Ger_space Posted November 27, 2019 Author Share Posted November 27, 2019 14 hours ago, Aerospacer said: Hello, @Ger_space , can you help me with new KK tweaks? In new version color of some Kerbin City's grass textures was changed to more dark. You wrote about the grass editor, but I could not find it and figure out how to adjust the texture colors. the colors had to be adjusted to be consistent with the KSC. I tried my best to match the old colors, but it was not always possible. to edit the grass color you select the static and then press the following button: which module are you using? the legacy GrasColor or the new GrassColor2? the later one is a bit experimental, at least in the last official release. You might want to download the shader-bundles from github, to get the latest version. Quote Link to comment Share on other sites More sharing options...
alverro Posted November 28, 2019 Share Posted November 28, 2019 How do I install this? It won’t work. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 28, 2019 Share Posted November 28, 2019 40 minutes ago, alberro+ said: How do I install this? It won’t work. Just install it. Like any other mod. You should end up with a GameData/CustomPreLaunchChecks/ and a GameData/KerbalKonstructs/ folder. But that's all you get. KerbalKonstructs alone is only the mod that makes anything else work that's related to it (like EVE is nothing without the content packs for it like SVE or Spectra). If you want to see complete bases or the statics to build your own bases you gotta download the content pack mods for those. To build or edit a base, press Ctrl+K while you're in the world with an "active vessel." Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 15, 2019 Author Share Posted December 15, 2019 A new release ahead of the things that might come in the future: https://spacedock.info/mod/1052/Kerbal-Konstructs/download/1.8.1.15 Changes new Hangar module you can store vessels and the crew is recovered automatically you can assign crew to stored vessels and launch them from the KSC menu. Other statics should be less bumpy after a scene switch SpaceCenters are no longer focused when they are not on the Homeword. This feature will come back when it is properbly implemented The KSC FuelTank is now visible again. The LaunchSites are now sorted: 1. Group 2. Name Changes for modders support for custom launchpad smoke emitters (either Unity ParticleSystem or KSPParticleEmitter) GrasColor: Normal Maps are precalculated and cached unter PluginData GrassColor2: Multicolor Blendmasks allow blending of up to four textures (including alpha channel and mix) ( for example: grass + concrete + (worn) white stripes + dirt roads) This is like a light version of substance painter. The GrassColor2 editor supports these changes GrassColor2 : Normal Maps for each Texture are precalculated and cached unter PluginData. Only NearGrass receives those from the FarGrass (which looks better that way) GrassEditor: You can convert any texture to grayscale, so some are more usefull now. AnimateOnSunrise: Rewrote it to be less error prone. AdvancedTextures: you can define the color of a mesh with the _Color parameter Variant switching: allow transform names with whitespace in the middle PadSmoke: allow transform names with whitespace in the middle AdvancedTextures: allow transform names with whitespace in the middle PadSmoke: You can select your smoke type exports are now written as ,zip files and no longer as .tar Quote Link to comment Share on other sites More sharing options...
JJJacksonTyler Posted December 17, 2019 Share Posted December 17, 2019 (edited) Having a bit of trouble between launches. Generally the first time I boot up and launch, everything will be fine. 2 or 3 missions in...things will start resizing themselves. Generally they'll get bigger. (Dramatically bigger...like, dwarf the entire launch site and sticking out above the atmosphere, bigger). Also, it will often spawn me off-center of a launchpad static. Using RSS 1.7.3. Is this a known/common bug? It didn't do this on earlier versions. Edited December 17, 2019 by JJJacksonTyler Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 17, 2019 Author Share Posted December 17, 2019 3 hours ago, JJJacksonTyler said: Having a bit of trouble between launches. Generally the first time I boot up and launch, everything will be fine. 2 or 3 missions in...things will start resizing themselves. Generally they'll get bigger. (Dramatically bigger...like, dwarf the entire launch site and sticking out above the atmosphere, bigger). Also, it will often spawn me off-center of a launchpad static. Using RSS 1.7.3. Is this a known/common bug? It didn't do this on earlier versions. I don't know, but the latest version released is no longer supported for KSP 1.7.X and I can't support it anytime soon again. If this problem persists when Kopernicus 1.8.X is released, then open a report on github, so it doesn't get lost. there have been some changes between 1.7 and 1.8, that could affect this. Quote Link to comment Share on other sites More sharing options...
