Elite_937 Posted March 15 Share Posted March 15 Here. I know, i'm a little late. On 3/2/2025 at 2:30 PM, JonnyOThan said: Logs would be a good place to start. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 16 Share Posted March 16 (edited) @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 March 16 by Caerfinon Quote Link to comment Share on other sites More sharing options...
scopex Posted March 18 Share Posted March 18 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. Quote Link to comment Share on other sites More sharing options...
Lisias Posted March 18 Share Posted March 18 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! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 31 Share Posted March 31 Just an FYI. I was tired of flying into the KSC2 anomaly in the KSR Baikerbanur location in KSP 1.12.5 so I made a fix for it. Details are at; Quote Link to comment Share on other sites More sharing options...
umbra humanus Posted Thursday at 02:08 AM Share Posted Thursday at 02:08 AM How do I open the airship hangar? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted Thursday at 02:31 AM Share Posted Thursday at 02:31 AM @umbra humanus If I recall you just click on it. Quote Link to comment Share on other sites More sharing options...
Manul Posted Thursday at 08:25 AM Share Posted Thursday at 08:25 AM (edited) 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! Edited Thursday at 08:29 AM by Manul Quote Link to comment Share on other sites More sharing options...
Manul Posted Thursday at 08:38 AM Share Posted Thursday at 08:38 AM 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. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted Thursday at 11:22 AM Share Posted Thursday at 11:22 AM @Manul If you don't like the additions that the KerbinSideRemastered makes to a praticular runway (ie landing lights), you can always edit the site and remove the features you don't want present using Kerbal Konstructs. Quote Link to comment Share on other sites More sharing options...
scopex Posted Friday at 12:54 AM Share Posted Friday at 12:54 AM 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. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted Friday at 01:25 AM Share Posted Friday at 01:25 AM @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. Quote Link to comment Share on other sites More sharing options...
scopex Posted Friday at 10:35 AM Share Posted Friday at 10:35 AM 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 Quote Link to comment Share on other sites More sharing options...
Manul Posted Friday at 12:14 PM Share Posted Friday at 12:14 PM 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 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.