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[WIP][1.3.0] KKtoSD


Sigma88

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30 minutes ago, Redleg1 said:

Thanks Sigma.  

is the aircarrier you were mentioning before from that same mod? or is it another one?

 

if it's a different mod could you give me the link of that as well? so that I can test if my solution for floating stuff works?

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1 minute ago, Redleg1 said:

Thanks Sigma.  The carrier is from Kerbin Side Continued:

I attempted to use the fix you posted for the carrier as well and it still ends up at about 1200m below sea level when I launch from it.

 

has the carrier moved but the ship still spawns underwater?

 

or has the carrier not moved at all?

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2 minutes ago, Redleg1 said:

The carrier spawns in the same spot.

are you sure you are using the correct name for the group?

 

you could try this cfg:

PQSCity_Groups
{
    debug = true
    GROUP
    {
        body = Kerbin
        name = Aircarrier
        MOVE
        {
            fixAltitude = 1200
        }
    }
}

 

make sure the "name" is the correct name of the group

once you have run the game, load a save or start a new game. then quit ksp and send me the output_log.txt file you can find in

 

<KSPINSTALL>\KSP_x64_Data\output_log.txt

Edited by Sigma88
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10 minutes ago, Redleg1 said:

As far as I can tell the group name is Carrier1 and Carrier 2.  Have you had any luck?

I don't have my KSP pc available right now, but if you provide me with the log I might have a few spare minutes to take a look and maybe understand what's going wrong

 

EDIT: yes the group name is "Carrier1"

 

EDIT2:

 

ok, I see what's going wrong

I think something like this should work, but I will need the logs to be sure:

PQSCity_Groups
{
    debug = true
    GROUP
    {
        body = Kerbin
        name = Carrier1
        MODS
        {
            PQSCity = Carrier Launch
        }
        MOVE
        {
            fixAltitude = 1200
        }
    }
}

 

Edited by Sigma88
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15 hours ago, Redleg1 said:

Rader Tower floating in the air instead of mounted on the hill behind KSC

I was able to resolve that with this config:

PQSCity_Groups
{
    GROUP
    {
		name = KSCUpgrades
		body = Kerbin
		
		CENTER
		{
			CentralPQSCity = KSC
		}
		
    }

    GROUP
    {
		name = KSCUpgrades2
		body = Kerbin
		
		MODS
		{
		PQSCity = KSCUpgrades_ksideradar3_0
		}
		
    }

I haven't had a chance to test the latest version of KKtoSD, to check on the spawn point changes yet.

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@Sigma88 Thanks for all the help.  The config you posted works.  I just had to play around to get the altitude right.  The only thing is that on first launch, it always places my craft below where it should be.  Reverting to the hanger and re-launching puts it on the correct spawn point though.

@Wercho Thanks for the config, it fixed my problem as well.

 

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@Redleg1 that's a bug I've seen happen in stock as well at times

Try to move the model a bit up in the SPH it should solve this issue

If you try launching only a mk2 cockpit (just click on the mk2 cockpit to choose it as root part, then click launch) it should be spawned without issues

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  • 4 months later...

I dont understand why this works...

    GROUP
    {
		name = KSCUpgrades2
		body = Kerbin
		
		MODS
		{
		PQSCity = KSCUpgrades_ksideradar3_0
		}
    }

and this does not work....

    GROUP
    {
		name = DeadkerbalPit2
		body = Kerbin

		MODS
		{
			PQSCity = DeadkerbalPit_ksidecontroltower4_0
		}

    }	

I have triple checked all the names, KSCUpgrades2 doesn't exist until here.  The name of the old group is right, the name of the part is right, and im assuming the _0 at the end is the index, well there is only one of this part in this group...  I've been fooling with these configs for a couple hours and it just does not make any sense why one works and the other does nothing.   

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@eberkain the syntax for PQSCity_Groups is a feature from SD not KKtoSD.

I don't have much time right now, but if you open an issue on github I will be happy to take a look as soon as I have some time.

 

 

I am closing this thread, if anyone needs help with this mod please use github issues

 

thanks

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  • 4 weeks later...
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