lextacy Posted December 20, 2016 Share Posted December 20, 2016 how do I fix the Kosmodrome pack where they all have unnecessary colliders preventing any use of launching ships from them? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 20, 2016 Share Posted December 20, 2016 (edited) On this day KK the latest version of KK managed to achieve something that has killed every other version to this date, in fact since kerbtown days I've been trying to assemble 1 static a particular way, well technically a cloned/replicated repeated arrangement, so there may be perhaps just a few polys and colliders involved, just a few mind . Some of you may recall the old rover proving ground static, it's way back when though, anyway, it consists of a very interesting strip of terrain that I've had in my possession since KSP0.2something So I've always wanted to string a row of them together in order to realty have some serious terrain to drive through, as standard it's 200mtrs long or so, and now , as you can see it's somewhat larger than that. The scale works superbly well, but caution must be advised, moving in steps of 100 and accidentally clicking scale left the model nearly 2km long, cool though Cheers @Ger_space And i know it's difficult to judge how large this is but, on the large rise in the foreground, right on the top is a decent sized crewed rover, below from the foot of the rise So KK makes mountains at KSC awesome most abuse it some more, I've got some rock and tree models somewhere, now which folder....... Spoiler and the rover that really is up there Edited December 20, 2016 by SpannerMonkey(smce) more cool :P Quote Link to comment Share on other sites More sharing options...
panarchist Posted December 21, 2016 Share Posted December 21, 2016 Pardon me if this has been asked before, but is there a way to change the spawning height in KK? I'm running into issues with Kerbinside and spawning way too high above certain features. Is that set in KS? in KK? Or is it hard-coded? Thanks! Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 21, 2016 Share Posted December 21, 2016 Just now, panarchist said: Pardon me if this has been asked before, but is there a way to change the spawning height in KK? I'm running into issues with Kerbinside and spawning way too high above certain features. Is that set in KS? in KK? Or is it hard-coded? Thanks! Hi, it's set by a named transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it, which are the items you are having an issue with? On 20/12/2016 at 6:41 AM, lextacy said: how do I fix the Kosmodrome pack where they all have unnecessary colliders preventing any use of launching ships from them? Hi Ideally you would have access to the raw models or unity scene, as that is the only way to remove colliders or change geometry , how have you discerned it is a collider issue with the Kosmodrome pads? Quote Link to comment Share on other sites More sharing options...
panarchist Posted December 21, 2016 Share Posted December 21, 2016 Just now, SpannerMonkey(smce) said: Hi, it's set by a named transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it, which are the items you are having an issue with? I was afraid you were going to say that. :-) Kerman Lake's runway is my current pain point. The drop height causes non-retractable landing gear to explode. It's way worse on some of the BAD-T airfields, but I don't often use those. I don't think anyone is even maintaining the BAD-T stuff anymore - not that I'm big on KSP air combat, but they look cool and give Kerbin a sense of "history", so I use them as well. The Aircraft Factory in that mod spawns aircraft several dozen meters up. (not asking you to pick that one up or fix it, just illustrating the issue) Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 21, 2016 Share Posted December 21, 2016 6 minutes ago, panarchist said: (not asking you to pick that one up or fix it, just illustrating the issue) I will take a look however , in the case of K side stuff, it's fixable if something has gone amiss. I will take a look at BAD T I'd forgotten all about it.. Quote Link to comment Share on other sites More sharing options...
