Ger_space Posted May 2, 2017 Share Posted May 2, 2017 (edited) Kerbin Side New bases and launchsites around Kerbin Screenshots Spoiler This is the continuation of AlphaAshs Kerbin-Side mods. He gave me his permission to contunue his work, but until now, there was no need to update them. Packages: 1. Kerbin-Side complete includes all the bases and facilities, Kerbin-Side Kampus & Kerbin-Side GroundStations. Kerbin-Side Complete incudes: 1. Kerbin-Side Kampus A complete campus around the KSC 2. Kerbin-Side GroundControl Adds 20 GroundStations around the globe, which are usable CommNet and RemoteTech GroundStations. (RemoteTech antenna ranges are viewable on the map, the range is from KEO to the end of the SolarSystem, depending on the site) 3. Kerbin-Side Skyways 29 Launchsites across the globe. The SkyWays package is a reduced set, which only includes a minimal set of buildings. Use this if you have performance problems. No longer included in complete: 1. Kerbin-Side AirRace Adds three AirRace tracks around Kerbin. I'm not shure if anyone uses it, so I wanted to see how often it gets downloaded. !!! You need Latest Kerbal-Konstructs for this mod !!! Changelog: Spoiler Version 1.4.5.24 * New config File format for new Kerbal-Konstructs. * Statics should mostly work with Sigma Dimension Version 1.4.5 * Changed Reference system to height aboce surface Version 1.4 * Added the Carrrier by SpanerMonkey * replaced the controlTower model with a new one Version 1.3: * converted to new .cfg format for Kerbal Konsructs 1.0 (pictures will be delivered later, CKAN listing is requesed) Edited November 6, 2018 by Ger_space 1.4.5.24 release Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 2, 2017 Share Posted May 2, 2017 Thanks @Ger_space. You've made a wonderful job bringing the KK and now Kerbinside up to date. Peace. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted May 3, 2017 Share Posted May 3, 2017 Hot dang! Thank you for keeping the dream alive! Now to see if the side-jobs contracts still work... Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted May 3, 2017 Share Posted May 3, 2017 @Ger_space, thanks a lot, especially for this: 22 hours ago, Ger_space said: No longer included in complete: 1. Kerbin-Side AirRace Adds three AirRace tracks around Kerbin. I'm not shure if anyone uses it At first look, in OP lack something though... maybe this? And, small add for novices - old Kerbin-Side maps (for version 1.0.3 probably) - 1. FULLMAP 2. Kerbin-Side GAP (RoutesSmall): Luck in flight Quote Link to comment Share on other sites More sharing options...
armegeddon Posted May 4, 2017 Share Posted May 4, 2017 Any idea when this updated Complete will appear on CKAN? The only one currently showing is from AlphaAsh from v1.1.2. Kampus and Skyways are showing up, but not the Complete one. Thanks Quote Link to comment Share on other sites More sharing options...
Ger_space Posted May 4, 2017 Author Share Posted May 4, 2017 no Idea about ckan. I added the mod for inclusion. I'll look for it a the weekend, when the mod doesn't show up by then Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 5, 2017 Share Posted May 5, 2017 Well after installing thismod, and the latest version of Kerbal konstructs (V 0.9.95 Soon to be 0.9.96) the issue I have noticed is a decrease in frame rate and I might have figured th s one out, it seems to be an issue of "Draw distance" (let me explain). Draw Distance is the point where an oobject, like a building or a launchsite, in this case) fcan, be seen..if it is seen, the the computer tends to draw itin, thus causing a decrease in frame rate.. It seems that when I tested thi sout further , if the draw distance (which can be modfified in KK) can be changed to say 70 or so KM) then the frame rates go up..(I noticed this becauwse I always tend to place a station at 201 Km above kerbin.. Therefor maybe the Kerbinside mode might have to be taken a look at for Draw distance issues.. Just my thoughts Space_Coyote. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted May 5, 2017 Author Share Posted May 5, 2017 (edited) 32 minutes ago, Space_Coyote said: Well after installing thismod, and the latest version of Kerbal konstructs (V 0.9.95 Soon to be 0.9.96) the issue I have noticed is a decrease in frame rate and I might have figured th s one out, it seems to be an issue of "Draw distance" (let me explain). Draw Distance is the point where an oobject, like a building or a launchsite, in this case) fcan, be seen..if it is seen, the the computer tends to draw itin, thus causing a decrease in frame rate.. It seems that when I tested thi sout further , if the draw distance (which can be modfified in KK) can be changed to say 70 or so KM) then the frame rates go up..(I noticed this becauwse I always tend to place a station at 201 Km above kerbin.. Therefor maybe the Kerbinside mode might have to be taken a look at for Draw distance issues.. Just my thoughts Space_Coyote. Thanks for the investigation. The issue was internaly more complicated, because KK sets the draw distance, but for some reason I hit some very bad bugs of the mono interpreter. Version 0.9.9.6 of KK resolves the framerate issues. (without that I really changed something, only renamed some functions) on the side note: I tested to use the KSP internal funktions for setting the visible range... KK's solution results in a 100% higher framerate for some reason I dont't understand) Edited May 5, 2017 by Ger_space Quote Link to comment Share on other sites More sharing options...