Ruedii Posted December 17, 2019 Share Posted December 17, 2019 I keep getting massive performance loss with Kerbal Konstructs. Is there a way I can determine which Kerbal Konstructs mod is causing it, and change it out for something else. (I am suspecting KSC++, but I can't be sure.) Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 19, 2019 Share Posted December 19, 2019 Man, I hate lookin like a dummy, but here goes! I'm just now trying this mod for the first time, and have read everything Google gives me, and can't figure out something incredibly basic: Should I be able to put down a launch pad (around KSC) and then launch from it? I've tried this twice and the little launchsite down-down menu inside the VAB never shows my launch sites (I'm in sandbox). Is that supposed to work when I do this correctly? What I did was: put a capsule on the runway, placed LC-something (from Tundra) next to the runway, clicked Make Launchsite, filled out some stuff (I suspect this is where I am getting lost), saved everything, made sure that KSC_Builtin (which I did not create) is the "active group", have tried making the "site category" both RP and RW, tried setting Facility Type on one of them, I've tried zeros and large values for max things like parts and weight, I could go on. Am I trying to do something that the mod doesn't do? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 20, 2019 Author Share Posted December 20, 2019 On 12/17/2019 at 5:07 PM, Ruedii said: I keep getting massive performance loss with Kerbal Konstructs. Is there a way I can determine which Kerbal Konstructs mod is causing it, and change it out for something else. (I am suspecting KSC++, but I can't be sure.) Kerbal Konstructs is nothing for low-end Systems. To test, just delete the mod folders out of the GameData Folder On 12/19/2019 at 2:22 AM, OrbitalManeuvers said: Man, I hate lookin like a dummy, but here goes! I'm just now trying this mod for the first time, and have read everything Google gives me, and can't figure out something incredibly basic: Should I be able to put down a launch pad (around KSC) and then launch from it? I've tried this twice and the little launchsite down-down menu inside the VAB never shows my launch sites (I'm in sandbox). Is that supposed to work when I do this correctly? What I did was: put a capsule on the runway, placed LC-something (from Tundra) next to the runway, clicked Make Launchsite, filled out some stuff (I suspect this is where I am getting lost), saved everything, made sure that KSC_Builtin (which I did not create) is the "active group", have tried making the "site category" both RP and RW, tried setting Facility Type on one of them, I've tried zeros and large values for max things like parts and weight, I could go on. Am I trying to do something that the mod doesn't do? When you create a launchSite, then you have to restart KSP to use it. There is a nice KK-button in the SPH and VAB to select the site you created. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 20, 2019 Share Posted December 20, 2019 7 hours ago, Ger_space said: When you create a launchSite, then you have to restart KSP to use it. There is a nice KK-button in the SPH and VAB to select the site you created. Ahh, that's what I was missing - thank you! Quote Link to comment Share on other sites More sharing options...
Insanity_BK Posted December 22, 2019 Share Posted December 22, 2019 Hey, Im trying to put a barge in the water and idk how to make it appear in map view. How do I do it? Thanks! Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 23, 2019 Author Share Posted December 23, 2019 16 hours ago, Insanity_BK said: Hey, Im trying to put a barge in the water and idk how to make it appear in map view. How do I do it? Thanks! you have to add a facility (type: recovery site) to it. Quote Link to comment Share on other sites More sharing options...
Insanity_BK Posted December 23, 2019 Share Posted December 23, 2019 3 hours ago, Ger_space said: you have to add a facility (type: recovery site) to it. it appears I still cant get it to work, hmm. Here are my settings Quote Link to comment Share on other sites More sharing options...
