Bottle Rocketeer 500 Posted July 24, 2019 Share Posted July 24, 2019 @Eskandare What happened to the 4800x72m runway shown here? Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 24, 2019 Author Share Posted July 24, 2019 (edited) 3 hours ago, Bottle Rocketeer 500 said: @Eskandare What happened to the 4800x72m runway shown here? Next release, which won't be nearly as long apart as this one was. Also more taxi roads, another airfield, long range radar tower, dorms, research facility,, new dishes, and new observatory. Vandenberg SLC-6 launch pad will be some time after as i need to redesign a few things. Edited July 24, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 26, 2019 Author Share Posted July 26, 2019 (edited) Here is a little album of me making the small hangars similar to the ones in the R&D at KSC. These will be used on some of the up coming statics. Making KSP Structures Edited July 27, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
FahmiRBLX Posted July 26, 2019 Share Posted July 26, 2019 (edited) 7 hours ago, Eskandare said: Here is a little album of me making the small hangars similar to the ones in the R&D at KSC. These will be used on some of the up coming statics. Making KSP Structures So that hangar will have a functioning door just like the airship hangar? That's cool! EDIT: Will you add in roll-away-for-launch VAB-Launchpads like the one in SLC-6, 37 and Kagoshima? Edited July 26, 2019 by FahmiRBLXian Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 26, 2019 Author Share Posted July 26, 2019 (edited) On 7/26/2019 at 6:51 AM, FahmiRBLXian said: So that hangar will have a functioning door just like the airship hangar? That's cool! EDIT: Will you add in roll-away-for-launch VAB-Launchpads like the one in SLC-6, 37 and Kagoshima? No... It's completely static. I debated making it open up or have an open variant. I don't have any VAB or Launchpad plans other then SLC-6 which will have roll-away animation. Edited July 28, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 2, 2019 Share Posted August 2, 2019 I was playing around with placing static radio towers, etc. on nearby islands, and realized that: a) it would be great to *not* have the snap-together baseplate for putting a radio mast on top of a hill and b) could we use a placeable static to put a warning/hazard light on top of tall things like radio masts/dish antennas, etc? I'd love to be traveling at dusk/night and see those little warning bits. Do such lights exist already and I've missed them? Some parts have glowy bits (like runways lights), so it's certainly related. Quote Link to comment Share on other sites More sharing options...
FahmiRBLX Posted August 2, 2019 Share Posted August 2, 2019 (edited) On 7/27/2019 at 12:29 AM, Eskandare said: ... which will have roll-away animation. I would love if players spawn inside the launchpad-VAB in its closed configuration and then hit a kind of switch to open / close it just like the airship hangar. Edited August 2, 2019 by FahmiRBLXian Quote Link to comment Share on other sites More sharing options...
RobertaME Posted August 9, 2019 Share Posted August 9, 2019 (edited) Getting a LOT of errors on startup for KSR. Out of 1356 lines in my KSP.log referencing KSR, 511 of them are errors. I'm also running the Airports expansion, but all of those 511 exclude the Airports sub directory references. (also it doesn't change when I remove the Airports pack) Of those 511, 507 of them appear to be missing textures and the other 4 are "LoadModelInstances: No Model named SQUAD_Desert_Airfield*" missing models. Running KSP1.7.3 with all the latest mod updates for all my mods. (and I know there are many, but the issue is persistent even in a clean install) So my question is, are any of these going to be a problem? I can assume that the missing textures might cause graphical errors, but missing models would result in buildings not even showing up, so I don't even know what's missing. Thank you for your hard work and I hope you can answer me easily enough! Edit: Also noticed 172 instances of "[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!" errors, which I think might be more serious. (still re-learning how to read a Log file after several years away from the game raising kids :^Þ ) Edited August 9, 2019 by RobertaME Additional information Quote Link to comment Share on other sites More sharing options...
Eskandare Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) On 8/8/2019 at 10:24 PM, RobertaME said: Getting a LOT of errors on startup for KSR. Out of 1356 lines in my KSP.log referencing KSR, 511 of them are errors. I'm also running the Airports expansion, but all of those 511 exclude the Airports sub directory references. (also it doesn't change when I remove the Airports pack) Of those 511, 507 of them appear to be missing textures and the other 4 are "LoadModelInstances: No Model named SQUAD_Desert_Airfield*" missing models. Running KSP1.7.3 with all the latest mod updates for all my mods. (and I know there are many, but the issue is persistent even in a clean install) So my question is, are any of these going to be a problem? I can assume that the missing textures might cause graphical errors, but missing models would result in buildings not even showing up, so I don't even know what's missing. Thank you for your hard work and I hope you can answer me easily enough! Edit: Also noticed 172 instances of "[Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!" errors, which I think might be more serious. (still re-learning how to read a Log file after several years away from the game raising kids :^Þ ) Those errors are the textures, shaders, and colliders being replaced. It is in fact not an error but a warning that a texture, or shader cannot be found because it is not distributed in GameData folder. The components are already a part of KSP. All KK does is assigns them to the mesh. The physX error is the mesh collider being replaced by the KK collider logic. This allows the mesh collider to be used as a baked box collider instead of using many convex colliders. Edited August 15, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
RobertaME Posted August 16, 2019 Share Posted August 16, 2019 Perfect! Then I'll ignore them. Thanks for the info. Quote Link to comment Share on other sites More sharing options...
nwillard Posted August 22, 2019 Share Posted August 22, 2019 (edited) hell YEAH! EDIT: I will patiently wait for some hero to make a new Kerbin Side Remastered GAP contract pack Edited August 22, 2019 by nwillard Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 22, 2019 Share Posted August 22, 2019 First base made with these new statics. Great stuff Quote Link to comment Share on other sites More sharing options...
