Jump to content

Kerbin Side Remastered [1.0.1] [1.7.3]


Eskandare

Recommended Posts

8 minutes ago, giovajoker said:

Hy guys, is there somewhere a list of all the bases present in this mod? Because I can only see 5 Launchsites (for rockets) including the stock ones... I remember that the old Kerbinside mod featured a lot more launchsites... Can someone point me in the right direction?

First, did you download the mod from spacedock, or Github? the Github version is out of date, and does not have all the bases, so if you've got the github version, go get the version from space dock. I made that mistake took forever to figure out what I did wrong.

second, depending on your settings you have to find the bases and pay to open them before you can use them as launch sites. There is a world map a few pages back with all the launch site locations if you don't want to take the time to explore and find them all.

Link to comment
Share on other sites

@giovajokerThe list of bases is as follows;  (Some are hidden by the default mod setting)

Island Airfield
Kola Island Naval Air Station
Jeb's Junkyard and Spaceship Parts
Cape Kerman Space Center
Sandy Island Naval Air Station
Kerman Atoll Launch Facility
Meeda Naval Air Station
Kojave Sands Launch Facility
Desert Airfield
Polar Research Alpha
Baikerbanur Inland Kerbal Space Center
South Field Airfield
Harvester Airfield
Uberdam Airfield
Kamberwick Green Airfield
Kermundsen Research Station
South Lake Airfield
Hazard Shallows Naval Air Station
Dununda Airport
Round Range Airfield
Nye Island Field
Top Secret Area 15

The map can be seen here : Kerbin Side Remastered Airport Map

Link to comment
Share on other sites

  • 1 month later...
On 1/23/2021 at 11:23 AM, vardicd said:

Hm... no runway.....

What's your "Terrain Detail" set to in KSP Settings?  The terrain looks to be a slightly different height than in other screenshots of that area. Kerbal Konstructs has a "snap to terrain" feature when building / modifying packs, and if it's close enough to the surface, some Terrain Detail settings can cause the terrain to be higher than the KK statics. You might try adjusting the setting up or down.

Link to comment
Share on other sites

On 1/23/2021 at 1:23 PM, vardicd said:

Hm... no runway.....

oUiK46A.jpg

No problem. 

Nk8xfAC.jpg

 

:D:D:D:D:D:D:D:D Just because I wondered if I could.

8 hours ago, panarchist said:

What's your "Terrain Detail" set to in KSP Settings?  The terrain looks to be a slightly different height than in other screenshots of that area. Kerbal Konstructs has a "snap to terrain" feature when building / modifying packs, and if it's close enough to the surface, some Terrain Detail settings can cause the terrain to be higher than the KK statics. You might try adjusting the setting up or down.

This base is a heliport only, there was never a runway intended to be here. I was basically just cracking a "I landed a plane on the dock because I could" joke, since it wasn't meant to have planes landing at this base.

Link to comment
Share on other sites

9 hours ago, vardicd said:

This base is a heliport only, there was never a runway intended to be here. I was basically just cracking a "I landed a plane on the dock because I could" joke, since it wasn't meant to have planes landing at this base.

Ah - I thought this was related to the messages a page or so back - different base, similar terrain.  2+2=7.   :D

Link to comment
Share on other sites

So I've been playing with this mod and the GAP contract pack that goes with it and I'm liking it so far.

But I have some questions and because I don't know what is WIP, what is a bug and what is stuff I'm doing wrong, I'll just  ask my questions and hopefully ppl smarted than me can tell me what/who is the problem.

1. First I'm not sure I'm getting the advantage of "opening" a base. For example, one of the first bases you get a contract to fly to is Kola Naval Station. It cost iirc 150,000 to open and I don't seem to get anything for that except I can launch from a runway a stones throw away from the KSC. Am I understanding this right? I expected I would gain access to new buildings that would give me more science/min or funds/min or something. I thought maybe it was an anomaly until I flew to Cape Kerman which appears to be a large launch site complete with astronaut complexes, R&D, Tracking stations and a large golden statue of a famous Kerbal, but again I don't seem to get anything for my money except a new launchsite that is arguable worst than the KSC (non equatorial). Is this just b/c these are the closest bases to the KSC and facilities will improve the further out I travel, have the new buildings just not been implemented yet, is this just not working right for me, am I not using it right or am I expecting more from this than was promised?

