Doc Shaftoe Posted February 12, 2020 Share Posted February 12, 2020 I haven't had any issues with KK and JNSQ running on DX11. Can you reproduce the issue with only JNSQ and KK installed? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted February 14, 2020 Author Share Posted February 14, 2020 Hi everyone, just on a short heads-up: I have quite some challenges (only good ones, but still time consuming and mentally exhausting) so I am going not to be that active in the next week/month to come. If someone wants to step up and take over this mod, I'll not be offended by it, but my time coding is quite limited. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 22, 2020 Share Posted February 22, 2020 (edited) On 8/23/2019 at 6:49 PM, infinite_monkey said: What are custom prelaunch checks? yea that was my initial reaction as well (working through an upgrade from KSP v1.5.1 to 1.8.1 so it wasn't in my old install) - I thought that like some other mods, KK was bundling a separate mod for convenience. I didn't see any requirement for it in the thread so I deleted it. I figured by its name it had to do with adding stuff to the VAB Engineering Report (which I think is also a real mod I might have gotten it confused with). Then KK wouldn't work and I was like eh? Check the log and it tells me this is a dependency that isn't loading. Put it back in and everything works. Which makes me ask, @Ger_space - why is it in a separate folder if KK can't run without it? Why not just have it in the KK folder? Edited February 22, 2020 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
evileye.x Posted February 23, 2020 Share Posted February 23, 2020 First of all I want to say thank you for the great progress this mod made under @Ger_space development. I'm trying to use KK ground stations feature for commnet, but I cannot figure out how to remove stock (free) ground stations and use only ground stations added by KK. Option "Leave stock DSN" is off, but I still have Harvester Massif, etc. If it matters, I use JNSQ with it's inbuilt KK config. If anybody knows how to disable stock ground stations, but have KK ground stations enabled, please help. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted February 24, 2020 Author Share Posted February 24, 2020 On 2/22/2020 at 9:17 AM, Drew Kerman said: yea that was my initial reaction as well (working through an upgrade from KSP v1.5.1 to 1.8.1 so it wasn't in my old install) - I thought that like some other mods, KK was bundling a separate mod for convenience. I didn't see any requirement for it in the thread so I deleted it. I figured by its name it had to do with adding stuff to the VAB Engineering Report (which I think is also a real mod I might have gotten it confused with). Then KK wouldn't work and I was like eh? Check the log and it tells me this is a dependency that isn't loading. Put it back in and everything works. Which makes me ask, @Ger_space - why is it in a separate folder if KK can't run without it? Why not just have it in the KK folder? The mod could be theoretically be used without KK, thats why its not in the KK folder. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 24, 2020 Share Posted February 24, 2020 2 hours ago, Ger_space said: The mod could be theoretically be used without KK, thats why its not in the KK folder. Ah, I never looked at it the other way around Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted February 24, 2020 Share Posted February 24, 2020 My launchpads keep closing, have to reopen them in VAB all the time (for 0 funds). What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
Ruedii Posted February 29, 2020 Share Posted February 29, 2020 On 12/20/2019 at 3:49 AM, Ger_space said: Kerbal Konstructs is nothing for low-end Systems. To test, just delete the mod folders out of the GameData Folder 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. The problem is that it keeps throwing NREs and other debug error spew. They are almost all related to data in the KSC++ mod, which is why I suspect that. KSC++ also has some bad colliders that Kraken my crafts if I run into them. I'm thinking of using the lighter building mods next time I install Kerbal Konstructs. Quote Link to comment Share on other sites More sharing options...
