Bottle Rocketeer 500 Posted October 2, 2018 Share Posted October 2, 2018 (edited) @Eskandare Earlier, you said that you would make some statics for terminals. Are you still planning to make them? Also, is the problem with the center of the taxiways being offset fixed? Edited October 2, 2018 by Bottle Rocketeer 500 Quote Link to comment Share on other sites More sharing options...
Zah Posted October 2, 2018 Share Posted October 2, 2018 (edited) 9 hours ago, Eskandare said: Looks like a serious PQS error. Sorry but I can't help you without logs and mod list. Probably CKAN messing up a few things. I thought I had installed all non-CKAN-compatible mods manually but CKAN is weird. I'll redo all the planet-related mods manually and see if that fixes it. I use about 180 mods and my log file is like 60MB so I'll better figure it out myself ;). Sigh, CKAN really causes me more work than it saves time. Edited October 2, 2018 by Zah Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 2, 2018 Author Share Posted October 2, 2018 6 hours ago, Zah said: Probably CKAN messing up a few things. I thought I had installed all non-CKAN-compatible mods manually but CKAN is weird. I'll redo all the planet-related mods manually and see if that fixes it. I use about 180 mods and my log file is like 60MB so I'll better figure it out myself ;). Sigh, CKAN really causes me more work than it saves time. I was studying the image further and it looks like you have a mod that is interfering with the PQS procedural mesh calculation and the KK map decal system that also uses PQS. I use 144 mods in my main game and I haven't had a problem. Quote Link to comment Share on other sites More sharing options...
Zah Posted October 2, 2018 Share Posted October 2, 2018 2 minutes ago, Eskandare said: I was studying the image further and it looks like you have a mod that is interfering with the PQS procedural mesh calculation and the KK map decal system that also uses PQS. I use 144 mods in my main game and I haven't had a problem. I was coming from the original Kerbin Side which worked without issues(I'm on 1.4.5 with this install). Removed that, then installed Kerbin Side Remastered manually. New games in both cases, so I don't mind starting new. I'm still fiddling with some mods anyway. Will try a complete manual install and see what that does. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 2, 2018 Author Share Posted October 2, 2018 (edited) 10 hours ago, Bottle Rocketeer 500 said: @Eskandare Earlier, you said that you would make some statics for terminals. Are you still planning to make them? Also, is the problem with the center of the taxiways being offset fixed? I've remade much the taxiways, the offset you are speaking of is the fact the taxiways are not curved in arc minutes. I have plans to change that for stock KSP. Right now the taxiways and such are still not arc curved. This is a benefit for rescale mods. As for the terminals, I haven't settled on a design I like, however now that I have studied Artyon Zurev's models to ad nauseam, I can make the terminal and future statics even more stock alike. Edited October 2, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted October 2, 2018 Share Posted October 2, 2018 @Eskandare look at this:https://www.architecturaldigest.com/gallery/best-new-airport-architecture-slideshow/all Quote Link to comment Share on other sites More sharing options...
Zah Posted October 2, 2018 Share Posted October 2, 2018 1 hour ago, Eskandare said: I was studying the image further and it looks like you have a mod that is interfering with the PQS procedural mesh calculation and the KK map decal system that also uses PQS. I use 144 mods in my main game and I haven't had a problem. Duh. Could it be Kerbal Cities Pack? I have no idea why that's even installed Oo. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) 20 hours ago, Zah said: Duh. Could it be Kerbal Cities Pack? I have no idea why that's even installed Oo. Kerbal Cities is just configs and models. If you are using scatterer make sure you are using the latest version for your version of the game, same goes for kopernicus. Edited October 3, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 3, 2018 Author Share Posted October 3, 2018 South Lake (or if any one can find a better suiting name) Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted October 3, 2018 Share Posted October 3, 2018 (edited) @Eskandare Latitude and longitude? Also, is it really close or in the same place as an airport in KSR Airports? Also, can you please include a section with tarmac and maybe at least 1 terminal in the ariport like done in KSR Airports? Edited October 3, 2018 by Bottle Rocketeer 500 Quote Link to comment Share on other sites More sharing options...
banditsan Posted October 5, 2018 Share Posted October 5, 2018 On 9/12/2018 at 7:50 PM, Eskandare said: Update: New 4800x72m Runway for those go fast machines... When planning release this big one? Quote Link to comment Share on other sites More sharing options...