 

2. Hopefully a simpler question, or maybe not... I don't understand how the ILS works. I turn on the landing assist and I get 3 horizontal bars over my craft and a matching set of horizontal bars over the beginning of the runway. The two sets of bars seem to increase in length as I approach the runway but how am I supposed to use them to help me land? I also sometimes get a green line telling me if I'm aligned with the centre of the runway which is helpful but I get the feeling the horizontal indicators are supposed to be used for more than telling me how far away I am, I just don't know, and can't work out how I'm supposed to use them properly.

I'm hoping someone can fill me in on what the deal is with these issues, or at least point me to where I can read/research to get the answers.

 

Oh and PS, I'm also using the new Parallax mod (so cool) and found that the new terrain from Parallax covers parts of Jeb's Junkyard and causes big problems trying to land there on crap 1st tier landing gear. Manually raising the alt of the runway and associated buildings and structures by 2-3 meters fixed the issue, just in-case anyone else encounters similar issues with Parallax.

 

Edited by Coyote21
Link to comment
Share on other sites

  • 3 weeks later...
On 3/15/2021 at 2:07 AM, Coyote21 said:

First I'm not sure I'm getting the advantage of "opening" a base

the bases need to be "opened" to launch vessels from there or store vessels inside hangers located there. If not using this feature or the business/research features of other bases, there isn't really a point to opening them.

The contract pack does not require the bases to be opened to use.

On 3/15/2021 at 2:07 AM, Coyote21 said:

I don't understand how the ILS works

I don't really use the built in feature. The contract pack has support for the NavUtil mod which I find to be a more useful navigation tool.

Link to comment
Share on other sites

16 minutes ago, Caerfinon said:

I don't really use the built in feature. The contract pack has support for the NavUtil mod which I find to be a more useful navigation tool.

Yah that's what I'm using too now, my curiosity is still craving an answer on how to use the other KK LSI instead though, even just for understanding. 

16 minutes ago, Caerfinon said:

If not using this feature or the business/research features of other bases

I guess that is what I was expecting, but couldn't find. There were no facilities to store vessels, or business or research, all I was getting was fuel trucks. So, you have answered that question for me, I should have had access to these, so something was not right.

Unfortunately, in the last few days I have switched to doing a JNSQ playthrough., and I don't think this is compatible with JNSQ? But now I know for next time, I'll need to do the install more carefully.

BTW, the business and research facilities DO work for me in JNSQ, so I must have done that install right, and I suspect I know which bit I missed in the KSR install (Omega's Stockalike Structures). I'm not sure, but I suspect I missed this in the KSR install, incase someone else finds they are missing the same facilities.....

 

Oh and PS @Caerfinon the JNSQ GAP contract pack is missing some of the cool fly to this base and negotiate landing rites contracts that I liked so much from KSR GAP so if your in the mood, a new contract pack with new JNSQ compatible contracts would be nice.

Edited by Coyote21
Link to comment
Share on other sites

21 minutes ago, Coyote21 said:

so if your in the mood, a new contract pack with new JNSQ compatible contracts would be nice.

the new v2 code is fairly adaptable to making the port. I will give some thought to installing a JNSQ sandbox and see how feasible it would be.

Link to comment
Share on other sites

I added a bunch of new airstrips to Kerbin Side Remastered in a new mod on Spacedock: Kerbin Side Remastered Gap Extras  (available on CKAN)

20 new places to fly to and buy really expensive fuel ;p

@John007qwe I getting those since to. Id doesn't seem to have impacted and of the sites in the mod.

