Mr.KimJongEel Posted March 29, 2017 Share Posted March 29, 2017 looks fantastic!! +1s for op Link to comment Share on other sites More sharing options...
Aerospacer Posted June 18, 2017 Share Posted June 18, 2017 Link to comment Share on other sites More sharing options...
KGas- Inc Posted July 7, 2017 Share Posted July 7, 2017 How do you open and close the doors? Link to comment Share on other sites More sharing options...
Icecovery Posted July 8, 2017 Author Share Posted July 8, 2017 12 hours ago, KGas- Inc said: How do you open and close the doors? Please read the"readme.txt" file, it's in the zip file you download. Link to comment Share on other sites More sharing options...
captain Matt Posted August 15, 2017 Share Posted August 15, 2017 very good.Hope you could make more and more Chinese lunpads Link to comment Share on other sites More sharing options...
Jhorriga Posted September 19, 2017 Share Posted September 19, 2017 Does the door open and close? Link to comment Share on other sites More sharing options...
dyfxjtu Posted September 26, 2019 Share Posted September 26, 2019 would you LIKE TO TEACH ME HOW TO delete the J-20, I THINK TI'S KIND OF UNREALISTIC. Link to comment Share on other sites More sharing options...
dyfxjtu Posted November 24, 2019 Share Posted November 24, 2019 IF I can remove the J20 in the sky?I want a peer lanch site. thanks a lot. Link to comment Share on other sites More sharing options...
Ger_space Posted November 24, 2019 Share Posted November 24, 2019 (edited) 1 hour ago, dyfxjtu said: IF I can remove the J20 in the sky?I want a peer lanch site. thanks a lot. I'll make a new .cfg for it in the next few days. I havn't looked at the asset for quite some time, but Kerbal Konstructs now has the ability to alter assets (variant switching) If you want to remove it by yourself: https://github.com/GER-Space/Kerbal-Konstructs/wiki/Variant-Switching: and you need the debug Stuff mod to identify the gameObjects for the J-20. Ohh, looks like I can edit the grass aswell and make the grass color switchable Edited November 24, 2019 by Ger_space Link to comment Share on other sites More sharing options...
dyfxjtu Posted November 24, 2019 Share Posted November 24, 2019 33 minutes ago, Ger_space said: I'll make a new .cfg for it in the next few days. I havn't looked at the asset for quite some time, but Kerbal Konstructs now has the ability to alter assets (variant switching) If you want to remove it by yourself: https://github.com/GER-Space/Kerbal-Konstructs/wiki/Variant-Switching: and you need the debug Stuff mod to identify the gameObjects for the J-20. Ohh, looks like I can edit the grass aswell and make the grass color switchable wooo,it‘s great if you can do this!Your mod is really a prominent one. Thanks a lot. I will try to remove it by myself in the way you told me, although I'm afraid I can't understand the manual. By the way, I use RSS, seems that the ksc-switch is not compatible with the KK? I can't find the wenchang in my RSS, but I can use the ksc-switch to chang my lanuch site.I have known that I need to sitting the location, but I dont know which cfg I should rewrite the coordinate on. Link to comment Share on other sites More sharing options...
Ger_space Posted November 24, 2019 Share Posted November 24, 2019 (edited) 1 hour ago, dyfxjtu said: wooo,it‘s great if you can do this!Your mod is really a prominent one. Thanks a lot. I will try to remove it by myself in the way you told me, although I'm afraid I can't understand the manual. By the way, I use RSS, seems that the ksc-switch is not compatible with the KK? I can't find the wenchang in my RSS, but I can use the ksc-switch to chang my lanuch site.I have known that I need to sitting the location, but I dont know which cfg I should rewrite the coordinate on. KSC-switch is compatible with KK, but it moves the whole KSC to a new location, while KK places new buildings and doesn't touch the KSC. So both let you launch from everywhere, but KK might look better, when you setup everything in the correct way. Basic use of KK: 1. fly (hyperedit) a vessel to the location where you want a base. 2. open the editor (ctrl + k) 3. optional step: alter the terrain with a PQSMapDecal 3. start placing a object called groupCenter 4. place buildings the way you want. 5. make a building a launchSite Back to the topic: I found a small problem between the variant switching and the Wenchang object. I need to patch Kerbal Konstructs to make it work. (there are whiteSpace chars in the Plane names, that makes it hard for me to filter them out. But at least one I got out. Edited November 24, 2019 by Ger_space Link to comment Share on other sites More sharing options...
Ger_space Posted November 24, 2019 Share Posted November 24, 2019 if you look at the editor on the right side: there is a variant switching button: default Variant: without planes: So yes, it's possible, But I need some time to patch the Code, so I don't break other mods, that use the feature. Link to comment Share on other sites More sharing options...
dyfxjtu Posted November 26, 2019 Share Posted November 26, 2019 On 11/24/2019 at 9:15 PM, Ger_space said: if you look at the editor on the right side: there is a variant switching button: default Variant: without planes: So yes, it's possible, But I need some time to patch the Code, so I don't break other mods, that use the feature. thanks for your help,I have used the mod in RSS successfully!! Link to comment Share on other sites More sharing options...
έķ νίĻĻάίή Posted November 26, 2019 Share Posted November 26, 2019 hmm Link to comment Share on other sites More sharing options...
Skywavestar Posted January 19, 2022 Share Posted January 19, 2022 On 2016/11/26 at PM6点53分, Icecovery said: 我认为这是 KK 的错误,你可以按下 Ctrl+K 或 Ctrl+T(我忘了)来调出 Kerbal Konstructs Statics Editor 窗口然后改变它的位置。 Which version supports 1.9.0? Link to comment Share on other sites More sharing options...
Cheesecake Posted January 19, 2022 Share Posted January 19, 2022 22 minutes ago, Skywavestar said: Which version supports 1.9.0? As you can see in the title it is maximum for KSP 1.3.1. But that doesn`t mean that it didn`t work in newer KSP-versions. You need to test it. Link to comment Share on other sites More sharing options...
Skywavestar Posted January 19, 2022 Share Posted January 19, 2022 (edited) 2022/1/20 AM12点22分,Cheesecake 说道: 正如在标题看到的那样,KSP 1.3.1意味着你的立场。这并不是你在新的 KSP 版本中的。 But I seem to have seen it Someone has run this mod on a later version Edited January 22, 2022 by Skywavestar Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted January 20, 2022 Share Posted January 20, 2022 The mod landscape in KSP is pretty amazing. I just saw this in a video the other day and had no idea it was available. 23 hours ago, Skywavestar said: Well, that's a pity Seems to work for me. There are no variants to remove the static jets in the air as discussed above - guess that never came to fruition. The tower opens and the launch clamps retract. This is KSRSS @ 2.5x. I first edited the cfgs to remove the instances since they wouldn't have worked anyway, and then just used the KK editor to place the static and the launch site parts. Spoiler Link to comment Share on other sites More sharing options...
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