Operation Captain Viridian Posted October 8, 2018 Share Posted October 8, 2018 Can you make a version of this mod to be compatible with the Kerbin-Side Complete Continued Mod? This has so many cool features and bases i would like to see in the other mod an vice versa, mabey you could redevelop this as an expansion for that mod, possibly just having 2 version, One with just the revamped KSC and another one with all the other launch sites and bases found in this mod. Quote Link to comment Share on other sites More sharing options...
ss8913 Posted October 9, 2018 Share Posted October 9, 2018 a while back I posted .. I think here.. that I was going to make some code that can autogenerate a Kramax autopilot ILS flightplan for any arbitrary runway; It's done and it works. Find it in the Kramax forum if you use that mod and want to make custom autogen approaches for all these airports. That mod will land a plane accurately even with FAR, so.. it's a good combination. Some people seem to have problems with the trailing whitespace(?) which may be a windows issue.. if you have that problem just push enter at the end of the line or re-indent or whatever.. it's just python code so... anyway, dev & test on linux with python 2.x. Free to use, let me know if you like it. Makes KerbinSide a lot more useful, at least for myself Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 9, 2018 Author Share Posted October 9, 2018 (edited) Choose Your Path! Edited October 10, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
Nightside Posted October 9, 2018 Share Posted October 9, 2018 Amazing! Thanks!!! Quote Link to comment Share on other sites More sharing options...
banditsan Posted October 9, 2018 Share Posted October 9, 2018 Hi Eskandare, Is there any specific reason why your runway markings have collider? That is kinda issue as we all know how "happy" and bouncy some times is stock KPS landing gear, special smaller or non retractable. I noticed this after i put 1.6 scale 2500m runway Few screenshots: Spoiler All 1700m runways looks fine scaled or not. 2500m runways at stock scale have this problem and depending on marking its bit different. Some are like small pothole and some like small bump. Probably its just minor alignment but maybe you should make all markinks like runway numbert with no collider at all. Like this one: Im sure you will know better how to fix it. Im not 3D modeling person Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 9, 2018 Author Share Posted October 9, 2018 47 minutes ago, banditsan said: Hi Eskandare, Is there any specific reason why your runway markings have collider? That is kinda issue as we all know how "happy" and bouncy some times is stock KPS landing gear, special smaller or non retractable. I noticed this after i put 1.6 scale 2500m runway Few screenshots: {Ker'snipity!} This has been already fixed for the next version, the reason why that was happening is because the markings didn't have the same origin as the runway. All makings are inlay meshes (cut out) in the runway. The numbers float above to prevent Z-fighting when they are seen from a distance. Unfortunately due to the way the numbers' auto-course module works, they cannot be cut out of the runway. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 12, 2018 Author Share Posted October 12, 2018 Viaduct Sections Quote Link to comment Share on other sites More sharing options...
theonegalen Posted October 12, 2018 Share Posted October 12, 2018 Jeez, that's a big bridge. All we need now are @Ger_space to figure out how to magic placeable water features through the terrain decals. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 12, 2018 Author Share Posted October 12, 2018 (edited) 1 hour ago, theonegalen said: Jeez, that's a big bridge. All we need now are @Ger_space to figure out how to magic placeable water features through the terrain decals. He has placeable, just make a water cube transform and sink it into the location of the map decal. Edited October 12, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
theonegalen Posted October 13, 2018 Share Posted October 13, 2018 3 hours ago, Eskandare said: He has placeable, just make a water cube transform and sink it into the location of the map decal. But it would still be solid, am I correct? Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 14, 2018 Author Share Posted October 14, 2018 (edited) On 10/12/2018 at 5:41 PM, theonegalen said: But it would still be solid, am I correct? No there is a module in KK that makes a static of water. https://github.com/GER-Space/Kerbal-Konstructs/releases Quote internal Changed the Water-Floating StaticModule to use the CallBack StaticModule, so I have less duplicate code. So it's there. There should be an example model showing how to make it. Edited October 14, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
Araym Posted October 14, 2018 Share Posted October 14, 2018 On 10/2/2018 at 2:18 AM, Zah said: Huh, so the south airfield looks like this for me Oo. I had the same problem, back in the day. My solution was just to copy all the data of the MapDecal surface on top of the base is then made, and create a new one... Try to change the file "KK_MapDecal_KK_SouthField_MD.cfg" in ".../ExampleBases/SouthField" with this: // Generated by Kerbal Konstructs KK_MapDecal { Name = KK_SouthField_MD CelestialBody = Kerbin Latitude = -47.017058411167376 Longitude = -140.96494724740413 Radius = 1645 HeightMapName = K-Slope ColorMapName = None RemoveScatter = True UseAlphaHeightSmoothing = True UseAbsolut = True AbsolutOffset = 76.9291687 CullBlack = True HeightMapDeformity = 0 SmoothColor = 0 SmoothHeight = 0.125 Angle = 0 Order = 100000 } ... on my end resolved the issue. Quote Link to comment Share on other sites More sharing options...
Ger_space Posted October 16, 2018 Share Posted October 16, 2018 On 10/13/2018 at 2:41 AM, theonegalen said: But it would still be solid, am I correct? There are two flat water surface modules that can be used ( one round, one square) they are delivered within kk. Feel free to use them or build your own ones. The water body has to be a trigger collider, you can dive within the collider, but as soon you leave it you are in the air again, so make sure you make it deep enough so it reaches all way down to solid ground. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 16, 2018 Share Posted October 16, 2018 This mod seems to really be going places... now you have me dreaming of an additional KSC building called 'Construction' where it puts you into a build editor GUI and build/upgrade roads, runways, etc with funds. Quote Link to comment Share on other sites More sharing options...
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