Hotel26 Posted September 24, 2022 Share Posted September 24, 2022 On 1/24/2021 at 1:34 AM, Caerfinon said: Hazard Shallows Naval Air Station Hopefully, I have the right topic for this... Is it my imagination or is the runway missing from this airport? (If anyone has a suggestion for which kind of runway was here originally, I can add it back myself.) Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 24, 2022 Share Posted September 24, 2022 14 minutes ago, Hotel26 said: is the runway missing from this airport I landed there just recently. In GameData\KerbinSideRemastered\Statics\ExampleBases\HazardShallows there should be a file called KK_1700m_runway-instances.cfg and it should look like this // Generated by Kerbal Konstructs STATIC { pointername = KK_1700m_runway Instances { UUID = 15637e7c-911c-450c-9dbf-9692d48b2cce CelestialBody = Kerbin RelativePosition = -556.147095,309.984985,1423.61499 Orientation = 0,344.999908,0 isScanable = False ModelScale = 1 VisibilityRange = 25000 Group = HazardShallows GrasColor = 1.05275154,1.02485251,0.760320544,1 GrasTexture = BUILTIN:/SandyGround LaunchSite { FacilityType = KKLaunchSite OpenCost = 500000 CloseValue = 5000 FacilityName = LaunchPadTransform = runway_spawn LaunchSiteName = Hazard Shallows LaunchSiteAuthor = Eskandare LaunchSiteType = SPH LaunchSiteDescription = Hazard Shallows is a small naval air station in the far East... or is it West? Err... It's locaed South of the Great Kerbin Crater. LaunchSiteLength = 65 LaunchSiteWidth = 72 LaunchSiteHeight = 72 MaxCraftMass = 80 MaxCraftParts = 0 InitialCameraRotation = 90 ILSIsActive = False ToggleLaunchPositioning = False OpenCloseState = Closed LaunchSiteIsHidden = False Category = Runway } } } Quote Link to comment Share on other sites More sharing options...
Hotel26 Posted September 24, 2022 Share Posted September 24, 2022 (edited) OK, I see I have never had runways for NyeIsland, Polar_Alpha, HazardShallows, Harvester or SandyIsland. tl;dr Spoiler Pasting your code does not repair things. I have however been able to place my own 1700m runways. I am probably going to have to snapshot KerbinSideRemastered and then re-install it. Then re-apply my custom edits, but this time, write a script to automate that process. (The C-k list of instances does not show the runway at all, so it somehow did not get connected into the data structures.) I may also first insert a 1700m runway here and then hand-edit it with any specifics from your .cfg above. If that works, I can always install the latest KSR elsewhere and then pull the details... By the way, I desperately wish for a 600m (1830') paved runway... Thanks for the help! EDIT: I wonder if this is because there is of some kind of renaming of KK_1700m_runway to KK_1700m_C_runway, or vice versa? Yes, renaming the 'pointername' from 'KK_1700m_runway' to 'KK_1700m_C_runway' fixes it. I may have gotten unlucky in the far past with the timing of the KSR download...? Problem Solved. Edited September 24, 2022 by Hotel26 Quote Link to comment Share on other sites More sharing options...
