Separat Posted December 18, 2020 Share Posted December 18, 2020 Hello. Somehow I am trying to combine KK, kerbin site remaster, rescale and sigma dimention. Unfortunately, after rescaling the kerbin, practically all bases disappear. I don't know if this question should be here or at the kerbin site remaster, but maybe someone will suggest how to re-set the runways and launchers? You can't see them at all in the truckin station. There are only some on the KK list, but you can not use any other than the standard one (even if I choose to start from another place, the game still loads my rocket in the standard ksp launcher) Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 18, 2020 Share Posted December 18, 2020 There used to be a mon called KKtoSD that you needed when running those together. Quote Link to comment Share on other sites More sharing options...
eberkain Posted December 18, 2020 Share Posted December 18, 2020 I see a way to change the grass color, is there a way to do that for all the buildings in a group? Quote Link to comment Share on other sites More sharing options...
likke_A_boss Posted January 2, 2021 Share Posted January 2, 2021 @evileye.x I also am using a JNSQ install and was attempting to use the KK ground bases in the same way (where I had to land and pay to open them for them to activate). After a day of testing, I can conclude confidently that the issues you described with the Comment stations are there and unfixable (as a player at least). HOWEVER, if you use RemoteTech, then it works exactly the way I wanted and expected it too with the extra comms stations only opening after I had landed and payed to open them. RemoteTech adds a little more complexity vs stock, but if you turn off the signal delay, then they effectively work the same. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 3, 2021 Author Share Posted January 3, 2021 On 12/19/2020 at 3:04 AM, eberkain said: I see a way to change the grass color, is there a way to do that for all the buildings in a group? Not in an easy way. Editing the configs manually and replace the grassColor values is probably faster than going through the editor ingame. So the worklflow is like... Pick a color code ingame, write that down, then close ksp and edits the configs. Quote Link to comment Share on other sites More sharing options...
FutureMartian97 Posted January 4, 2021 Share Posted January 4, 2021 How do I launch from a pad I place? I placed 39a at KSC and set it as a launchpad in the edit launch site button with the VAB selected for the build menu for it. But when I hit launch it goes to the stock KSP pad. Even when I select 39a, go into the VAB from selecting it, then click launch. And on the drop down menu in the VAB to pick a launch site it's not an option. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted January 4, 2021 Share Posted January 4, 2021 31 minutes ago, FutureMartian97 said: And on the drop down menu in the VAB to pick a launch site it's not an option. Can you not use the toolbar "KK" button while in VAB to set the default launch pad? It may require you to set the status of the pad to open as well. Quote Link to comment Share on other sites More sharing options...
Petrovich Posted January 13, 2021 Share Posted January 13, 2021 I could use some help. I'm trying to run KerbinSide Remastered, but none of the launch sites or structures are showing up, and the KK menu isn't appearing. Here's my mod list if it helps. Spoiler Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted January 13, 2021 Share Posted January 13, 2021 4 hours ago, Petrovich said: I could use some help. I'm trying to run KerbinSide Remastered, but none of the launch sites or structures are showing up, and the KK menu isn't appearing. Here's my mod list if it helps. Hide contents Youre Missing a Dependency Called CustomPreLaunchChecks. Download Kerbal konstructs again and you will find CustomPreLaunchChecks, If it doesn't work reply to me. Quote Link to comment Share on other sites More sharing options...
Petrovich Posted January 14, 2021 Share Posted January 14, 2021 17 hours ago, Miguelsgamingch said: Youre Missing a Dependency Called CustomPreLaunchChecks. Download Kerbal konstructs again and you will find CustomPreLaunchChecks, If it doesn't work reply to me. That fixed it, thank you. Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted January 14, 2021 Share Posted January 14, 2021 5 hours ago, Petrovich said: That fixed it, thank you. No Problemo! Just Helping the KSP Community. Quote Link to comment Share on other sites More sharing options...
LF_Ion Posted February 3, 2021 Share Posted February 3, 2021 (edited) I'm having a problem when trying to build and edit bases, being that I cant edit local instances. I can move them but cant rotate or delete any. Have reinstalled a couple times and tried different versions but nothing happened. Edited February 3, 2021 by LF_Ion Quote Link to comment Share on other sites More sharing options...
Feellikeapple Posted February 5, 2021 Share Posted February 5, 2021 im having problem when the base boss just doesnt show up i think i install all the dependencies and it's still not working. but the inflight boss is working and how do i create and move bases? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted February 5, 2021 Share Posted February 5, 2021 4 minutes ago, Feellikeapple said: how do i create and move bases To create or edit bases you need to have a kerbal in a craft physically at the location of the base you want to edit or create and then press CTL-K. Don't move buildings or terrain through the kerbal as that typically is fatal for them. Quote Link to comment Share on other sites More sharing options...
