Eaten by Black Hole Posted January 21, 2019 Share Posted January 21, 2019 Really cool! But i want to keep game stock as possible.Does this mod adds any parts? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 21, 2019 Share Posted January 21, 2019 24 minutes ago, Eaten by Black Hole said: Really cool! But i want to keep game stock as possible.Does this mod adds any parts? It adds statics for placement via Kerbal Konstructs. No parts. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 21, 2019 Share Posted January 21, 2019 Might be off topic but: does having a lot of statics affect performance? I thought it was scatterer or SVE, but I still have massive FPS problems after uninstallung it... about 10-20 FPS when trying to land my boosters. I thought it might be KK? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 21, 2019 Author Share Posted January 21, 2019 There were some minor collider issues with 2 pads.. so sorry! Here's a quick hotfix:Version 1.0.1 - Fixed colliders on TLC-41 and TLC-19 Download on Spacedock! 28 minutes ago, infinite_monkey said: Might be off topic but: does having a lot of statics affect performance? I thought it was scatterer or SVE, but I still have massive FPS problems after uninstallung it... about 10-20 FPS when trying to land my boosters. I thought it might be KK? What kind of system specs do you have? What FPS did you had before installing KK and KSC Extended? Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 21, 2019 Share Posted January 21, 2019 Running on Linux: Ryzen 5 2600, 16 GB RAM, Radeon RX 470 with 8 GB RAM. Since I have quite some mods installed, I only tested vanilla as a reference, I need to narrow down which mod the culprit is. I noticed some FPS drops when flying between 10000 and 30000 m, otherwise I had >50 FPS usually. Sometimes even over 100. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 21, 2019 Author Share Posted January 21, 2019 3 minutes ago, infinite_monkey said: Running on Linux: Ryzen 5 2600, 16 GB RAM, Radeon RX 470 with 8 GB RAM. Since I have quite some mods installed, I only tested vanilla as a reference, I need to narrow down which mod the culprit is. I noticed some FPS drops when flying between 10000 and 30000 m, otherwise I had >50 FPS usually. Sometimes even over 100. Not sure what is causing that. (tho I'm expert in AMD specs so not sure of your CPU is any good). Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 21, 2019 Share Posted January 21, 2019 OK, just wanted to know if KK is known to cause such issues. Thanks anyway. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 21, 2019 Author Share Posted January 21, 2019 Just now, infinite_monkey said: OK, just wanted to know if KK is known to cause such issues. Thanks anyway. KK by itself no, having many statics in one place maybe. Although a drop of 40-50fps is a lot and I doubt that's from KK Quote Link to comment Share on other sites More sharing options...
Eaten by Black Hole Posted January 22, 2019 Share Posted January 22, 2019 I cant make it work.Full list of required mods? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 22, 2019 Share Posted January 22, 2019 4 hours ago, Eaten by Black Hole said: I cant make it work.Full list of required mods? Pinging @damonvv in case I get any of this wrong... Anyway, first you need Kerbal Konstructs installed. Install the mod to your GameData folder, and then launch the game. Once you’re in your savegame, get a vessel to where you want the launchpad. Hit Ctrl-K and press the button at the top left that says something like ‘Spawn New Instance’. Scroll down until you find the Tundra Space Centre launchpad that you want, and select it. On the window that now appears, you can specify the position and rotation of the pad, and also tell Kerbal Konstructs what kind of building you want it to be (you’ll probably want to use it as a launchpad ) Have fun Quote Link to comment Share on other sites More sharing options...