Im_M Posted August 27, 2019 Share Posted August 27, 2019 Forgive my ignorance if it's covered elsewhere in the thread, but I noticed you can interact with the observatories and it has options to assign kerbals to them to generate science. How do you actually assign staff to them? When I click the button to assign them it says no unassigned kerbals available. Quote Link to comment Share on other sites More sharing options...
sergeikat Posted September 23, 2019 Share Posted September 23, 2019 Is the github the most recent release? spacedock does not seem to work so how do i get it?Is the github the most recent release? spacedock does not seem to work so how do i get it? Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted September 29, 2019 Share Posted September 29, 2019 it would be amazing if somebody could use the R&D buildings to make independent office buildings, housing, a gas station and some other stuff so we could finally start making hex-towns to "accidentally" blow up Quote Link to comment Share on other sites More sharing options...
έķ νίĻĻάίή Posted October 8, 2019 Share Posted October 8, 2019 please help, got kerbal konstructs [ckan], but wont load in to the game though it is loaded on the loading screen Quote Link to comment Share on other sites More sharing options...
gap Posted October 16, 2019 Share Posted October 16, 2019 Hi @Eskandare , is there any good reason why this mod is not on CKAN, but it is its outdated (and unsupported) version 'Kerbin Side Continued'? Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 18, 2019 Author Share Posted October 18, 2019 On 10/16/2019 at 12:16 PM, gap said: Hi @Eskandare , is there any good reason why this mod is not on CKAN, but it is its outdated (and unsupported) version 'Kerbin Side Continued'? I haven't put it on CKAN yet. Also it should work with KSP 1.8 as long as Kerbal Konstructs is up to date. Quote Link to comment Share on other sites More sharing options...
gap Posted October 18, 2019 Share Posted October 18, 2019 4 hours ago, Eskandare said: I haven't put it on CKAN yet. Also it should work with KSP 1.8 as long as Kerbal Konstructs is up to date. Thank you for your feedback mate, and of course for your work on KSP! When possible, I always install my favorite mods using CKAN so that I am (almost) sure that I am using the latest versions and that I am no missing any dependency or incompatibility Quote Link to comment Share on other sites More sharing options...
Eskandare Posted November 12, 2019 Author Share Posted November 12, 2019 (edited) Hi all, just an update; I'm working on getting this updated using the new grass blending method in 1.8 soon. Edited November 12, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 1, 2020 Share Posted January 1, 2020 @Eskandare I'm seeing the same issues as RobertME in the KSP.log... I get the explanation you gave. I use my KSP.log ALOT, to debug my installs and to tweak/fix mods that are throwing stuff in the log. I know the KK stuff can be ignored, but there *is* an awful lot of it I know it would add a dependency, but would GER_Space's Advanced Textures be useful at all to kill off all these stock asset errors? vOv Quote Link to comment Share on other sites More sharing options...
Ger_space Posted January 2, 2020 Share Posted January 2, 2020 14 hours ago, Stone Blue said: @Eskandare I'm seeing the same issues as RobertME in the KSP.log... I get the explanation you gave. I use my KSP.log ALOT, to debug my installs and to tweak/fix mods that are throwing stuff in the log. I know the KK stuff can be ignored, but there *is* an awful lot of it I know it would add a dependency, but would GER_Space's Advanced Textures be useful at all to kill off all these stock asset errors? vOv this mod is for parts and not for statics of KK. Kerbal Konstructs has its own mechanism to load internal textures (which actually came first and then the mod for parts) Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 14, 2020 Share Posted February 14, 2020 Hey @Eskandare (or any pro KK users), any notion of what it would take to get KSR's KSC Upgrades components to work on JNSQ's Kerbin? The other bases load fine, but are just in "odd" places/depths relative to the terrain. I'm thinking of taking an afternoon visiting them all and seeing if I could come up with some possible new locations or orientations. The KSC upgrades themselves are thwarting me so far. They either just don't load at all, or are hidden under the terrain (or something). I'm thinking I could drop a new static next to KSC, then compare it to the KSCUpgrades configs to see how they compare. Is this the right tree to bark up? I miss those runway lights and taxiways to go along with KSC Extended (which is workin' fine...) Quote Link to comment Share on other sites More sharing options...
marioq70 Posted February 15, 2020 Share Posted February 15, 2020 Iam using the old Kerbin side and Kerbal Cities Pack... i guess Kerbin side Remastered will class... Is there a way to get only the KSC campus like in the old Kerbin side? Quote Link to comment Share on other sites More sharing options...
Mrbre4kr Posted February 15, 2020 Share Posted February 15, 2020 I'm using Kerbin Side Remastered 1.0.1 and I noticed that the icons no longer appear in map view. Before they used to be black squares, which wasn't ideal but worked, but now i can't see them at all. Is there a button to hide/show them that I accidentally pressed or is this a bug? Quote Link to comment Share on other sites More sharing options...
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