fixes. Quote Link to comment Share on other sites More sharing options...
OPBlue Posted January 10, 2019 Share Posted January 10, 2019 i have actually found the patch for kerbin city after some searching, and it worked!! Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 10, 2019 Share Posted January 10, 2019 1 hour ago, OPBlue said: i have actually found the patch for kerbin city after some searching, and it worked!! this one? if so, maybe post there that it worx in whatever KSP version you are using... so others know vOv Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 13, 2019 Share Posted January 13, 2019 @Ger_spacethe KK doesn't longer work after the last update take a look:https://www.dropbox.com/s/rx48aibni0amzhd/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 13, 2019 Author Share Posted January 13, 2019 6 minutes ago, tonimark said: @Ger_spacethe KK doesn't longer work after the last update take a look:https://www.dropbox.com/s/rx48aibni0amzhd/KSP.log?dl=0 Doesn't work means? Is running fine on my setup with over 100 mods. Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 13, 2019 Share Posted January 13, 2019 @Ger_spaceyeah i mean there are no buildings and Ctrl and K doesn't work Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 13, 2019 Author Share Posted January 13, 2019 1 hour ago, tonimark said: @Ger_spaceyeah i mean there are no buildings and Ctrl and K doesn't work reinstall kerbin-side remastered. The problem is, that when you deleted KK, the additional configs that have been needed for KS-R have been deleted. Next time: Move the configs from GameData\KerbalKontructs\NewInstances somewhere else and then delete it. Until there is an update to KS-R this has to be done. Quote Link to comment Share on other sites More sharing options...
tonimark Posted January 13, 2019 Share Posted January 13, 2019 @Ger_spaceok Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 13, 2019 Share Posted January 13, 2019 @Ger_space Did you consider using @Lisias's approach on configs - storing them under <KSP_dir>/PluginData instead of GameData, so they don't get deleted when you update the mod? He uses it for his KJR fork: Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 13, 2019 Author Share Posted January 13, 2019 2 minutes ago, infinite_monkey said: @Ger_space Did you consider using @Lisias's approach on configs - storing them under <KSP_dir>/PluginData instead of GameData, so they don't get deleted when you update the mod? He uses it for his KJR fork: There is a setting for the ConfigPath where KK will write its new files, but most people never change it. This is only a temprorary problem until all mods are updated, which should happen soon. Quote Link to comment Share on other sites More sharing options...
OPBlue Posted January 15, 2019 Share Posted January 15, 2019 (edited) yeah thats the kerbin city im using Edited January 15, 2019 by OPBlue Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted January 16, 2019 Share Posted January 16, 2019 @Ger_space , unfortunately, all the new Kerbin Side Complete versions since 1.4.5.26 (and latest Kerbin Side Kampus too) have a wrong placement in 1.6.1 : (btw, in VERSION file it marked as 1.4.5.25, but real 1.4.5.25 from SpaceDock is markes 1.4.0.0 and have correct placement) KSC was temporarily moved? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 17, 2019 Author Share Posted January 17, 2019 12 hours ago, Aerospacer said: @Ger_space , unfortunately, all the new Kerbin Side Complete versions since 1.4.5.26 (and latest Kerbin Side Kampus too) have a wrong placement in 1.6.1 : (btw, in VERSION file it marked as 1.4.5.25, but real 1.4.5.25 from SpaceDock is markes 1.4.0.0 and have correct placement) KSC was temporarily moved? ohh, thats something i never expected to happen... the position is correct, but the main problem is, that the anker point is now defined by someone else and such its a big mess. This never happended in my test setups, but now as I see it, it makes sense. I need a fixed anker point for the KSC. and then every other mod uses that. maybe It will break some stuff, but its less broken than that. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 20, 2019 Share Posted January 20, 2019 Hey @Ger_space, I have a weird problem with, I guess, KK. I once spawned a Sound Cube, but I deleted it afterwards. Now, every time I quickload a game while being close to KSP (where the Sound Cube was), I hear the sound while loading. It's pretty loud, and it seems to get louder after every reload (but that might be my growing annoyance :D), and it sounds distorted (due to the loudness, I think). Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 20, 2019 Author Share Posted January 20, 2019 (edited) 10 hours ago, infinite_monkey said: Hey @Ger_space, I have a weird problem with, I guess, KK. I once spawned a Sound Cube, but I deleted it afterwards. Now, every time I quickload a game while being close to KSP (where the Sound Cube was), I hear the sound while loading. It's pretty loud, and it seems to get louder after every reload (but that might be my growing annoyance :D), and it sounds distorted (due to the loudness, I think). the soundcube by itself is not very interesting, but its more meant as a template for modders, so they can put other sounds to it. It helps to visualize the area where the sound will be hearable. I will put some code into the next release, so the cube is cleaned up, when its is deleted, this should not be naccessary anyway, but I don' know if Unity has some strange behavior. Edited January 20, 2019 by Ger_space Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 20, 2019 Author Share Posted January 20, 2019 A new Release is now online: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.50 Modders should use the Builtin GroupCenters whenever possible, except when something uses a other reference (for example the shoreline) This should fix most issues with scaled planets. and mods placing things around the KSC. Changes Remove orphaned RemoteTech GroundStations when RT support is enabled. This was only be a problem, when you edit GroundStation within a savegame. added 7 Builtin GroupCenters, that are hard linked to POI in Kerbin. KSC, KSC2, Island Airfield, Pyramids, Desert LS, Woomerang LS. Fixed the GrassColor editor. Fixed a problem with the AnimateOnSunRise module (Buildings should turn off the lights more reliable) more verbose error messages in the AnimateOnSunRise module. This sould help modders with setting up thier buildings Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 20, 2019 Share Posted January 20, 2019 5 hours ago, Ger_space said: Fixed a problem with the AnimateOnSunRise module (Buildings should turn off the lights more reliable) Hi, thanks for the update Re the above fix , along with numerous other static related issues( all mine and mostly because they've been around for years) I was getting a lot of log spam related to those items I'd changed from animate on click to animate on sunrise, NRE's etc, (again i suspected it was my fault rather than KK's) hoping that this will sort that out Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 20, 2019 Author Share Posted January 20, 2019 1 hour ago, SpannerMonkey(smce) said: Hi, thanks for the update Re the above fix , along with numerous other static related issues( all mine and mostly because they've been around for years) I was getting a lot of log spam related to those items I'd changed from animate on click to animate on sunrise, NRE's etc, (again i suspected it was my fault rather than KK's) hoping that this will sort that out if you have problems, just send me the logs, I can try to sort that out. There is also a AnimateOnTrigger Static Module. Whenever the root part of a vessel interacts with a trigger collider, a animation can be activated. All module documentation is here: https://github.com/GER-Space/Kerbal-Konstructs/wiki Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 20, 2019 Author Share Posted January 20, 2019 Just a small bugfix release, because @damonvv is busy... https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.51 I also updated the documentation about Model Variants: https://github.com/GER-Space/Kerbal-Konstructs/wiki/Variant-Switching: Changes The LaunchSites in the KSP LaunchSite selector are now sorted: 1. KSC 2. Alphabetical order of all KK Launch sites 3. M.H. Launch sites. (the second part is now what is getting sorted. the overall order is nothing I can change. Renaming a launch site in the KK-editor will no longer produce exceptions in other parts of the mod and will propagate properly into the game. fixed an exception when a launchsite is no longer existing withing a saved game. Quote Link to comment Share on other sites More sharing options...
Kerbex Posted January 21, 2019 Share Posted January 21, 2019 Hi, there is a bug with research bodies and kerbal konstructs. With the latest versions of those two mods and the dependencies for them installed, a new save on sandbox ksp 1.6.1. Clicking the VAB, SPH, Tracking Station, attempting to quit the game, etc, will cause a null reference and nothing else will happen. Here's the loghttps://github.com/Kerbex/ksplog/blob/master/KSP.log Quote Link to comment Share on other sites More sharing options...
Einstein_Cross_X1 Posted January 22, 2019 Share Posted January 22, 2019 2 hours ago, Kerbex said: Hi, there is a bug with research bodies and kerbal konstructs. With the latest versions of those two mods and the dependencies for them installed, a new save on sandbox ksp 1.6.1. Clicking the VAB, SPH, Tracking Station, attempting to quit the game, etc, will cause a null reference and nothing else will happen. Here's the loghttps://github.com/Kerbex/ksplog/blob/master/KSP.log Can confirm this as well. Same setup, same infinite null reference errors and I am unable to launch any module (VAB, SBH, Runway, etc.) Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 22, 2019 Author Share Posted January 22, 2019 8 hours ago, Kerbex said: Hi, there is a bug with research bodies and kerbal konstructs. With the latest versions of those two mods and the dependencies for them installed, a new save on sandbox ksp 1.6.1. Clicking the VAB, SPH, Tracking Station, attempting to quit the game, etc, will cause a null reference and nothing else will happen. Here's the loghttps://github.com/Kerbex/ksplog/blob/master/KSP.log thanks for the report. I'll try to post a new release later. Quote Link to comment Share on other sites More sharing options...
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