Sputnik Planitia Posted June 29, 2021 Share Posted June 29, 2021 17 hours ago, RhodeWithBrim said: I believe a quick reinstall can fix that, worked for me. ok I'll give it a go. Quote Link to comment Share on other sites More sharing options...
Sputnik Planitia Posted June 29, 2021 Share Posted June 29, 2021 Nope, Nothing. Quote Link to comment Share on other sites More sharing options...
Sputnik Planitia Posted July 1, 2021 Share Posted July 1, 2021 Actually, quick note, it is working for me now after a reinstall. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 2, 2021 Share Posted July 2, 2021 Ok. just read back a few pages to make sure nobody had said this already, nothing mentioned so. KSP 1.12.0 and now 1.12.1 use the coding method of KK for their new "find the hidden bases and then be able to launch from them in the SPH/VAB". If you have created your own area in a previous version and imported it into 1.12.1, and it is set as open, it will be in the drop down that Squad use where the launch button is at the top right. So unless someone codes a work around that can live in parallel with Squad's new base system, you are likely to have issues trying to get the editor to come up. If the comment above about reinstalling fixing the problem works for all then that is great, but if it doesn't then at least you know why. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted July 2, 2021 Share Posted July 2, 2021 2 minutes ago, ColdJ said: it doesn't The KK statics continue to work in-game on 1.12.*, however the in-game editor is still unusable. I edit statics in 1.11.2 still. Quote Link to comment Share on other sites More sharing options...
SofieBrink Posted July 4, 2021 Share Posted July 4, 2021 Hey all i've got a quick question, is there a way to set the altitude a vessel spawns at on a KK static Launchpad. It defualts to put it on the ground which is usually fine but in my case the support for the rocket is around a pit so i'd want it to spawn ~5 meters above the ground. Is it possible to do this through the configs? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 4, 2021 Share Posted July 4, 2021 1 minute ago, SofieBrink said: Hey all i've got a quick question, is there a way to set the altitude a vessel spawns at on a KK static Launchpad. It defualts to put it on the ground which is usually fine but in my case the support for the rocket is around a pit so i'd want it to spawn ~5 meters above the ground. Is it possible to do this through the configs? Use a universal spawn point above the launch pad and make it the launch point rather than the pad. Then just set it to invisible. Quote Link to comment Share on other sites More sharing options...
SofieBrink Posted July 4, 2021 Share Posted July 4, 2021 5 hours ago, ColdJ said: Use a universal spawn point above the launch pad and make it the launch point rather than the pad. Then just set it to invisible. Thanks A bunch! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted July 5, 2021 Share Posted July 5, 2021 (edited) So recovery bases; The do not seem to be working in 1.11.2. I can see my recovery base register; [LOG 10:57:43.419] KK: [RecoveryBase] OnPostSetup: SpaceCenter created: RecoveryBase@KSR_pier [LOG 10:57:43.419] KK: [LaunchSiteManager] RegisterLaunchSite: Registering LaunchSite: Sabratha CGB isHidden: False [WRN 10:57:43.420] KK: [KerbalKonstructs] AttachFacilities: Value cannot be null. However, when I recover a vessel at the base, I get the standard distance from KSC % and no indication that KK recovery base feature has worked in the log at all Spoiler [LOG 11:04:47.520] KK: [KerbalKonstructsSettings] Start: Career Module Start Called [LOG 11:04:47.861] KerbalEngineer -> FlightEngineerCore->OnDestroy [LOG 11:04:47.861] KerbalEngineer -> ActionMenu->OnDestroy [LOG 11:04:47.861] KerbalEngineer -> FlightEngineerCore->Awake [LOG 11:04:47.861] KerbalEngineer -> FlightEngineerCore->Start [LOG 11:04:47.866] 7/5/2021 11:04:47 AM,KerbalAlarmClock,Loading Textures [LOG 11:04:47.883] 7/5/2021 11:04:47 AM,KerbalAlarmClock,Loaded Textures [LOG 11:04:47.884] 7/5/2021 11:04:47 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 11:04:47.887] KK: [GroupCenter] SetInstancesEnabled: Setting Group KK_GroupCenter_Kerbin_CG_STN06: active state