Edited by Caerfinon
Link to comment
Share on other sites

  • 2 weeks later...
On 4/27/2018 at 1:35 PM, Eskandare said:

Kerbin Side Remastered

i5aJsAt.png

This is the revision of the Classic Kerbin Side mod made by forum user AlphaAsh. The entirety of the mod was recreated from the ground up. This mod uses many of the new features within Kerbal Konstructs. Kerbin Side Remastered features stock-alike structures and runways, functioning landing systems for runways, and resource friendly assets. 

 DOWNLOAD From:

 i5VRmjK.png     sLf6SwI.png

This mod requires the installation of Kerbal Konstructs. You can find it HERE

  Reveal hidden contents

 

 

Breakdown of included Features:

 

  • All new stock-alike structures and launch sites.
  • Working landing aids, Precision Approach Path Indicator, and KK ILS/NGS system
  • -Taxiways
  • -Automatic Numbering Runways
  • -Structures made in a modular triangle and hex system, to make launch sites in any configuration.
  • -Day Night Animations
  • -Dish Animations
  • -System resource friendly assets.
  • -Balanced game play with stock KSP
  • -Discoverable airfields and launch sites.
  • -Hidden Easter Eggs! Anomalies!

And more to come soon!

Special Thanks and Attribution:

  •  @Lack for permission to use some of his models.
  •  @Ger_space for his amazing work with Kerbal Konstructs, adding new modules, and just putting up with me in general.
  •  @Omega482 for his help, resources, and KSC specs.

Here is an album showing how I make the stock alike structures: Making KSP Structures

Frequently Asked Questions:

  • Q: Why are there so many errors? A: Those are just warnings telling you that assets are not found in the GameData folder. I assure you this is normal. Kerbal Konstructs assigns the 'Built-in" textures to the meshes. Built-in textures are the ones included with Kerbal Space Program. The PhysX errors are normal too. KSP is trying to apply a convex mesh to a 2D plane (the face of a wall). Kerbal Konstructs overrides the mesh collider making it behave like a box collider. None of these errors are game breaking and are merely warnings asking if the properties of the model is ok. 
  • Q: Does this work with the old Kerbin Side?    A: No, this is meant to be an entirely new replacement to the old Kerbin Side.
  • Q: Does this work with 'X' planet mod?   A: Kerbin Side Remastered is designed for Stock KSP. As there are many Planet mods it's too time consuming create KSR for each one. I haven't tested it yet but KSR may work with planet resize mod, use at your own risk.
  • Q: The old Round Range is over the new one?   A: The older version of the Kerbal Konstructs plugin includes the old statics for the old Round Range. To fix this delete the Statics folder from Kerbal Konstructs. Future releases of Kerbal Konstructs will have the old KS buildings migrated to the legacy Kerbin Side mod. I strongly recommend updating to the current version. (This is no longer an issue with the current version of Kerbal Konstructs) Additionally Kerbin Side Remastered isn't designed to work with Kerbin Side Classic.
  • Q: Is the old Kerbin Side locations in this mod?  A: Only a remake of Round Range and Sandy Island are locations from the old Kerbin Side at the moment. New locations were made for this mod, some hidden. A few more of the old locations are planned for future release.
  • 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.

Change Log:


Version 1.0.1

Minor Update:
- Fixed Harvester Airfield runway position.
- Fixed texel density of a few statics.
- Added new airport 'Dununda'


Version 1.0.0

- Reworked much of the models. 
- Better Runways
- Better Taxiways
- Created many new stock alike buildings.
- Stock alike static ground vehicles. 
- More anomalies (gotta have stuff to discover.)
- More Bases

- Added Mini AVC
- Change License to Creative Commons 4.0. 


Version 0.90.1.1

- Initial release

 

License:

 

 

 

ello i have question, i have downloaded this mod in ksp 1.11 and the main KSC hasnt really change theres just a weird triangle to the left of the runway i dont know if this does not work in this version since it is 1.9.0  i assumed it is or if the main KSC isnt supposed to change or if im doing something wrong or possible its Kerbol constructs in the wrong version but ill ask here first

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...