Future Astronaut Posted September 24, 2022 Share Posted September 24, 2022 @Eskandare With Parallax 2, The Kerbin Side Remastered runways are covered with objects such as cacti. Can you release an update that removes the Parallax 2 scatter in those areas? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 24, 2022 Share Posted September 24, 2022 2 hours ago, Future Astronaut said: Can you release an update that removes the Parallax 2 scatter in those areas? 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. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 22, 2022 Author Share Posted October 22, 2022 Kerbin Side Remastered updates: Progress still continues on updating statics to current standards, new statics require rework and testing. Progress is slow at the moment. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted October 22, 2022 Share Posted October 22, 2022 1 minute ago, Eskandare said: new statics require rework and testing Will you be changing to location and orientation of runways? If so I'd welcome an advance peak a couple of days before release to rework flightplan/waypoint information for the KSRGAP contracts. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted October 22, 2022 Author Share Posted October 22, 2022 3 minutes ago, Caerfinon said: Will you be changing to location and orientation of runways? If so I'd welcome an advance peak a couple of days before release to rework flightplan/waypoint information for the KSRGAP contracts. Oh no, I'm keeping the runways as they are, if anything there will be a couple more runways added. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted October 22, 2022 Share Posted October 22, 2022 Cool! New runways are easy to add without having to redo contracts. Looking forward to seeing it all! Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted October 23, 2022 Share Posted October 23, 2022 Will this work with a 2.5x Rescale? Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 23, 2022 Share Posted October 23, 2022 whats different between this and this? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 23, 2022 Share Posted October 23, 2022 23 minutes ago, xD-FireStriker said: whats different between this and this? This is the basis and a requirement for @Caerfinons contract pack. The life Aquatic uses statics from this and other mods to create the environment the contracts are set in. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted October 23, 2022 Share Posted October 23, 2022 50 minutes ago, xD-FireStriker said: whats different between this and this? 24 minutes ago, ColdJ said: The life Aquatic uses statics from this and other mods to create the environment the contracts are set in. Kerbin Side Remastered is the world environment. The Life Aquatic is my attempt to provide players with things to do in that world's oceans. My other mods of that do the same for airplanes are listed in my signature. Fly safe. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 23, 2022 Share Posted October 23, 2022 21 minutes ago, Caerfinon said: Kerbin Side Remastered is the world environment. The Life Aquatic is my attempt to provide players with things to do in that world's oceans. My other mods of that do the same for airplanes are listed in my signature. Fly safe. i see good job, i cant read lol. i will give it a look since under water exploration would be very cool Quote Link to comment Share on other sites More sharing options...
panarchist Posted October 26, 2022 Share Posted October 26, 2022 On 10/23/2022 at 1:00 AM, The Dressian Exploder said: Will this work with a 2.5x Rescale? You may encounter issues with statics being above or below the terrain. I play with a 2.667x rescale (JNSQ is that scale), and I've had to adjust the altitude and/or location of statics at almost every base. Plus a couple like Uberdam needed extensive work to look right. The good thing is it'll give you plenty of experience working with KK. Quote Link to comment Share on other sites More sharing options...
lucius57 Posted November 1, 2022 Share Posted November 1, 2022 Does anyone have or can create a configuration file to fix the placements of my buildings? My KSP is 2.5x larger so everything is rearranged. I'm quite lazy and this looks VERY tedious. Anything is appreciated! https://www.dropbox.com/scl/fo/ucrlcbwks2nwpsmzs4zby/h?dl=0&rlkey=yu3hy8d97o2934h2ju0utr1cm Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted November 25, 2022 Share Posted November 25, 2022 On 7/31/2021 at 6:22 AM, Eskandare said: Here is a preview of what will be added to the next version of Kerbin Side Remastered. I present the Ocean Odyssey Launch Platform. This model was originally in the Oceania addon for the original Kerbin Side mod. @EskandareHate to pester, but any updates on this? Would be great for Equatorial launches not at the KSC Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted December 3, 2022 Share Posted December 3, 2022 On 11/24/2022 at 11:57 PM, Aussie Toad Stool said: @EskandareHate to pester, but any updates on this? Would be great for Equatorial launches not at the KSC It totally seems to be working just fine. Quote Link to comment Share on other sites More sharing options...
BSS_Snag Posted December 3, 2022 Share Posted December 3, 2022 3 hours ago, SkyFall2489 said: It totally seems to be working just fine. I meant the specific part, not the mod. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 26, 2022 Share Posted December 26, 2022 (edited) Is it compatible with KSC Extended or have I to reconfigure configs? Edited December 26, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 26, 2022 Share Posted December 26, 2022 Just now, Rakete said: Is it compatible with KSC Extended They are compatible. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 26, 2022 Share Posted December 26, 2022 Just now, Caerfinon said: They are compatible. So the KSC-extensions from kerbinside remastered do not create a chaos with KSC extended, right? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 26, 2022 Share Posted December 26, 2022 You can install both of them together. The KSR hangers do not interfere with KSC placements. You can also add KSC Harbor to add a port and roadways that integrate with both as well. Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 26, 2022 Share Posted December 26, 2022 Will try it tomorrrow. Is there a map, where to find those new Airports and launchsites? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 26, 2022 Share Posted December 26, 2022 47 minutes ago, Rakete said: Is there a map, where to find those new Airports and launchsites? See the map here. Quote Link to comment Share on other sites More sharing options...
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