Feellikeapple Posted February 6, 2021 Share Posted February 6, 2021 16 hours ago, Caerfinon said: To create or edit bases you need to have a kerbal in a craft physically at the location of the base you want to edit or create and then press CTL-K. Don't move buildings or terrain through the kerbal as that typically is fatal for them. thank you Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 6, 2021 Share Posted February 6, 2021 @Feellikeapplethere's no need for the craft to have a kerbal, you just need to be in the flight scene. launching a lone probe core and pressing ctrl+K works. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 10, 2021 Share Posted February 10, 2021 On 3/16/2020 at 4:53 PM, JadeOfMaar said: 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. Was the KK "service pack" for JNSQ ever released in any format? I know that the last full release for JNSQ was a year ago, but I think the only major changes since then have been to fix a lot of the semi-broken KK stuff. I could try grabbing the files directly from the master on GitHub, but I know that's typically bad practice. Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted February 10, 2021 Share Posted February 10, 2021 (edited) Yes, JNSQ_KK_Fixes is avaliable in the JNSQ Github releases page right below the main download. Edited February 10, 2021 by OrdinaryKerman Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 10, 2021 Share Posted February 10, 2021 1 hour ago, PocketBrotector said: I could try grabbing the files directly from the master on GitHub You can go ahead and do it. I've released updates but only to 1 or 2 Discord servers. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 11, 2021 Share Posted February 11, 2021 1 hour ago, OrdinaryKerman said: Yes, JNSQ_KK_Fixes is avaliable in the JNSQ Github releases page right below the main download. That sound you hear is me slapping my forehead in realization. Quote Link to comment Share on other sites More sharing options...
sh_temp_el Posted February 13, 2021 Share Posted February 13, 2021 What is it? why is that? Why are they in the air? https://drive.google.com/file/d/1PLNrAflHSFx0GK-hcKzs-46u8T-6Kccj/view?usp=sharing https://drive.google.com/file/d/1up9NPJjLzdzRadt74SYFMtX97Rdyxk3I/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted February 13, 2021 Share Posted February 13, 2021 1 hour ago, sh_temp_el said: What is it? why is that? Why are they in the air? https://drive.google.com/file/d/1PLNrAflHSFx0GK-hcKzs-46u8T-6Kccj/view?usp=sharing https://drive.google.com/file/d/1up9NPJjLzdzRadt74SYFMtX97Rdyxk3I/view?usp=sharing I think the mod you are missing in that case is the "Tundra's space ccenter" mod as I've had this happened.. Also if you want to use all the launch pads you have to go into your game settings and go to the Kerbal Konstructs (KK) inside of settings and turn on 'Open all bases from the options menu." Tundra's Space Center: Space _Coyote Quote Link to comment Share on other sites More sharing options...
sh_temp_el Posted February 15, 2021 Share Posted February 15, 2021 On 2/13/2021 at 5:09 PM, Space_Coyote said: I think the mod you are missing in that case is the "Tundra's space ccenter" mod as I've had this happened.. Also if you want to use all the launch pads you have to go into your game settings and go to the Kerbal Konstructs (KK) inside of settings and turn on 'Open all bases from the options menu." Tundra's Space Center: Space _Coyote HI, I have Tundra space center installed and 'Open all bases from the options menu. "... ((( Tried reinstalling everything didn't help .. Thank Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 15, 2021 Share Posted February 15, 2021 (edited) During an effort to track down sources of savegame bloat, and possible related performance impacts, I've noticed that ScenarioDestructibles comprises about 20% - 40% of the number of lines in my persistent.sfs file. (In my current savegame it's about 73k lines, and in a previous game it had bloated up to 223k lines). I presume this is from the numerous destructible buildings that exist in JNSQ with KK. Is there any conceivable impact from having all of this virtually unused data in my savegame? And would there be any upside or downside to deleting it? Edited February 15, 2021 by PocketBrotector Quote Link to comment Share on other sites More sharing options...
Ger_space Posted February 16, 2021 Author Share Posted February 16, 2021 18 hours ago, PocketBrotector said: During an effort to track down sources of savegame bloat, and possible related performance impacts, I've noticed that ScenarioDestructibles comprises about 20% - 40% of the number of lines in my persistent.sfs file. (In my current savegame it's about 73k lines, and in a previous game it had bloated up to 223k lines). I presume this is from the numerous destructible buildings that exist in JNSQ with KK. Is there any conceivable impact from having all of this virtually unused data in my savegame? And would there be any upside or downside to deleting it? This are basic KSP code, as I don't add them directly. people wanted destructable buildings and this is what happens when you get it. The performance impact should be neglectable and only visible on a scene switch. Quote Link to comment Share on other sites More sharing options...
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