form: True to: False [LOG 11:04:47.888] KK: [LaunchSiteManager] GetCurrentLaunchSite: retuning CurrentSite: Sabratha CGB [LOG 11:04:47.888] KK: [LaunchSiteManager] GetLaunchSiteByName: found LS: Sabratha CGB [LOG 11:04:47.888] KK: [KerbalKonstructs] OnLevelWasLoad: SC Body is: Kerbin [LOG 11:04:47.896] KK: [KerbalKonstructs] UpdateCache: using SpaceCenterCam2 as position [LOG 11:04:47.896] KK: [KerbalKonstructs] UpdateCache: SC2Name: SpaceCenterCamera [LOG 11:04:47.896] KK: [GroupCenter] SetInstancesEnabled: Setting Group KSC_Builtin: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group IslandAirfield_Builtin: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group KSC:Outpost: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group WLS_Marinas: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group WLS_Shore: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group WLS_SpawnPoints: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group Anomalies: active state form: False to: True [LOG 11:04:47.899] KK: [GroupCenter] SetInstancesEnabled: Setting Group KSCUpgrades: active state form: False to: True [LOG 11:04:47.900] KK: [GroupCenter] SetInstancesEnabled: Setting Group KSCHarbor: active state form: False to: True [LOG 11:04:47.902] KK: [KerbalKonstructs] OnLevelWasLoad: Stopwatch: "SC Scene" elapsed time: 00:00:00.0139739 [LOG 11:04:47.902] [UiApp] Awake: Contracts [LOG 11:04:47.902] [UiApp] Awake: KSPedia [LOG 11:04:47.902] [UiApp] Awake: Missions App [LOG 11:04:47.902] [ApplicationLauncher] OnSceneLoadedGUIReady: scene SPACECENTER ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop True [LOG 11:04:47.902] [ApplicationLauncher] SpawnSimpleLayout: HorizontalRightLeft [LOG 11:04:47.905] ScaleModList: listSize 205 maxListSize 1804 [LOG 11:04:47.906] ScaleModList: listSize 164 maxListSize 1795 [LOG 11:04:47.906] ScaleModList: listSize 164 maxListSize 1795 [LOG 11:04:47.906] ScaleModList: listSize 205 maxListSize 1795 [LOG 11:04:47.907] ScaleModList: listSize 246 maxListSize 1795 [LOG 11:04:47.914] ScaleModList: listSize 287 maxListSize 1795 [LOG 11:04:47.920] ScaleModList: listSize 328 maxListSize 1795 [LOG 11:04:47.922] ScaleModList: listSize 369 maxListSize 1795 [LOG 11:04:47.922] ScaleModList: listSize 328 maxListSize 1795 [LOG 11:04:47.922] ScaleModList: listSize 369 maxListSize 1795 [LOG 11:04:47.923] ScaleModList: listSize 328 maxListSize 1795 [LOG 11:04:47.923] [CM] Adding main icon to toolbar [LOG 11:04:47.923] ScaleModList: listSize 369 maxListSize 1795 [LOG 11:04:47.924] ScaleModList: listSize 328 maxListSize 1795 [LOG 11:04:47.998] 7/5/2021 11:04:47 AM,KerbalAlarmClock,Contracts System Ready [LOG 11:04:48.014] [DEBUG] ContractConfigurator.CompleteContractRequirement: Returning false due to cooldown for KSRTLA-CG-Patrol [LOG 11:04:48.016] [MessageSystem] Reposition 0.02 54979 [LOG 11:04:48.016] [GenericAppFrame] Reposition 0.02 54979 [LOG 11:04:48.016] [GenericAppFrame] Reposition 0.02 54979 [LOG 11:04:48.481] [DEBUG] ContractConfigurator.CompleteContractRequirement: Returning false due to cooldown for KSRTLA-CG-ShipRescue [LOG 11:04:49.753] [UIApp] Adding Missions App to Application Launcher [LOG 11:04:49.754] ScaleModList: listSize 328 maxListSize 1754 [LOG 11:04:49.754] [UIApp] Adding Contracts to Application Launcher [LOG 11:04:49.755] ScaleModList: listSize 328 maxListSize 1713 [LOG 11:04:50.185] [MissionsApp] OnAppStarted(): id: -988768 [LOG 11:04:50.185] MissionsApp does not execute in this game mode, destroying this instance [LOG 11:04:50.185] [UIApp] OnDestroy: Missions App [LOG 11:04:50.186] ScaleModList: listSize 328 maxListSize 1713 [LOG 11:04:50.186] [GenericAppFrame] Reposition 0.26 54985 [LOG 11:04:50.195] [VesselRecovery]: Untitled Space Craft recovered 833.1Km from KSC. Recovery Value: 59.1% [LOG 11:04:50.196] Crewmember Jebediah Kerman is available again [LOG 11:04:50.198] Crewmember Bill Kerman is available again [LOG 11:04:50.200] Added 0 (0) reputation: 'VesselRecovery'. [LOG 11:04:50.200] Added 0 (0) reputation: 'VesselRecovery'. [LOG 11:04:50.217] Flight State Captured [LOG 11:04:50.217] Saving Achievements Tree... [LOG 11:04:50.217] Saving Achievements Tree... [LOG 11:04:50.226] KK: [WindowManager] SavePresets: [LOG 11:04:50.226] KK: [KerbalKonstructsSettings] OnSave: KKScenario saving career state My Kerbal Konstructs config is default except for the Debug setting Spoiler // Kerbal Konstructs Settings defaultVABlaunchsite = LaunchPad defaultSPHlaunchsite = Runway launchFromAnySite = False disableCareerStrategyLayer = False disableCustomLaunchsites = False disableRemoteBaseOpening = False disableAllInstanceEditing = True enableATC = False enableNGS = False enableDownlink = False facilityUseRange = 100 disableDisplayClosed = False toggleIconsWithBB = False mapShowOpen = True mapShowClosed = False mapShowOpenT = True mapShowHelipads = True mapShowRunways = True mapShowRocketbases = True mapShowOther = False mapShowRadar = False mapShowDownlinks = False mapShowUplinks = False mapShowGroundComms = False mapHideIconsBehindBody = True disableRemoteRecovery = False defaultRecoveryFactor = 50 defaultEffectiveRange = 100000 maxEditorVisRange = 100000 spawnPreviewModels = True DebugMode = True DevMode = False enableRTsupport = False Any thoughts on why this might be happening? The upside is that a rethink for GAP and TLA contract mods recovery scenarios and rewards if recovery bases do not function. Edited July 5, 2021 by Caerfinon Quote Link to comment Share on other sites More sharing options...
SofieBrink Posted July 10, 2021 Share Posted July 10, 2021 On 7/4/2021 at 10:45 AM, ColdJ said: Use a universal spawn point above the launch pad and make it the launch point rather than the pad. Then just set it to invisible. Alright coming back to this, The universal spawn also spawns me on the ground like the transform does, and if its set to invisible i get thrown to the space center view on an attempt at launching any more suggestions? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 10, 2021 Share Posted July 10, 2021 (edited) 21 minutes ago, SofieBrink said: Alright coming back to this, The universal spawn also spawns me on the ground like the transform does, and if its set to invisible i get thrown to the space center view on an attempt at launching any more suggestions? Did you raise it up or snap it to ground? You have to put it at the height you want to spawn in at. I have set one 20km up to launch unpowered gliders in my time with no worries. As to the throwing you back. Try it visible. It may be quirk. I have had times when KK mucks up and my view is spinning up in space with no craft in sight. Or it has thrown into the orbit of Kerbol. That is why I save often. Edited July 10, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
SofieBrink Posted July 10, 2021 Share Posted July 10, 2021 2 hours ago, ColdJ said: Did you raise it up or snap it to ground? You have to put it at the height you want to spawn in at. I have set one 20km up to launch unpowered gliders in my time with no worries. As to the throwing you back. Try it visible. It may be quirk. I have had times when KK mucks up and my view is spinning up in space with no craft in sight. Or it has thrown into the orbit of Kerbol. That is why I save often. i did put one at about 200 meters in the air, Set to visible so i could spawn there. to no avail just spawned the craft down on the ground. and could see the spawn point floating above me Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 10, 2021 Share Posted July 10, 2021 51 minutes ago, SofieBrink said: i did put one at about 200 meters in the air, Set to visible so i could spawn there. to no avail just spawned the craft down on the ground. and could see the spawn point floating above me That is weird. @Caerfinon. Any insights for this member. I am at a loss as to why they are spawning on the ground instead of in the air. Although. I wonder what did you set the launch pad as? If not "other" then maybe it is auto to ground if you have set it as a launch pad? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted July 10, 2021 Share Posted July 10, 2021 2 minutes ago, ColdJ said: Any insights for this member Haven't really played with the Universal spawn points except for creating water launch sites at -1 meter sealevel. When I did accidentally create a spawn point 15 meters in the air, the ship spawned 15 meters in the air and then directly proceeded to fall to the water's surface. Quote Link to comment Share on other sites More sharing options...
