Drew Kerman Posted September 12, 2019 Share Posted September 12, 2019 1 hour ago, damonvv said: Sure thing! Which towers are you referring to? The one from LC-39B or SLC40/41? didn't really notice a difference to be honest. I guess whichever are the tallest, because if needed I'd rather scale down than scale up, or start from the tallest if I do ever need to scale up Quote Link to comment Share on other sites More sharing options...
Damon Posted September 12, 2019 Author Share Posted September 12, 2019 (edited) 14 minutes ago, Drew Kerman said: didn't really notice a difference to be honest. I guess whichever are the tallest, because if needed I'd rather scale down than scale up, or start from the tallest if I do ever need to scale up The difference between them is that LC39B has 3 towers and 40 has 4 towers. But I will make them both available. Edited September 12, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 12, 2019 Share Posted September 12, 2019 12 hours ago, damonvv said: The difference between them is that LC39B has 3 towers and 40 has 4 towers. But I will make them both available. Oh I see what you're saying. I was thinking you meant the towers individually, because that's what I was talking about - I was just asking for *a* tower static, not a static composed of 3 or 4 towers. But, if it's easier for you to do it that way, then alright Quote Link to comment Share on other sites More sharing options...
Damon Posted September 13, 2019 Author Share Posted September 13, 2019 6 hours ago, Drew Kerman said: Oh I see what you're saying. I was thinking you meant the towers individually, because that's what I was talking about - I was just asking for *a* tower static, not a static composed of 3 or 4 towers. But, if it's easier for you to do it that way, then alright I’ll make it better, stay tuned! Quote Link to comment Share on other sites More sharing options...
SpeedShot7 Posted September 14, 2019 Share Posted September 14, 2019 How is the work going for making Boca Chica, and also are there any plans for including SpaceX's landing pads in the mod? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 14, 2019 Share Posted September 14, 2019 5 hours ago, SpeedShot7 said: How is the work going for making Boca Chica, and also are there any plans for including SpaceX's landing pads in the mod? On 8/11/2019 at 8:17 PM, RealKerbal3x said: You can get the SpaceX landing zones in this mod: Quote Link to comment Share on other sites More sharing options...
Operation_Blackbird Posted September 15, 2019 Share Posted September 15, 2019 Just incase anyone needs help finding the launchpads on the launchsite. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 26, 2019 Share Posted September 26, 2019 On 9/13/2019 at 1:34 AM, damonvv said: I’ll make it better, stay tuned! still tuned in. I can delay this longer but would preferably like to reveal these on Oct 9th Quote Link to comment Share on other sites More sharing options...
Damon Posted September 26, 2019 Author Share Posted September 26, 2019 7 hours ago, Drew Kerman said: still tuned in. I can delay this longer but would preferably like to reveal these on Oct 9th Sure. I am waiting on @Ger_space to fix a small issue I’m having regarding static switching. But shouldn’t be long now! Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 26, 2019 Share Posted September 26, 2019 @damonvv Just a little warning for you and @Omega482: this KSP Loading says that some of the stock KSC statics are having their textures improved, and since your mods use stock textures, 1.8 might break them. The fix should be pretty easy though. Quote Link to comment Share on other sites More sharing options...
Damon Posted September 26, 2019 Author Share Posted September 26, 2019 5 hours ago, RealKerbal3x said: @damonvv Just a little warning for you and @Omega482: this KSP Loading says that some of the stock KSC statics are having their textures improved, and since your mods use stock textures, 1.8 might break them. The fix should be pretty easy though. Not really. I think KK will break with the textures. So I have to wait on that first. But yeah the mod may work, but textures can be missing. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 26, 2019 Share Posted September 26, 2019 1 minute ago, damonvv said: Not really. I think KK will break with the textures. So I have to wait on that first. But yeah the mod may work, but textures can be missing. Yeah, fair enough. Quote Link to comment Share on other sites More sharing options...
Damon Posted September 27, 2019 Author Share Posted September 27, 2019 On 9/26/2019 at 4:29 AM, Drew Kerman said: still tuned in. I can delay this longer but would preferably like to reveal these on Oct 9th Little higher ress: https://i.imgur.com/hArLPaO.mp4 Are you fine with just a git repo or should I release it as an update? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 27, 2019 Share Posted September 27, 2019 4 minutes ago, damonvv said: Are you fine with just a git repo or should I release it as an update? either way works for me, whatever's easiest for you Quote Link to comment Share on other sites More sharing options...
Damon Posted September 28, 2019 Author Share Posted September 28, 2019 16 hours ago, Drew Kerman said: either way works for me, whatever's easiest for you They are on my github page. I kinda want to wait for KSP 1.8 before I publish a new update. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 28, 2019 Share Posted September 28, 2019 6 hours ago, damonvv said: They are on my github page. I kinda want to wait for KSP 1.8 before I publish a new update. Yup, that's understandable. I got them. Unfortunately I never thought to mention I'm still on KSP v1.5.1. I tried running the minimum required KK noted in the OP just to see if it would work but it didn't. Going to have to wait until I finally have time to update to the latest KSP later this year Quote Link to comment Share on other sites More sharing options...
