Caerfinon Posted February 25 Share Posted February 25 @Hotel26 never encountered this in my travels. Quote Link to comment Share on other sites More sharing options...
tupidfp Posted April 6 Share Posted April 6 (edited) So huh... Please pardon me, i hate being that guy but... Is there an update on the horizon for this mod? It works and all, but i'm curious if anything new is coming in a foreseeable future, no pressure. And while we're at that, is there any fix or workaround on the issue of statics "moving" when on rails? Like i'll plop everything and i'll make every static be on the same level, then i fly away and come back, some statics have shifted, some are slightly higher or lower and there's bumps everywhere... This might be more of a KK issue but if some light could be shed i'd be glad, thanks in advance Edited April 6 by tupidfp Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted April 6 Share Posted April 6 @tupidfp The author has not been active since October of 2023 and the license for this mod is All Rights Reserved. Chances of an adoption by another person seem unlikely. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 6 Share Posted April 6 (edited) 5 hours ago, Caerfinon said: @tupidfp The author has not been active since October of 2023 and the license for this mod is All Rights Reserved. Chances of an adoption by another person seem unlikely. The original KerbinSide was All Rights Reserved but this mod KerbinSide Remastered is CC BY-NC-SA 4.0 (changed in v. 1.0) Edit: As soon as I posted, it struck me that the stated license might not represent the whole picture so I dug a little deeper and while the mod is CC BY-NA-SA, the "Disributed Static Assets, Artwork & Models" are All Rights Reserved. So anyone wanting to "fix" a given static would need to remodel and implement it from scratch as a new KK Static, then replace the instances in the configs with their replacement static unless they could get permission from the original author to modify their originals. Edited April 6 by Aelfhe1m further research Quote Link to comment Share on other sites More sharing options...
tupidfp Posted April 6 Share Posted April 6 Well... Thats unfortunate... But it is what it is 17 hours ago, tupidfp said: (...) Is there and fix or workaround on the issue of statics "moving" when on rails? Like i'll plop everything and i'll make every static be on the same level, then i fly away and come back, some statics have shifted, some are slightly higher or lower and there's bumps everywhere... This might be more of a KK issue but if some light could be shed i'd be glad, thanks in advance Anything on this? Quote Link to comment Share on other sites More sharing options...
DVQuill Posted April 12 Share Posted April 12 (edited) On 9/24/2022 at 7:43 PM, Caerfinon said: There was a discussion about this in this forum in relation to the same issue in a mod I'm making. It's not such a simple task. For some reason the KK remove scatter option is not working with Parallax but it does with stock scatter. The parallax method to remove the larger scatter (trees etc) can be accomplished by making a custom block map of every KK site on Kerbin. There are many of these and they are provided by many different mod makers so getting one that would do all the KK sites would be a bit of a coordination effort. Even with the block map created, it doesn't remove the low level scatter from Parallax (grass, flowers, etc). To do that the only current solution is to elevate every KK site by 2-3 meters so that they are higher than the low level scatter. And because the runway elevations have changed, all the patches for runway navigation will have to be re-written to compensate. It short. It's a big, time consuming, Job. Just curious to know if anyone is aware if there has been any word with regards to parallax scatter being at all the Kerbin Side Remastered locations. As I was digging through the various posts, I saw that this was a pretty huge undertaking; and noticed that solutions were proposed but I couldn't find any indication that they had been applied. I figure it's a long shot, but it can't hurt to ask. Maybe I missed something in my search. ______________ Editing to add additional information I found in the Parallax thread: So the removal of scatter is working perfectly. Thank You. The grass cover is, as you mentioned not removed, however the effort to adjust to compensate is not very great on the side of Kerbal Konstructs. A simple elevation in the Group Center of the location by 3 meters will place the KK statics above the height of the grass, removing it from runways, and building statics that have some kind of ground level base around them. I have also done some testing with the effects this change might have on navigation and autopilot tools and the effect of a 3 meter variance does not prove significant. So the feature would be a nice to have, however I wouldn't say it is desperately required. Removal of the large scatter for the KK user was previously cumbersome, but removal of the grass level is sort of trivial. _______________ I imagine this is where we stand right now. Edited April 12 by DVQuill Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 12 Share Posted April 12 7 minutes ago, DVQuill said: Just curious to know if anyone is aware if there has been any word with regards to parallax scatter being at all the Kerbin Side Remastered locations. As I was digging through the various posts, I saw that this was a pretty huge undertaking; and noticed that solutions were proposed but I couldn't find any indication that they had been applied. I figure it's a long shot, but it can't hurt to ask. Maybe I missed something in my search I'm pretty sure Parallax update 2.0.5 from 17 Dec 2022 resolved this issue (for large scatter) as it included a fix to respect the don't spawn on mapdecals setting. For any sites that are still showing trees/rocks or other large scatter in the wrong areas, it should just be a case of toggling the setting on in the KK editor or adding a (flat) mapdecal to any sites that are missing one and activating the toggle. The smaller scatter (grass, flowers etc.) will still appear within the mapdecal area, but as mentioned in Caerfinon's "Getting started with Kerbal Konstructs" guide, raising each KK group 2-3 metres will eliminate most of this poke through . Quote Link to comment Share on other sites More sharing options...