jbmacnchee Posted February 29, 2020 Share Posted February 29, 2020 On 2/23/2020 at 5:44 AM, evileye.x said: First of all I want to say thank you for the great progress this mod made under @Ger_space development. I'm trying to use KK ground stations feature for commnet, but I cannot figure out how to remove stock (free) ground stations and use only ground stations added by KK. Option "Leave stock DSN" is off, but I still have Harvester Massif, etc. If it matters, I use JNSQ with it's inbuilt KK config. If anybody knows how to disable stock ground stations, but have KK ground stations enabled, please help. I’m also curious about this one, I was hoping to have to invest in KK ground stations in my JNSQ career save. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 4, 2020 Share Posted March 4, 2020 Just tried the storage feature for the first time. But apparently, there is no conversion between units - volume is measured in m³, but fuel in KSP has its own units, probably liters. So the units are off by a factor of 1000. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 5, 2020 Share Posted March 5, 2020 (edited) @infinite_monkey I had a hard time with that as well (yep, no unit conversion) but I can share my findings with you. Once I found a stock LFO tank (or a fitting number of it) that nicely measures up next to a static, I summed up the total amount of LFO it would hold and then I multiplied that by 5 (due to the stock propellants having volume = 5 in their resource definitions). For the standalone utility building in Omega's Structures I chose 1.5x the amount of the Kerbodyne medium tank: // <LFO amount> * <tank multiplier> * <resource volume> = <storage amount for KK> (3240 + 3960) * 1.5 * 5 = 48000 I worked out some volumes for 3 statics that I use in the bases that I build: Standalone utility building (small triangle, Omega's Structures) = 48,000 Spherical LOX tank (small triangle, Omega's Structures) = 192,000 Spherical LOX tank, (large, no tile, probably Squad's) = 768,000 Edited March 5, 2020 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 7, 2020 Share Posted March 7, 2020 I would like to light up certain areas at night. Is there a statics pack containing light masts or floodlight or something like that? Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted March 11, 2020 Share Posted March 11, 2020 INTRODUCING KERBAL CITY Mayor: Miguelsgamingch Builders: Miguelsgamingch Including The Following Kerbals: Bob Kerman, Carney Kerman And Barbara Kerman Building Kerbal City With Kerbal Konstructs And Omega's Stockalike Structures (Did not Use KSP Extended Lol) 7 minutes ago, miguelsgamingch said: INTRODUCING KERBAL CITY Mayor: Miguelsgamingch Builders: Miguelsgamingch Including The Following Kerbals: Bob Kerman, Carney Kerman And Barbara Kerman Building Kerbal City With Kerbal Konstructs And Omega's Stockalike Structures (Did not Use KSP Extended Lol) More Buildings Soon. Quote Link to comment Share on other sites More sharing options...
derbleifuss Posted March 11, 2020 Share Posted March 11, 2020 I am having some Issues with all Buildings except the VAB occasionally disappearing from Baikerbanur. The VAB Roof then acts as Launchpad. They don't seem to come back after that. Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted March 11, 2020 Share Posted March 11, 2020 Apologies if this has been asked before, but is there any way to flatten terrain? I'd like to fill this in: https://ibb.co/QKpYgs2 Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted March 11, 2020 Share Posted March 11, 2020 16 minutes ago, AdmiralSirJohn said: Apologies if this has been asked before, but is there any way to flatten terrain? I'd like to fill this in: https://ibb.co/QKpYgs2 Here's a short tutorial: Quote Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted March 11, 2020 Share Posted March 11, 2020 Thanks! Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted March 12, 2020 Share Posted March 12, 2020 Updates For Kerbal City: Added New Buildings Including Kerbal City Airport. That Hangers That You See There And Tundra Space Complex. Including 39A And 39B Which is in real life SLC - 40. Also there are 3 landing pads there. Also Added Some Wind Turbines And Decorations (Trees, Water Towers, ETC) (Its Like Its My Own Version Of KSC Extended Lol.) Quote Link to comment Share on other sites More sharing options...
dave1904 Posted March 13, 2020 Share Posted March 13, 2020 I know there is way to focus from last launch site used but is their an option to use other bases as the default space center view somewhere from a menu? Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted March 14, 2020 Share Posted March 14, 2020 Maybe I'm just missing something really obvious, but I can't get any of the Kerbal Konstructs facilities to work: the fuel tanks seem to exist only to make all my reputation vanish completely (I didn't even know you could get -1000) and none of the facilities that require workers are working because there are no workers. The fuel tanks thing is mildly annoying, but I never had any need of it, but the lack of workers is a bit more of a problem as those facilities could be a useful source of funds and science. I remember there being a button in a previous version of KK (for KSP 1.7.3 I think?) that spawned worker Kerbals, but they broke crew assignment when launching vessels so I never looked into it much. Now I can't find any way to create workers at all and regular Kerbals from the Astronaut Complex can't be assigned in their place. Currently using KK v11.8.1.15 in KSC 1.8.1 with the latest versions of JNSQ, KSCE and Tundra's Space Center installed- they all use KK in some way so maybe one of them is responsible? Quote Link to comment Share on other sites More sharing options...