panarchist Posted December 21, 2016 Share Posted December 21, 2016 Just now, SpannerMonkey(smce) said: I will take a look however , in the case of K side stuff, it's fixable if something has gone amiss. I will take a look at BAD T I'd forgotten all about it.. BAD-T has the spawn issue at the Aircraft Factory, and trees in the runway at Boostershire Farms. There are trees impinging on a couple of runways in KS as well - Black Krags was one, IIRC. Thanks for taking a look, I appreciate it. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted December 23, 2016 Share Posted December 23, 2016 @panarchist: I've gone through and updated the BAD-T arenas pack, which fixes the runway spawn height issue you found and a few other things. Fairly certain trees in runways is due to KSP's terrain scatterer, not sure what can be done about it fromthe KK/KS end. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 23, 2016 Share Posted December 23, 2016 2 hours ago, SuicidalInsanity said: @panarchist: I've gone through and updated the BAD-T arenas pack, which fixes the runway spawn height issue you found and a few other things. Fairly certain trees in runways is due to KSP's terrain scatterer, not sure what can be done about it fromthe KK/KS end. If KK clones MapDecal as well as PQSCity you can set the option "removescatters = true" in the decal That's how stock did it for ksc Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 23, 2016 Author Share Posted December 23, 2016 1 minute ago, Sigma88 said: If KK clones MapDecal as well as PQSCity you can set the option "removescatters = true" in the decal That's how stock did it for ksc KK doesn't currently have a implementation for placing MapDecals It us on my todo list, but currently you have to disable terrain scatter for KK. Thanks Sigma, for the information, that makes MapDecals more important than I thought. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 23, 2016 Share Posted December 23, 2016 1 hour ago, Ger_space said: KK doesn't currently have a implementation for placing MapDecals It us on my todo list, but currently you have to disable terrain scatter for KK. Thanks Sigma, for the information, that makes MapDecals more important than I thought. yup, they are pretty useful for PQSCity, that's why the old KSC Switcher used to have Decals as well Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 23, 2016 Share Posted December 23, 2016 Hi just a little oddness I've discovered that you may not be able to do anything about as I think it's partly due to the current terrain issues, at certain places on the map snap to terrain seems to mean sea level even if that means being 1200mtrs below the ground surface, not a big deal as the button works both ways but worth a mention, and there's more... a big pat on the back for the UI changes, the angle roll etc positions are very predictable and it's so much easier to use than was previously, but can you move the scale slider on the menu to somewhere other than it's current location, although it works fine, a little clumsiness can easily instead of rotating, scaling the static, yes i know i should be more careful it wouldn't be an issue except that statics with colliders (unity applied) can destroy craft they are in collision with Another reason to have an install for building bases placing statics and then transferring them to my currently preferred game build. All round great stuff though, who'd have thought a new hand on the tiller could improve the little things so much? (not me) Cheers Spoiler and a couple of static shots, the first from stage 1 finish at Dakar Kerbin Edition, and 1 proving that statics don't need to be buildings (been digging through mods from previous lives and found a lot of staticable goodies there) Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted December 23, 2016 Share Posted December 23, 2016 Wow, it's look avesome SpannerMonkey(smce), may I ask? Where we can to find this cool green racing helmet? Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 23, 2016 Share Posted December 23, 2016 13 minutes ago, Aerospacer said: Wow, it's look avesome SpannerMonkey(smce), may I ask? Where we can to find this cool green racing helmet? Hi it's a little modlet i released for a short time only to support the DAKAR Kerbin Edition, think of it a collectible , the link will not be there forever, (midnight 24dec it comes down) so if you want one you'd better get it fast, details on how to use it can be found a little later in thread Spoiler Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 23, 2016 Author Share Posted December 23, 2016 @SpannerMonkey(smce) I can change the ui layout to be a bit more forgiving. Have you a position where the snap to ground fails? I can try to change to logic a bit (there are two ways of detecting the elevation) so I can try the other. The next few days I have little time for nodding nodding, but I try to release a prerelease with some changes. The base camp looks really cool. Very fitting for a rally camp. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 23, 2016 Share Posted December 23, 2016 12 minutes ago, Ger_space said: Have you a position where the snap to ground fails? Hi yes it's reproducible, so easy for me to test. 19 minutes ago, Ger_space said: I can change the ui layout to be a bit more forgiving. 13 minutes ago, Ger_space said: The next few days I have little time for nodding nodding, I wouldn't expect any less at this time of year, even i have to socialise!!!! really no big deal. whenever is fine by me family and festivities (if appropriate) take precedence every time, have a good one Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted December 24, 2016 Share Posted December 24, 2016 14 hours ago, SpannerMonkey(smce) said: Hi it's a little modlet i released for a short time only to support the DAKAR Kerbin Edition, think of it a collectible , the link will not be there forever, (midnight 24dec it comes down) so if you want one you'd better get it fast, details on how to use it can be found a little later in thread Hide contents Catch this, Thanks a lot! Quote Link to comment Share on other sites More sharing options...