DVQuill Posted April 12 Share Posted April 12 18 minutes ago, Aelfhe1m said: I'm pretty sure Parallax update 2.0.5 from 17 Dec 2022 resolved this issue (for large scatter) as it included a fix to respect the don't spawn on mapdecals setting. For any sites that are still showing trees/rocks or other large scatter in the wrong areas, it should just be a case of toggling the setting on in the KK editor or adding a (flat) mapdecal to any sites that are missing one and activating the toggle. The smaller scatter (grass, flowers etc.) will still appear within the mapdecal area, but as mentioned in Caerfinon's "Getting started with Kerbal Konstructs" guide, raising each KK group 2-3 metres will eliminate most of this poke through . Amazing, thank you for the quick response. Looks like I will be diving into the guide to get those up. Thanks again!! Quote Link to comment Share on other sites More sharing options...
moyashii Posted May 15 Share Posted May 15 Hey, I have this weird problem when the mod is enabled (alongside Rescale 3.5x) where selecting buildings in the space center is extremely offset from where the cursor actually is located. Not really sure how to get around it, I tried seeing if the resolution/windowed mode would help, but to no avail. Any ideas? Maybe it's some known issue? Or is it just a mod conflict? https://imgur.com/PcDbjLW (image of the problem) Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted June 1 Share Posted June 1 (edited) Is the desert airfield missing in 1.12.5 (using nav utils to try and fly to it) expected if you dont have breaking ground? I flew over there and the navigation marker from GAP and also nav utils pointed at a bunch of sand. Everywhere else works. This might be more of a GAP thing though Edited June 1 by RunaDacino Quote Link to comment Share on other sites More sharing options...
Wyrdean Posted June 2 Share Posted June 2 On 5/15/2024 at 2:35 PM, moyashii said: Hey, I have this weird problem when the mod is enabled (alongside Rescale 3.5x) where selecting buildings in the space center is extremely offset from where the cursor actually is located. Not really sure how to get around it, I tried seeing if the resolution/windowed mode would help, but to no avail. Any ideas? Maybe it's some known issue? Or is it just a mod conflict? https://imgur.com/PcDbjLW (image of the problem) Unfortunately, having this exact same issue; granted, I'm using the mod on a version it's not strictly intended for (1.12.5), however, it's working perfectly fine outside of this one issue, which is fairly easily avoided by using the handy buttons in the bottom left, though it is fairly annoying overall. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted June 2 Share Posted June 2 Hello! MoarDV's avionics system has a really cool NavAID system using radio frequencies for VOR, DME and ILS. NavUtils is cool, but sometimes flying with analogue instruments in a cockpit feels super satisfying. As so, I'm curious if anyone has ever made an expansion or edit to the MAS_NavAids.cfg for MAS. My search turned up nothing alas. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted June 4 Share Posted June 4 With GAP, I visited all the airfields. This mod is bloody amazing. Some arifields do stuff I never imagined possible in KSP. Spoiler Top secret area 15 This is now my mod of the year. Quote Link to comment Share on other sites More sharing options...
soiiiso Posted June 9 Share Posted June 9 How can I get all airports to show up in the Tracking Center in default mode? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 9 Share Posted June 9 @soiiiso Some of the airports in the mod are set as hidden by default and they will not show in the tracking center. If you want to change this you need to find the Kerbal Konstructs configuration files in the mod that define the LaunchSite of the Airport and change it from LaunchSiteIsHidden = True to LaunchSiteIsHidden = False. Note: You can either directly edit the .cfg files in the mod folders, or you can use the in-game Kerbal Konstruct editor by using CTL-K while you have an active vessel at the site. Quote Link to comment Share on other sites More sharing options...