GhostboyDB Posted May 6, 2017 Share Posted May 6, 2017 I wish there were aircraft Carriers again. I know the Ships Before Had Problems, but it's easier to use than Aircraft Carriers that are actually Craft. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 6, 2017 Share Posted May 6, 2017 10 hours ago, GhostboyDB said: I wish there were aircraft Carriers again. I know the Ships Before Had Problems, but it's easier to use than Aircraft Carriers that are actually Craft. I'm sure it's doable again, just depends on how you want it to work, If you just want a static launching/landing site at sea, illuminated for night landings, that's very possible. ( and i possibly have a candidate) But if you want all singing and all dancing with lifts and hangars then you run smack into the issues we had before Quote Link to comment Share on other sites More sharing options...
panarchist Posted May 6, 2017 Share Posted May 6, 2017 3 hours ago, SpannerMonkey(smce) said: I'm sure it's doable again, just depends on how you want it to work, If you just want a static launching/landing site at sea, illuminated for night landings, that's very possible. ( and i possibly have a candidate) But if you want all singing and all dancing with lifts and hangars then you run smack into the issues we had before Want. :-) - meaning just a lit place to land and launch. That's one of the features of BAD-T that I loved, the carriers inside the crater bay. On 5/3/2017 at 0:07 PM, Aerospacer said: And, small add for novices - old Kerbin-Side maps (for version 1.0.3 probably) - 1. FULLMAP Luck in flight FYI for folks - FULLMAP does not show the ground control locations (except those co-located with other facilities). Otherwise that particular map is probably the most accurate and up-to-date. The most up-to-date ones will include "Valentina's Landing", which was one of the last sites AlphaAsh added. Quote Link to comment Share on other sites More sharing options...
GhostboyDB Posted May 6, 2017 Share Posted May 6, 2017 3 hours ago, SpannerMonkey(smce) said: I'm sure it's doable again, just depends on how you want it to work, If you just want a static launching/landing site at sea, illuminated for night landings, that's very possible. ( and i possibly have a candidate) But if you want all singing and all dancing with lifts and hangars then you run smack into the issues we had before I think it would be better to just have the landing site. Also the mining rigs were cool. I think you could just land on a carrier, and recover. if you wanted too move the carrier, you would delete it and place it in a different area and then spawn the aircraft you landed on it, and pretend you're launching again. I would Love that. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted May 6, 2017 Share Posted May 6, 2017 (edited) In the true tradition of " look what i got , I'll just leave this here, if it doesn't misbehave over a few dozen restarts I'll release it as a standalone static 250mtrs long btw EDIT some time later, if I can land a plane on it anyone can so 250mtrs is plenty Edited May 6, 2017 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
GhostboyDB Posted May 6, 2017 Share Posted May 6, 2017 5 minutes ago, SpannerMonkey(smce) said: In the true tradition of " look what i got , I'll just leave this here, if it doesn't misbehave over a few dozen restarts I'll release it as a standalone static 250mtrs long btw Wow. I'll download that, and then remove all but that because damn there are a lot of statics in SM statics, and too much clutter can get annoying.and kerbinside has enough already. Quote Link to comment Share on other sites More sharing options...