Damon Posted December 23, 2019 Share Posted December 23, 2019 15 minutes ago, Insanity_BK said: it appears I still cant get it to work, hmm. Here are my settings When you go to your map view, hit the KK icon. Then a menu will show up and you have to hit the $ icon. Then it will show in the map view Quote Link to comment Share on other sites More sharing options...
paelleon Posted December 23, 2019 Share Posted December 23, 2019 Hi, I'm trying to open a launchpad on Minmus, but I am not able to do so. I sent a crewed capsule on the designed site. Opened the CTRL+K interface. Created a group. Created a launchpad instance with 0 costs for opening, activated the colliders and saved all. I then went to the VAB, but the button on the side of my launchpad name is always red, no opening option. Could you help me, please? Quote Link to comment Share on other sites More sharing options...
Insanity_BK Posted December 23, 2019 Share Posted December 23, 2019 2 hours ago, damonvv said: When you go to your map view, hit the KK icon. Then a menu will show up and you have to hit the $ icon. Then it will show in the map view that worked thanks! Quote Link to comment Share on other sites More sharing options...
Sebastiaz Posted January 3, 2020 Share Posted January 3, 2020 (edited) Hi, I've been getting this issue with Kerbal Konstructs on when placing an object the game crashes to desktop, and comes up with this: I'm using 1.3.1 w/ the most recent 1.3.1 Kerbal Konstructs, wondering if this is known and how to sort it out, still testing it with older versions to see if they work. I'm running only Kerbal Konstructs and Squad for testing, and it still doesn't seem to work. UPDATE: It appears to only occur when Kerbinside Remastered is installed along with it, interesting. Edited January 3, 2020 by Sebastiaz Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted January 20, 2020 Share Posted January 20, 2020 I have an intersting question.. and this involcves other structures.. How easy or hard would it be to add in say a navigational beacon like a lighthouse style building into KK? I mean if you want an example of what i am refering to, just do a look for Cape Canaveral Lighthouse.. or better yet here's a ep series of pictures of said lighthouse. Just a thought Space_Coyote Quote Link to comment Share on other sites More sharing options...
Decus91 Posted January 22, 2020 Share Posted January 22, 2020 (edited) Just including here an issue I have raised on GitHub, in case anyone has encountered and solved this issue already: Using Kerbal Konstructs with Kerbinside and Rescale (x10.625) on KSP 1.6.1, I have everything working effectively, except that new bases don't show up in the tracking station. They do show up on x3.2, and at very close ranges, at x6.4. As such, I've been attempting to find whatever manages the range at which icons are set to be displayed in the map view and/ or the tracking station. Could you advise please where to find this in the source code please? Much obliged. Nvm, found it. For anyone else wondering, it's this line: "float fRadarRadius = 12800 / fPosZ;" within MapIconDraw.cs Changing it to 36000 or so is suitable for x10.625 Rescale. Edited January 30, 2020 by Decus91 Quote Link to comment Share on other sites More sharing options...
