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Kerbin Side Remastered [1.0.1] [1.7.3]


Eskandare

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@zerberr I always found the sometimes the waypoint generator in contract configurator would get the randomly generated wayponts used for rescue type missions worng.  I just canceled the contract and allowed it to reset.  

Edited by Caerfinon
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Hello, I've been looking into this mod recently but I am not sure whether or not I should download it, as I just have the feeling it may break something. Are there any things I should know about this mod before using it? I play the game with MANY mods, just to make it clear.

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3 hours ago, scopex said:

Hello, I've been looking into this mod recently but I am not sure whether or not I should download it, as I just have the feeling it may break something. Are there any things I should know about this mod before using it? I play the game with MANY mods, just to make it clear.

Every single mod can break things, no matter what they say. Modding scene, by definition, is chaotic and it's very hard to foresee every single possible interaction between you work and someone else's.

The best advice I can give to you is to fully duplicate your KSP installment, install this on the duplicate and toy with it, fooling around to see what happens. If after some time nothing bad happens, it's probably good to go.

Kerbin Side Remastered relies on Kerbal Konstructs to work - if KK is working in your rig, than this should work too. I remember even installing this and the older Kerbin Side just to see what happens (TL;DR: the KSC assets overlapped each other, pretty messy but not game crashing). And you can always hit CTRL-K and edit things yourself - what's the essence of modding! :)

 

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  • 2 weeks later...
On 4/27/2018 at 11:35 PM, Eskandare said:

Q: Does the Airship Hangar have an interior? A: Yes! Click on the Yellow Power Transformer on the side of the building, it is the switch to open the doors.

RTFM! :D

Edited by Manul
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On 3/18/2025 at 7:01 AM, scopex said:

Hello, I've been looking into this mod recently but I am not sure whether or not I should download it, as I just have the feeling it may break something. Are there any things I should know about this mod before using it? I play the game with MANY mods, just to make it clear.

The KSR landing lights will break your heavy spaceplanes when you crash into them on a takeoff. These things get really annoying when you launch a 200+t flying brick that barely lifts itself from the runway.

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Is there any way that I could completely remove some of the airports? I find some of them too out of place, but others I enjoy quite a lot. I managed to get a little used to Kerbal Konstructs and remove a few, but they still appear as little icons on the map view.

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9 hours ago, Caerfinon said:

@scopex Look for the 'Example Bases" inside the KerbinSideRemastered foder in GameData. This is where all the definitions of the different airports are located. You can simply delete any of the locations you no longer want to use. Once you reload your game, they will be gone. 

 

Thank you! I will try this later today

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On 4/3/2025 at 2:22 PM, Caerfinon said:

you can always edit the site and remove the features you don't want present using Kerbal Konstructs.

I removed them as soon as I installed Water Launch Sites because there were some naval accidents with these lights :D

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