Damon Posted September 28, 2019 Author Share Posted September 28, 2019 22 minutes ago, Drew Kerman said: Yup, that's understandable. I got them. Unfortunately I never thought to mention I'm still on KSP v1.5.1. I tried running the minimum required KK noted in the OP just to see if it would work but it didn't. Going to have to wait until I finally have time to update to the latest KSP later this year Oh dang! That's unfortunate. Not much I can do regarding 1.5.1 so I guess you have to wait Quote Link to comment Share on other sites More sharing options...
svcino Posted October 6, 2019 Share Posted October 6, 2019 On 9/28/2019 at 7:20 PM, damonvv said: They are on my github page. I kinda want to wait for KSP 1.8 before I publish a new update. no choice but gonna do it because little more support 1.7.3 to upgrade and wait 1.8 upgrade 2 more time Quote Link to comment Share on other sites More sharing options...
bcuzye Posted October 11, 2019 Share Posted October 11, 2019 Not gonna lie Tundra said there are gonna be the delta II launchpad so excited! Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted November 10, 2019 Share Posted November 10, 2019 Houston we have a problem It seems that with the 1.8,.1 update (and the recent update we with Kerbal Konstructs the launchpads that come with this mod somehow broke. They are not showing up in the launching site options nor when you go to them they are highlighted in Red.. I'm figuring it has something to do with the new coding with Unity or something but I cant put my finger on it, at least not yet. will have to investigate further. Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted November 11, 2019 Share Posted November 11, 2019 12 hours ago, Space_Coyote said: Houston we have a problem It seems that with the 1.8,.1 update (and the recent update we with Kerbal Konstructs the launchpads that come with this mod somehow broke. They are not showing up in the launching site options nor when you go to them they are highlighted in Red.. I'm figuring it has something to do with the new coding with Unity or something but I cant put my finger on it, at least not yet. will have to investigate further. Try opening the bases in the VAB KK launchsite selector/base manager. Quote Link to comment Share on other sites More sharing options...
Damon Posted November 13, 2019 Author Share Posted November 13, 2019 Currently updating all my statics. Should have a release ready this weekend! Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted November 15, 2019 Share Posted November 15, 2019 On 11/11/2019 at 5:18 AM, DJ Reonic said: Try opening the bases in the VAB KK launchsite selector/base manager. Well that's the issue.. I tried using the VAB KK tab and opened the launch site selector and I went to select TLC 39 and when I clicked "Open" nothing happened.. Same for the rest of the launch sites as well.. which means that something isn't interfacing with either the launchpads themselves and thus they are not allowing me to open them or something has changed in the KK which has changed this.. I fyou guys want, I can show you what I did and you'll all get the same results.. 1 Went to VAB 2. Opened the KK Button 3 Went to the launch site selector went down to the tab Marked TLC 39 4. then went to the open button on top clicked it, and .. nothing. And this is where the issue lies as Either KK or the actual launch padds are not "Talking to one another" Space_Coyote Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted November 15, 2019 Share Posted November 15, 2019 11 hours ago, Space_Coyote said: Well that's the issue.. I tried using the VAB KK tab and opened the launch site selector and I went to select TLC 39 and when I clicked "Open" nothing happened.. Same for the rest of the launch sites as well.. which means that something isn't interfacing with either the launchpads themselves and thus they are not allowing me to open them or something has changed in the KK which has changed this.. I fyou guys want, I can show you what I did and you'll all get the same results.. 1 Went to VAB 2. Opened the KK Button 3 Went to the launch site selector went down to the tab Marked TLC 39 4. then went to the open button on top clicked it, and .. nothing. And this is where the issue lies as Either KK or the actual launch padds are not "Talking to one another" Space_Coyote Interesting... I had the red launch sites, too. I figured out how to open them and that fixed it. The only other thing I can suggest without being a mod dev is to remove and reinstall the mods, then try again. Quote Link to comment Share on other sites More sharing options...
Damon Posted November 15, 2019 Author Share Posted November 15, 2019 11 hours ago, Space_Coyote said: Well that's the issue.. I tried using the VAB KK tab and opened the launch site selector and I went to select TLC 39 and when I clicked "Open" nothing happened.. Same for the rest of the launch sites as well.. which means that something isn't interfacing with either the launchpads themselves and thus they are not allowing me to open them or something has changed in the KK which has changed this.. I fyou guys want, I can show you what I did and you'll all get the same results.. 1 Went to VAB 2. Opened the KK Button 3 Went to the launch site selector went down to the tab Marked TLC 39 4. then went to the open button on top clicked it, and .. nothing. And this is where the issue lies as Either KK or the actual launch padds are not "Talking to one another" Space_Coyote KK still has some problems. We are working hard to fix them all. Quote Link to comment Share on other sites More sharing options...
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