Spallo Posted May 10, 2017 Share Posted May 10, 2017 Hi, thx for continuing this great mod! In my new save I wanted to use Kerbin-Side und Remote Tech together, but I dont seem to get the configuration for the ground control stations right. They stick with a Omni value of 85 Gm which is way to much for my liking. I tried the custom configuration for remote tech which Alshain provided some time ago: Quote GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 2.0E+07 } } } STATION { Guid = 1693E145-BECE-4235-B26B-5B6114B4281A Name = Kerbal Space Center 2 Latitude = 20.6575 Longitude = -146.420556 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = EE78F306-0ED4-4865-8C13-10DDEAA9483F Name = Arakebo Latitude = 8.419714 Longitude = 179.6987 Height = 1519.066 Body = 1 Antennas { ANTENNA { Omni = 2.0E+10 } } } STATION { Guid = 699D89AC-FD47-484F-AECC-379B77725913 Name = Brownrock Latitude = 3.33 Longitude = 322.85 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 308A33EC-2460-4814-BC10-B5B8D72839A1 Name = Central Lakes Tracking Center Latitude = -15.30997 Longitude = 91.32384 Height = 20.5704 Body = 1 Antennas { ANTENNA { Omni = 2.0E+07 } } } STATION { Guid = AAC33C5B-630D-473D-B1E9-4C2A68F52F6C Name = Coaler Crater Latitude = 35.34896 Longitude = 261.1127 Height = 30.52464 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 9190BB07-3925-4CB4-849E-1A21810E3CB8 Name = Deadkerbal Pit Latitude = 14.73 Longitude = 232.98 Height = 2999.188 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = AA2D359C-9B49-42A7-BF85-C1F988DF5F2C Name = Goldpool Latitude = -1.157747 Longitude = 17.39211 Height = 10.96307 Body = 1 Antennas { ANTENNA { Omni = 5.0E+07 } } } STATION { Guid = 53065D36-B712-4F96-A2E1-0982864D69EC Name = Green Coast Latitude = -3.47 Longitude = 179.18 Height = 230.57 Body = 1 Antennas { ANTENNA { Omni = 5.0E+07 } } } STATION { Guid = 695093D0-47DB-4C33-A550-712A9CAB1D93 Name = Guardians Basin 1 Latitude = 42.63991 Longitude = 309.1047 Height = 719.8522 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 7787A4EC-AEC4-4CAE-A3D2-7CCE3B015990 Name = Guardians Basin 2 Latitude = 41.76225 Longitude = 309.7187 Height = 3079.852 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 4BA75A6D-7398-4564-8491-913F504B3656 Name = Hanbert Cape Tracking Center Latitude = -22.63785 Longitude = 219.7502 Height = 14.61615 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = B1EFC379-E229-4ABE-A782-F6CBF18CE7F9 Name = Jeb's Retreat Latitude = 5.59 Longitude = 298.70 Height = 1409.326 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 7C9AAEB2-511E-4027-8236-72051CBA9843 Name = Kerbin's Bottom Latitude = -50.47 Longitude = 170.57 Height = 101.0482 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 42A9C4BC-581C-440D-944E-C66FD67FD6E2 Name = KKVLA Latitude = 10.63 Longitude = 227.71 Height = 405.639 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5356DDB8-6F2D-4899-9011-78B59AD1E5A5 Name = Lodnie Isles Latitude = 29.45 Longitude = 13.09 Height = 1811.631 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = D070C006-80BD-4B9C-B0BD-5D16FD0898F5 Name = Lushlands Latitude = 2.17 Longitude = 26.59 Height = 780.591 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 4454E7B7-8A21-454B-BE06-E3CBE935AA8C Name = Mount Snowey Latitude = 20.45 Longitude = 281.91 Height = 3684.544 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 58322622-7537-4509-80E2-1AD1DB9E9F3F Name = North Pole Latitude = 79.48 Longitude = 282.57 Height = 37.92135 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 09D18862-9F19-47E7-B947-E05F7B0EB5FB Name = Sea's End Latitude = -34.14 Longitude = 79.77 Height = 0.2 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = 2D47EC2F-2474-4623-8A2E-B6202397EF9D Name = South Point Latitude = -17.86 Longitude = 166.43 Height = 222.7742 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 61AE9C36-E14B-4F55-9E0F-241C2EA96D41 Name = Twin Peaks Latitude = 16.04 Longitude = 203.14 Height = 4704.547 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = B9CB2739-0384-4232-8949-62647E9AE3C1 Name = Zebedee Latitude = 78.61 Longitude = 147.49 Height = 2817.584 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } } It doesnt seem to work and stays with the 85 Gm. Everything else seem to work though. Despite the fact that I backed the game in early access since 2014 and mod it for years now, I have not exactly a whole lot of ideas about how mods work so if anyone can help, pls keep it simple. thx p.s.: first post in this forum, so HELLO to the community!!! Quote Link to comment Share on other sites More sharing options...
kerbinorbiter Posted May 11, 2017 Share Posted May 11, 2017 yay, Kerbin side! Loved that mod in the past Quote Link to comment Share on other sites More sharing options...
Ger_space Posted May 11, 2017 Author Share Posted May 11, 2017 8 hours ago, Spallo said: Hi, thx for continuing this great mod! In my new save I wanted to use Kerbin-Side und Remote Tech together, but I dont seem to get the configuration for the ground control stations right. They stick with a Omni value of 85 Gm which is way to much for my liking. I tried the custom configuration for remote tech which Alshain provided some time ago: It doesnt seem to work and stays with the 85 Gm. Everything else seem to work though. Despite the fact that I backed the game in early access since 2014 and mod it for years now, I have not exactly a whole lot of ideas about how mods work so if anyone can help, pls keep it simple. thx p.s.: first post in this forum, so HELLO to the community!!! A friendly welcome to the forum. You don*t need a custom RT config as KK now creates the RT groundstations based on the following values: https://raw.githubusercontent.com/GER-Space/Kerbin-Side-GroundControl/master/README.md You can also see the ranges of the ground stations on the mapview, when you select a KK groundstation it should tell which range it will have. Please don't forget to enable RemoteTech Support in the KK config (from the KSC - KK button) In non-Career games all Groundstations are enabled by default. Quote Link to comment Share on other sites More sharing options...