lextacy Posted December 25, 2016 Share Posted December 25, 2016 On 12/21/2016 at 0:53 PM, SpannerMonkey(smce) said: Hi, it's set by a named transform within the model, set in unity , there's no way, I'm aware of aside from unity to move it, which are the items you are having an issue with? Hi Ideally you would have access to the raw models or unity scene, as that is the only way to remove colliders or change geometry , how have you discerned it is a collider issue with the Kosmodrome pads? the author used a massive box collider for use with the animate on click module. So where you click to turn on the 4 lights on the Kourou pad he used a box collider over the hole where the rocket is suppose to go. He should have used 4 separate small box colliders for each light. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 25, 2016 Share Posted December 25, 2016 So.... I can build bases in other planets as well? say with the KerbinSide models available in its thread? I'm feeling excited. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted December 25, 2016 Share Posted December 25, 2016 (edited) 14 minutes ago, Agustin said: So.... I can build bases in other planets as well? say with the KerbinSide models available in its thread? I'm feeling excited. Not really build, but put a static object on skybodies surface... theoretically. Imho it not a quite good idea, anyway it is not included in KK's editor ability. Edited December 25, 2016 by Aerospacer Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted December 25, 2016 Share Posted December 25, 2016 4 hours ago, Aerospacer said: Not really build, but put a static object on skybodies surface... theoretically. Imho it not a quite good idea, anyway it is not included in KK's editor ability. Yes it is something KK can do , and i don't understand the reluctance, opens up whole new games , you can put a static anywhere you can reach with a craft including orbits of planets , you want water launches on Laythe? done that, need a harbor for ships on Laythe done that too. Spoiler Quote Link to comment Share on other sites More sharing options...
Supergamervictor Posted December 29, 2016 Share Posted December 29, 2016 (edited) Hey guys, I'm trying to get an old base up to date. Unfortunately, the base design is all the way back 1.0.3 . It's a military extension of KSC consisting of a large runway. Spoiler I've tried exporting the base by manually editing the config group names (since KK won't allow editing groups in-game). Taking the exported files, I referenced theses config files to newer 1.2.2 instances as I assumed the old configs have been outdated and needed to be fixed, and exported them as .cfg . However, I've only gotten the Assets from KSC++ to work. The runway and all the other instances from KSide did not load, despite numerous test. The KSC++ assets of the base have their instances placed directly into the part configs. Here's the files to the KSide cfg's: https://www.dropbox.com/s/ql3ns1sztx7f3h0/KSCMilitary.rar?dl=0 Edited December 29, 2016 by Supergamervictor Quote Link to comment Share on other sites More sharing options...
Ger_space Posted December 29, 2016 Author Share Posted December 29, 2016 6 hours ago, Supergamervictor said: Hey guys, I'm trying to get an old base up to date. Unfortunately, the base design is all the way back 1.0.3 . It's a military extension of KSC consisting of a large runway. Reveal hidden contents I've tried exporting the base by manually editing the config group names (since KK won't allow editing groups in-game). Taking the exported files, I referenced theses config files to newer 1.2.2 instances as I assumed the old configs have been outdated and needed to be fixed, and exported them as .cfg . However, I've only gotten the Assets from KSC++ to work. The runway and all the other instances from KSide did not load, despite numerous test. The KSC++ assets of the base have their instances placed directly into the part configs. Here's the files to the KSide cfg's: https://www.dropbox.com/s/ql3ns1sztx7f3h0/KSCMilitary.rar?dl=0 I think I found the error: You define a model without providing a model. using pointername = ksidebarracks3 instead of name = ksidebarracks3 and delete all other stuff except the instance difinition, because you really want use the existing ksidebarracks3 model and not create a new one with that name (which will end up with destruction and chaos) the cfg should more like this: STATIC { pointername = ksidebarracks3 Instances { ...stuff... } Also note: For now only Objects in the KSCUpgrades and KSCRace group will show up in the spacecenter view. I'll try to change that at a later time but during the holiday season I spend only litte time at my PC. Quote Link to comment Share on other sites More sharing options...
Supergamervictor Posted December 30, 2016 Share Posted December 30, 2016 (edited) 22 hours ago, Ger_space said: and delete all other stuff except the instance difinition, because you really want use the existing ksidebarracks3 model and not create a new one with that name (which will end up with destruction and chaos) the cfg should more like this: STATIC { pointername = ksidebarracks3 Instances { ...stuff... } Thanks! Got the base working again. I do have another issue though, trying to give an instance a group name does not work in game. Is this something wrong with my install or KK? Edited December 30, 2016 by Supergamervictor Quote Link to comment Share on other sites More sharing options...
Agustin Posted January 1, 2017 Share Posted January 1, 2017 (edited) If i don't install kerbin side, does KK have some parts moddeled already so I can build some stuff? It's just Kerbin Side has too many things and my fps drop too much... Or can I keep kerbin side but not having the default buildings and stuff already placed in the world? Edited January 1, 2017 by Agustin Quote Link to comment Share on other sites More sharing options...
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