Nightside Posted April 24, 2020 Share Posted April 24, 2020 I hinted at this above, now ready for testing. If there is anyone out there brave enough to run both RSS and Kerbal Konstructs. Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted April 24, 2020 Share Posted April 24, 2020 On 4/12/2020 at 4:15 PM, Space Scumbag said: Did you mod the Wind Turbines or where can I find them? Anyways its nice work. I need them for my next "project". And I see you guys found my Space Elevator. Would someone be so nice and create a static for it? Just one long stick in its simplest version. Better would be, if you could add the lift itself on it with an proper animation. That would be so spic. Wouldn't it need to be multiple sticks, each one slightly overlaid with the other, in order to prevent the 'if static object is too far away, it unloads' problem? Quote Link to comment Share on other sites More sharing options...
harrisjosh2711 Posted April 24, 2020 Share Posted April 24, 2020 (edited) 9 hours ago, infinite_monkey said: This mod has no parts at all. It's all about statics. At some point @Ger_space had a mod that at the bottom thanked SM Marine for allowing him to use the aircraft carrier static. If anyone knows what that mod is please tell. Thanks! Edited April 24, 2020 by harrisjosh2711 Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted April 25, 2020 Share Posted April 25, 2020 @harrisjosh2711 look for an aircraft carrier into Kerbin Side Remastered. Perhaps there is one in the Kerbin Side Continued too. Quote Link to comment Share on other sites More sharing options...
XxUnstableStarxX Posted May 1, 2020 Share Posted May 1, 2020 (edited) [snip] Hi, I have a question. Is this mod compatible with Real Solar System mod? Because if i press Ctrl+K it doesnt show up. I installed Kerbal Konstructs again and i pressed again Ctrl+K again but still nothing. Thx for the answer Edited May 1, 2020 by Gargamel Gratitous quoting of OP removed Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 7, 2020 Share Posted May 7, 2020 On 5/1/2020 at 10:45 AM, XxUnstableStarxX said: [snip] Hi, I have a question. Is this mod compatible with Real Solar System mod? Because if i press Ctrl+K it doesnt show up. I installed Kerbal Konstructs again and i pressed again Ctrl+K again but still nothing. Thx for the answer Yes! You can build stuff in RSS, just look at my post at the top of this page. (I need to go back and iron out some bugs in my airports though) Quote Link to comment Share on other sites More sharing options...
Mandella Posted May 7, 2020 Share Posted May 7, 2020 (edited) On 5/1/2020 at 1:45 PM, XxUnstableStarxX said: [snip] Hi, I have a question. Is this mod compatible with Real Solar System mod? Because if i press Ctrl+K it doesnt show up. I installed Kerbal Konstructs again and i pressed again Ctrl+K again but still nothing. Thx for the answer Remember you must press Ctrl+K while spawned into a craft. It doesn't work on the Kerbal Space Center screen. Edited May 7, 2020 by Mandella Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 8, 2020 Share Posted May 8, 2020 Is the mod working in 1.8.1 for anyone? For the life of me, I can't launch from KK launchpads - either vanilla or through KCT. Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 8, 2020 Share Posted May 8, 2020 46 minutes ago, Tonas1997 said: Is the mod working in 1.8.1 for anyone? For the life of me, I can't launch from KK launchpads - either vanilla or through KCT. Works for me, but I’m not using KCT at the moment. Are you able to select a launchpad in the VAB? Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 8, 2020 Share Posted May 8, 2020 (edited) 3 hours ago, Nightside said: Works for me, but I’m not using KCT at the moment. Are you able to select a launchpad in the VAB? Yup. I mean, I can open (and select) new launchpads from the VAB but they don't remain open when I come back. Also, if I try to brute-force it by closing the vanilla pad, only opening the new one and selecting it, it still takes me to the vanilla pad... EDIT: after further testing, it does appear that opening the pads from the VAB is completely broken. I was only able to launch on a new pad once I physically edited the instance file itself. Even after opening the pad in-game and closing KSP, I get this: OpenCloseState = Closed Edited May 8, 2020 by Tonas1997 Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 8, 2020 Share Posted May 8, 2020 (edited) 2 hours ago, Tonas1997 said: Yup. I mean, I can open (and select) new launchpads from the VAB but they don't remain open when I come back. Also, if I try to brute-force it by closing the vanilla pad, only opening the new one and selecting it, it still takes me to the vanilla pad... Sounds like a mod interaction as this feature is working for me (with over 600 bases). The prime suspect would certainly be KCT (which I don't have installed), since that is also messing with how crafts are launched from the VAB. Does anyone use both KCT and KK? Maybe @Drew Kerman? Edited May 8, 2020 by Nightside Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 8, 2020 Share Posted May 8, 2020 53 minutes ago, Nightside said: Does anyone use both KCT and KK? Maybe @Drew Kerman? seems natural I would use KCT but actually I do all my own logistics outside of the game Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 8, 2020 Share Posted May 8, 2020 Update: just confirming that yes, I do need to mark the site as Opened by manually editing the instance file. Afterwards, it will work flawlessly, both in vanilla and KCT. Quote Link to comment Share on other sites More sharing options...