Spallo Posted May 11, 2017 Share Posted May 11, 2017 Thx for the quick answer! I have it enabled in the KK menu and I run the latest Version of it. I deleted the custom config in the Remote Tech default settings cfg, but it still shows me a Omni Antenna of 85 Gm on my three purchased tracking stations. These sites are Lodnieisles, Northpole and Zebedee. Maybe the Issue is, that I upgraded KK in the save, because in an older version for 1.2.2 it was not working as intended either, but had not these crazy values... In a new game it seems to work. But are the ranges supposed to be omni? It is a littlebit overpowered for my liking (despite being realistic). Can I change the values anywhere? Quote Link to comment Share on other sites More sharing options...
Ger_space Posted May 11, 2017 Author Share Posted May 11, 2017 4 hours ago, Spallo said: Thx for the quick answer! I have it enabled in the KK menu and I run the latest Version of it. I deleted the custom config in the Remote Tech default settings cfg, but it still shows me a Omni Antenna of 85 Gm on my three purchased tracking stations. These sites are Lodnieisles, Northpole and Zebedee. Maybe the Issue is, that I upgraded KK in the save, because in an older version for 1.2.2 it was not working as intended either, but had not these crazy values... In a new game it seems to work. But are the ranges supposed to be omni? It is a littlebit overpowered for my liking (despite being realistic). Can I change the values anywhere? try the reset-config button in the RemoteTech menue. This will delete all old GroundStations from the savegame. when you restart KSP (quit to main-menu shoud be ok) the GroundSttions are created by KK. The Omi-Antenna for groundstations cannot be changed, but the view is blocked by the planet, so you cannot just open one Station and you are done. Quote Link to comment Share on other sites More sharing options...
Spallo Posted May 11, 2017 Share Posted May 11, 2017 20 minutes ago, Ger_space said: but the view is blocked by the planet, so you cannot just open one Station and you are done. Using Remote Tech without knowing this kind of stuff would be suicide I think After some fiddeling with the in game config menus of RT and KK it seems to work. Had to dumb some funds though, but nothing comes without a price i guess... Thx for the help!!! And I came to the rly obvious conclusion, that they have to be omni of course to be of any reasonable use I havent played KSP since 1.0 so my new playthrough will be like learning to walk again Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 16, 2017 Share Posted May 16, 2017 @Ger_space, thank you so much for taking over this mod and Kerbal Konstructs. Any chance of updating the old contracts package, KerbinSide-Jobs? https://spacedock.info/mod/503/Kerbin-SideJobs (Contracts Pack) There have been some updates to Contract Configurator since it was last updated, and so the contracts throw some errors. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted May 18, 2017 Author Share Posted May 18, 2017 On 16.5.2017 at 2:22 AM, theonegalen said: @Ger_space, thank you so much for taking over this mod and Kerbal Konstructs. Any chance of updating the old contracts package, KerbinSide-Jobs? https://spacedock.info/mod/503/Kerbin-SideJobs (Contracts Pack) There have been some updates to Contract Configurator since it was last updated, and so the contracts throw some errors. Sorry for my late answer. I never worked on any Contract Packs before, but I'll have a look sometime next week. Quote Link to comment Share on other sites More sharing options...
Calster804 Posted May 22, 2017 Share Posted May 22, 2017 (edited) hi I'm new to the ksp moving comunity and I downloaded this mod and kerbal constructs and stated building bases but when I clicked make staunch site I filled in the info but the save button wouldn't work please help I really want to build base but I can't save mine. Edited May 22, 2017 by Calster804 Spelling mistake Quote Link to comment Share on other sites More sharing options...
GhostboyDB Posted May 22, 2017 Share Posted May 22, 2017 1 hour ago, Calster804 said: hi I'm new to the ksp moving comunity and I downloaded this mod and kerbal constructs and stated building bases but when I clicked make staunch site I filled in the info but the save button wouldn't work please help I really want to build base but I can't save mine. In my experience, you place it, save, and it doesn't work so you delete and do it a second time. I'm not sure if it will work but give it a shot. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted May 22, 2017 Author Share Posted May 22, 2017 1 hour ago, Calster804 said: hi I'm new to the ksp moving comunity and I downloaded this mod and kerbal constructs and stated building bases but when I clicked make staunch site I filled in the info but the save button wouldn't work please help I really want to build base but I can't save mine. try the latest beta of Kerbal-Konstructs, and restart KSP after creating a base, because they don't get fully initialized after placement. (sorry about that ) Quote Link to comment Share on other sites More sharing options...
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