yorak Posted January 30, 2020 Share Posted January 30, 2020 CKAN v1.26.8. gives an error: Error downloading KerbalKonstructs 1.8.1.15: Invalid status code: 308 it seems spacedock.info is offline? Please advise (but please be gentle, I'm new to KSP and CKAN) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 3, 2020 Share Posted February 3, 2020 Kerbal-Konstructs 1.8.1.15, KSP 1.8.1 This is in a career game, I have a dev install of Kopernicus and JNSQ installed. Spoiler Following found in log file during startup, not sure if relevant: KK: duplicate model name: UniversalSpawnPoint ,found in: OSSNTR/Statics/Misc/UniversalSpawnPoint/UniversalSpawnPoint.cfg . This might be OK. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [KerbalKonstructs] Awake: Stopwatch: "Object loading1" elapsed time: 00:00:00.0475576 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [KerbalKonstructs] AttachFacilities: Value cannot be null. Parameter name: value (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [KerbalKonstructs] AttachFacilities: Value cannot be null. Parameter name: value (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [KerbalKonstructs] AttachFacilities: Value cannot be null. Parameter name: value (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [KerbalKonstructs] AttachFacilities: Value cannot be null. Parameter name: value Getting the following upon returning to the main menu: NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.KerbalKonstructs.UpdateCache () [0x00005] in <d148da5d5d9249218e63843d11b290e5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) repeating endlessly, until I exit the game. I believe that if I reenter a game it goes away. Complete log file: https://www.dropbox.com/s/s8yc6ds82z6r7qx/KK.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
lBoBl Posted February 6, 2020 Share Posted February 6, 2020 (edited) Hi guys ! So, I'm currently installing a ton of mods into a new ksp instance, and I'm about to start a big colonization focused career. And, I know there are great colonization mods out there, but none of them fully satisfies me, for a few reasons : big bases with lots of parts cause a ton of lag, they can be a bit wonky and sometimes explode for no reason because of KSP physics, and although I love MKS, it's a bit too complex and it takes ages to build anything useful with it. Therefore, I'm sharing this idea that has been lurking in the back of my head for quite some time now... How cool would it be to be able to build functioning planetary bases mainly out of KK statics ? I know I'm daydreaming right here, and that this is not exactly possible right now. But, they would probably be a lot more kind on performance than colonies made out of regular parts, and there are actually a few features in Kerbal Konstructs that make me think this dream is not as wild as it sounds. Indeed, you can use Kerbal Konstruct facilities to store kerbals and resources, to do research, and of course, to launch crafts. The one big problem there is in my opinion is that there isn't a way to "build" new KK statics apart from just spawning them (for free) from the KK menu, and that sounds a lot like cheating. Also, as far as I know, the game wouldn't separate extraplanetary KK launchsites from the ones you have on kerbin, and so it would just cost regular funds to launch new crafts from another planet, and you'd have to use kerbals that are sitting at KSC instead of inside your planetary colony. So I was wondering, is there a way that these two problems could be remedied ? Could one code a plugin that would make KK use resources that you mined, for instance, to build a new static ? To spawn a new craft ? I know this isn't the main focus of the mod, and perhaps (probably?) I'd be the only one interested in seeing these features added to KK, whether it be in the mod itself or with an addon. But, perhaps also that if it doesn't sound too hard to people who know the mod better than I do, I may just look into it and try to do it myself... I don't know exactly what I'm hoping for by posting this. So just let me know your thoughts on the subject and I'll be pretty happy. Edited February 6, 2020 by lBoBl Quote Link to comment Share on other sites More sharing options...
Guest Posted February 11, 2020 Share Posted February 11, 2020 @Ger_space, are there any known issues regarding KK and DX11? I've just had an issue in JNSQ, with KK loaded something went wrong and it not only didn't load anything, it refused to let me into VAB. When I started KSP without DX11 forced and no other changes, it all loaded normally. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 12, 2020 Share Posted February 12, 2020 7 hours ago, Dragon01 said: @Ger_space, are there any known issues regarding KK and DX11? I've just had an issue in JNSQ, with KK loaded something went wrong and it not only didn't load anything, it refused to let me into VAB. When I started KSP without DX11 forced and no other changes, it all loaded normally. Are you in 1.8/1.8.1? KSP runs natively in DX11 now, yeah? (someone please correct me if I'm mistaken) -- I'm not sure what happens when using that launch option now. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 12, 2020 Share Posted February 12, 2020 (edited) I'm not sure, but I'm seeing a significant FPS gain with that option on. KK shouldn't be quite that taxing to account for that, not to mention the performance boost was also seen with an orbiting space station, which shouldn't be affected by any performance differences between having a prettied-up KSC and not. There's definitely something going on here. I wouldn't be surprised if the default mode was DX10, which isn't all that great, to say the least. Edited February 12, 2020 by Guest Quote Link to comment Share on other sites More sharing options...
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