Corax Posted March 15, 2020 Share Posted March 15, 2020 11 hours ago, jimmymcgoochie said: Maybe I'm just missing something really obvious, but I can't get any of the Kerbal Konstructs facilities to work: the fuel tanks seem to exist only to make all my reputation vanish completely (I didn't even know you could get -1000) and none of the facilities that require workers are working because there are no workers. The fuel tanks thing is mildly annoying, but I never had any need of it, but the lack of workers is a bit more of a problem as those facilities could be a useful source of funds and science. I remember there being a button in a previous version of KK (for KSP 1.7.3 I think?) that spawned worker Kerbals, but they broke crew assignment when launching vessels so I never looked into it much. Now I can't find any way to create workers at all and regular Kerbals from the Astronaut Complex can't be assigned in their place. Currently using KK v11.8.1.15 in KSC 1.8.1 with the latest versions of JNSQ, KSCE and Tundra's Space Center installed- they all use KK in some way so maybe one of them is responsible? You're not missing something obvious, because it isn't obvious at all that you need to hire Kerbal workers, which are completely unrelated to the crew Kerbals you can hire at the astronaut complex. You have to find (or plop down) a KK building that is assigned as "barracks". There you can hire the required staff, which you can then assign to the various facilities that require them. As for fuel tanks and hangars, I'm finding that they don't stay open; looks like they reset once I change scenes–with the funds gone for good, waiting for another unsuspecting manager (me) to come along and try again... If I store a craft I am controlling, it acts like "recover", I'm transported to the KSC scene, and the hangar is closed again, with the craft inside, but inaccessible. (At least) With Final Frontier installed, it lists the crew as "dead"–IIRC they were also listed as MIA in the stock KSP astronaut complex interface. At this point, I reverted to an earlier save and didn't bother to test any further. As neat as the hangar feature sounds, I feel Kerbal Construction Time provides for my hangar needs well enough. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted March 15, 2020 Share Posted March 15, 2020 (edited) Well, I finally managed to get some workers by digging around in the code until I found where a barracks was (apparently there are 3 in JNSQ's configs for 3 separate bases). Turns out, they can't be transferred between bases- workers hired at (for example) the C. Yeager base's astronaut complex (barracks) can't go anywhere else, like the KK businesses in KSC Extended. I'm going to try it out in a fresh KSP instance without any other mods installed to eliminate interference from anything else. UPDATE: well, apparently stock Kerbal Konstructs, KSC Extended and Tundra's Space Centre don't actually provide any way to hire workers at all. Edited March 15, 2020 by jimmymcgoochie Update Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 16, 2020 Share Posted March 16, 2020 (edited) On 3/15/2020 at 10:39 AM, jimmymcgoochie said: I'm going to try it out in a fresh KSP instance without any other mods installed to eliminate interference from anything else. UPDATE: well, apparently stock Kerbal Konstructs, KSC Extended and Tundra's Space Centre don't actually provide any way to hire workers at all. I look forward to your report. Yes, KSC Extended is completely missing anything with a barracks module and I've made some effort to address that. But I may need to talk to Damon about it again. And I've taken care of JNSQ but I'll have to release the KK updates as a "service pack" or "Patch Tuesday" like Microsoft does. There's quite a lot to do in total before another JNSQ release can happen. Edited March 16, 2020 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
MuriloMoreira Posted March 27, 2020 Share Posted March 27, 2020 because when I load the game the textures around the new launch towers are completely black? Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted March 28, 2020 Share Posted March 28, 2020 (edited) Greetings! I seem to have run into a strange bug with highlight in-flight highlighting not disabling for fuel merchants. I also find it a bit awkward that the menus open on the downpress of left click, instead of the release of left click like other functions. Would it be feasible to change that? Also is it possible to give statics the same behavior as the standard KSC space center tiles? I.E. clicking on the tracking station takes you to the tracking station, clicking on the runway brings up the launch screen, the R&D facility takes you to the R&D screen, etc. I would love it if I could completely make the KSC obsolete and have my own functioning space center view. Here's what I've been working on Edited March 29, 2020 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
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