Zacspace Posted July 12, 2021 Share Posted July 12, 2021 (edited) I might be having the same problem as the SophieBrink. Any time I define a static as a launchsite and reload the game it gets moved a few hundred meters away and under the ground in my case. The transform remains where I put it, but the model and the point where the vehicle spawns will be underground. Edited July 12, 2021 by Zacspace Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 14, 2021 Share Posted July 14, 2021 On 3/27/2021 at 3:51 AM, Caerfinon said: You can open them by clicking on the KK menu in either the VAB of the SPH. Select the base from the Launch Site Manager and then you can open a "red" base by clicking the button on the Base Manager and paying the cost. You can also close an open base if you no longer wish to use it. You can also set the launchsite from the base manager as well. Looking at this picture makes me realize I need to make some fixes. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted July 14, 2021 Share Posted July 14, 2021 48 minutes ago, Eskandare said: I need to make some fixes. there's always something Quote Link to comment Share on other sites More sharing options...
GianFrank Posted July 14, 2021 Share Posted July 14, 2021 Is there a Kerbal Konstructs version for Real Solar System v18.1.3? i'm looking for a KK that works in RSS Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted July 14, 2021 Share Posted July 14, 2021 11 minutes ago, GianFrank said: i'm looking for a KK that works in RSS There is only this one as far as I know. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 15, 2021 Share Posted July 15, 2021 (edited) 4 hours ago, GianFrank said: Is there a Kerbal Konstructs version for Real Solar System v18.1.3? i'm looking for a KK that works in RSS KK works in RSS but you have to set up all the statics yourself. Kerbin Side Remastered is designed for stock KSP and does not work in RSS. Edited July 15, 2021 by Eskandare Quote Link to comment Share on other sites More sharing options...
GianFrank Posted July 15, 2021 Share Posted July 15, 2021 Thank you, i followed a steps written by Caerfinon in the KSR thread to put to work KRS's statics for personal use, and it works fine, KK and KRS in RSS, Awesome mods. Quote Link to comment Share on other sites More sharing options...
panarchist Posted July 15, 2021 Share Posted July 15, 2021 (edited) 22 hours ago, Eskandare said: Looking at this picture makes me realize I need to make some fixes. I'm doing a lot of active work in KK right now for a pack of bases, happy to help smoke test if you want. Edited July 15, 2021 by panarchist Quote Link to comment Share on other sites More sharing options...
somepotatoinspace Posted July 15, 2021 Share Posted July 15, 2021 Is this safe to download yet for1.12? Quote Link to comment Share on other sites More sharing options...
panarchist Posted July 15, 2021 Share Posted July 15, 2021 Just now, somepotatoinspace said: Is this safe to download yet for1.12? If you want to *use* it, yes. If you want to create bases, no - use KSP 1.11.2 instead. Quote Link to comment Share on other sites More sharing options...
somepotatoinspace Posted July 16, 2021 Share Posted July 16, 2021 How do I use the statics editor? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.