Villain Vibe Posted June 21 Share Posted June 21 (edited) Hi there, I'm experiencing a bug When I open a runway or Launchpad with funds. Kerbal konstructs saves it, but after I close the game and reboot. Then they are not opened anymore and I need to reopen them with fund. I don't know if this is related to Kerbin side Remastered or Kerbal Konstructs ? Cheers. Edited June 21 by Villain Vibe Please delete this post, made a better one. Quote Link to comment Share on other sites More sharing options...
Villain Vibe Posted June 21 Share Posted June 21 Hi there, I'm experiencing a bug. When open a launchsite or a runway with funds. The game saves it, all is working like intended. But after restarting the game and reloading my save the launchsite or runway is closed again. Only the default one's are open. The same happens to hangers and ground stations. Is there any fix for this ? Cheers Quote Link to comment Share on other sites More sharing options...
harveylates Posted June 28 Share Posted June 28 any plans to port to 1.12.5? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 28 Share Posted June 28 23 minutes ago, harveylates said: any plans to port to 1.12.5? Just get Kerbal Konstructs continued and you can use it. Quote Link to comment Share on other sites More sharing options...
marxman28 Posted July 4 Share Posted July 4 Can someone help me with manual installation? I'm used to having a GameData folder but since the downloads don't have that, I'm not sure where to put them. Does the KerbinSideRemastered folder go in GameData or does it or its contents go elsewhere? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 4 Share Posted July 4 1 hour ago, marxman28 said: Can someone help me with manual installation? I'm used to having a GameData folder but since the downloads don't have that, I'm not sure where to put them. Does the KerbinSideRemastered folder go in GameData or does it or its contents go elsewhere? Any folder not named GameData goes inside the GameData folder. So if you have a folder named "KerbinSideRemastered" that in turn contains other folders. Then you put that "KerbinSideRemastered" folder that contains other folders, in the GameData folder. Anything outside the GameData folder, will not get loaded. Quote Link to comment Share on other sites More sharing options...
panarchist Posted July 4 Share Posted July 4 6 hours ago, marxman28 said: Can someone help me with manual installation? I'm used to having a GameData folder but since the downloads don't have that, I'm not sure where to put them. Does the KerbinSideRemastered folder go in GameData or does it or its contents go elsewhere? 4 hours ago, ColdJ said: Any folder not named GameData goes inside the GameData folder. So if you have a folder named "KerbinSideRemastered" that in turn contains other folders. Then you put that "KerbinSideRemastered" folder that contains other folders, in the GameData folder. Anything outside the GameData folder, will not get loaded. One caveat - drill down into the folders first. (in general) There are a few mods out there which put the GameData folder one or two folders down. For example: My Mod v1.1 | My Mod | GameData | My Mod In this case, you would go into the folders until you got to GameData, THEN copy the folder inside and paste/extract into your GameData directory in your KSP install. Most mods will be as ColdJ said - either the zip will contain a GameData folder with the mod inside, or the zip will have a named folder with a bunch of subfolders and files inside like "parts", "spaces", "textures", "models", "config", etc - in which case you just drag the named folder into GameData. In rare cases, the zip file will just have the subfolders with no named "top" folder. (the Zip file represents the top "named" folder) In this case, while you *could* drag them into GameData, it's better to create a folder in GameData to copy/extract them to. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 4 Share Posted July 4 37 minutes ago, panarchist said: One caveat - drill down into the folders first. (in general) There are a few mods out there which put the GameData folder one or two folders down. For example: My Mod v1.1 | My Mod | GameData | My Mod Yeah, I hate it when modders do this. But @panarchist has a good point. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 7 Author Share Posted July 7 (edited) On 7/4/2024 at 7:29 AM, ColdJ said: Yeah, I hate it when modders do this. But @panarchist has a good point. Archive compressed file > Mod container folder > GameData Folder > Mod Installation. This just happens when modders have an export folder and compress the archive from the container folder. Edited July 7 by Eskandare Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 7 Share Posted July 7 1 minute ago, Eskandare said: Archive compressed file > Mod container folder > GameData Folder > Mod Installation. This just happens when modders have an export folder and compress the archive from the container folder. Hosted on GitHub I am guessing. I just hosted on GitHub a simple part that adds the ability for my Zeppelin to use Hooligan and when I tested the Zip it had added extra folders. When I use Spacedock it is just GameData>Mod Folder. Quote Link to comment Share on other sites More sharing options...
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