XxUnstableStarxX Posted May 9, 2020 Share Posted May 9, 2020 On 5/8/2020 at 1:42 AM, Mandella said: Remember you must press Ctrl+K while spawned into a craft. It doesn't work on the Kerbal Space Center screen. i know but its still not working though Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 9, 2020 Share Posted May 9, 2020 Ok, just to confirm no one else is having this issue: are you able to save the grass color on your launchpads? Do they show up with the correct color after restarting the game? Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 9, 2020 Share Posted May 9, 2020 1 hour ago, XxUnstableStarxX said: i know but its still not working though I see this sometimes when Kk has an error while loading. The KK symbol still shows in the sidebar but the editor won’t open. 1st make sure you are using a version of KK that matches your KSP. Delete your Module Manager config cache if you have MM. Next: Try removing static packs, especially any older ones that might not be compatible for some reason. if those don’t work, it may be a bad interaction with another mod. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted May 9, 2020 Share Posted May 9, 2020 (edited) 4 hours ago, Tonas1997 said: Ok, just to confirm no one else is having this issue: are you able to save the grass color on your launchpads? Do they show up with the correct color after restarting the game? I'm having the same issue. Seems to affect only launchpads, no other structures. I also have the problem with the launchpads closing again. Will try editing the instance files. EDIT: I use KCT as well Edited May 9, 2020 by infinite_monkey Quote Link to comment Share on other sites More sharing options...
Mandella Posted May 10, 2020 Share Posted May 10, 2020 On 5/8/2020 at 7:45 PM, Tonas1997 said: Update: just confirming that yes, I do need to mark the site as Opened by manually editing the instance file. Afterwards, it will work flawlessly, both in vanilla and KCT. I'm also having this problem in 1.8.1. I'm not sure what KST is though, but I have about a hundred other mods. Could you show an example of which file to edit and how? Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 10, 2020 Share Posted May 10, 2020 11 hours ago, Mandella said: I'm also having this problem in 1.8.1. I'm not sure what KST is though, but I have about a hundred other mods. Could you show an example of which file to edit and how? KCT stands for Kerbal Construction Time which, besides adding construction times to your rockets, also allows you to manage multiple pads. Both mods play well-ish together, with Kerbal Konstructs' own pads being recognized by KCT. Anyways, to open your pads, just go to GameData > KerbalKonstructs > NewInstances and look for the launchpad config file. Open it and it should look something like this: STATIC { pointername = TLC_36 Instances { UUID = 11311ff1-14d5-40d9-9a8c-9da830e1a8b7 CelestialBody = Earth RelativePosition = -11.3860998,-2.66599989,-5.51499987 Orientation = 0,170,0 isScanable = False ModelScale = 1 VisibilityRange = 25000 Group = LC-1 GrasColor = 0,0,0,0 LaunchSite { FacilityType = KKLaunchSite OpenCost = 0 CloseValue = 0 FacilityName = LaunchPadTransform = TSC_36_spawn LaunchSiteName = LVP-1 LaunchSiteAuthor = Damon LaunchSiteType = VAB LaunchSiteDescription = Tundra's Launch Complex 36 LaunchSiteLength = 7 LaunchSiteWidth = 7 LaunchSiteHeight = 50 MaxCraftMass = 50 MaxCraftParts = 250 InitialCameraRotation = 90 ILSIsActive = False ToggleLaunchPositioning = False OpenCloseState = Closed LaunchSiteIsHidden = False Category = RocketPad } GrassColor2 { GrassMeshName = TE_GRASS MaterialOffset = 0 GrassColor = 0.284799993,0.340900004,0.204600006,1 NearGrassTexture = BUILTIN:/terrain_grass00_new NearGrassTiling = 0.150000006 NearGrassGrayScale = False FarGrassTexture = BUILTIN:/terrain_grass00_new_detail FarGrassTiling = 0.00700000022 FarGrassBlendDistance = 110 FarGrassGrayScale = False TarmacTexture = BUILTIN:/ksc_exterior_terrain_asphalt TarmacColor = 1,1,1,1 TarmacTiling = 100,100 TarmacTileRandom = False TarmacGrayScale = False BlendMaskTexture = TundraSpaceCenter/Pads/TSC_36/TLC_36_Mask } } } Just change OpenClosedState to "Open" and you're good to go Quote Link to comment Share on other sites More sharing options...
Mandella Posted May 11, 2020 Share Posted May 11, 2020 Thanks loads. Not using KCT currently, but as I said I have a lot of other mods, which is why I haven't come in before with a good bug report. Thanks again for the workaround! Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted May 11, 2020 Share Posted May 11, 2020 (edited) I made a few new launchsite icons: https://www.dropbox.com/s/seh1jn8srn48pk6/KerbKonstNewAssets.zip?dl=1 Edited May 18, 2020 by PyjackMeat Quote Link to comment Share on other sites More sharing options...
Corax Posted May 11, 2020 Share Posted May 11, 2020 PSA: For files you want people to download from Dropbox, as opposed to be directed to another web page where you can then download the file, replace the ?dl=0 with ?dl=1, like so https://www.dropbox.com/s/seh1jn8srn48pk6/KerbKonstNewAssets.zip?dl=1 That way, the download starts immediately, without having to allow any cookies, JavaScript, or other shenanigans. hth Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 11, 2020 Share Posted May 11, 2020 13 hours ago, PyjackMeat said: I made a few new launchsite icons: https://www.dropbox.com/s/seh1jn8srn48pk6/KerbKonstNewAssets.zip?dl=0 Great idea, looks good! Quote Link to comment Share on other sites More sharing options...
horace Posted May 18, 2020 Share Posted May 18, 2020 is it working dor 1.9.1 Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 18, 2020 Share Posted May 18, 2020 1 hour ago, horace said: is it working dor 1.9.1 Yes! Quote Link to comment Share on other sites More sharing options...
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