Eaten by Black Hole Posted January 22, 2019 Share Posted January 22, 2019 3 minutes ago, RealKerbal3x said: Pinging @damonvv in case I get any of this wrong... Anyway, first you need Kerbal Konstructs installed. Install the mod to your GameData folder, and then launch the game. Once you’re in your savegame, get a vessel to where you want the launchpad. Hit Ctrl-K and press the button at the top left that says something like ‘Spawn New Instance’. Scroll down until you find the Tundra Space Centre launchpad that you want, and select it. On the window that now appears, you can specify the position and rotation of the pad, and also tell Kerbal Konstructs what kind of building you want it to be (you’ll probably want to use it as a launchpad ) Have fun Can i select launch pad on VAB? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 22, 2019 Share Posted January 22, 2019 10 minutes ago, Eaten by Black Hole said: Can i select launch pad on VAB? If you have the Making History expansion, you can use the launchsite switcher in that. If not, Kerbal Konstructs has its own switcher that defaults if the DLC is not installed. Quote Link to comment Share on other sites More sharing options...
Eaten by Black Hole Posted January 22, 2019 Share Posted January 22, 2019 4 minutes ago, RealKerbal3x said: If you have the Making History expansion, you can use the launchsite switcher in that. If not, Kerbal Konstructs has its own switcher that defaults if the DLC is not installed. I have Making History.As a KK noob,i want to thank you so much.It worked!But, which one is best for Falcon 9? LC 40 looks nice. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 22, 2019 Share Posted January 22, 2019 1 minute ago, Eaten by Black Hole said: I have Making History.As a KK noob,i want to thank you so much.It worked!But, which one is best for Falcon 9? LC 40 looks nice. I believe LC-39A is the pad that real SpaceX rockets launch from, but you can choose whichever one you like the most. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 22, 2019 Author Share Posted January 22, 2019 2 hours ago, RealKerbal3x said: I believe LC-39A is the pad that real SpaceX rockets launch from, but you can choose whichever one you like the most. LC-39A and LC-40 are both for SpaceX Rockets! 2 hours ago, Eaten by Black Hole said: I have Making History.As a KK noob,i want to thank you so much.It worked!But, which one is best for Falcon 9? LC 40 looks nice. Quote Link to comment Share on other sites More sharing options...
JebThrillMaster Posted January 22, 2019 Share Posted January 22, 2019 All of the launchpads are placed, but I don't see the launch towers? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted January 23, 2019 Share Posted January 23, 2019 4 hours ago, JebThrillMaster said: All of the launchpads are placed, but I don't see the launch towers? The only tower static included with Tundra's Space Center is the Titan II one; the Saturn and Shuttle ones shown in the pics are from my Modular Launch Pads v2 dev builds on my Github. I have a Falcon 9-style strongback too, but the one shown is @damonvv's. Quote Link to comment Share on other sites More sharing options...
Kerbex Posted January 24, 2019 Share Posted January 24, 2019 (edited) Hi, there seems to be an interesting conflict with OSE Workshop, AdvancedTextures, and Tundra's Space Center. It only happens with OSE Workshop installed, the latest one from Angel125, along with the dependencies for it. If I remove the TITANII_CLAMP as a part from this mod then it's fine, so I'm guessing it has something to do with either that part config or OSE Workshop. AdvancedTextures works fine and I can load up Omega's Stockalike Utility Vehicles with it, so I don't think it is AdvancedTextures. To replicate, install TSC (and KK), OSE Workshop (and the dependencies for it), AdvancedTextures. All on KSP 1.6.1. Edit: I might have figured out what the problem was, still testing, but it looks like the part config was set up to have a part within a part. This seems to work: Spoiler PART:NEEDS[AdvancedTextures] { name = TitanIIClamp module = Part author = Damon MODEL { model = TundraSpaceCenter/Parts/TITANII_CLAMP/TitanIIClamp scale = 1, 1, 1 } rescaleFactor = 1 NODE { name = node_stack_top transform = node_stack_top size = 3 method = FIXED_JOINT } node_attach = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = generalConstruction entryCost = 15000 cost = 5200 category = Structural subcategory = 0 title = Titan Launcher Platform manufacturer = Tundra Technologies description = Classic rockets need classic launchclamps. attachRules = 1,0,1,1,0 mass = 1000 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 100 breakingForce = 500000 breakingTorque = 500000 maxTemp = 2000 // = 3000 sound_decoupler_fire = activate stageOffset = 0 childStageOffset = 0 fuelCrossFeed = False bulkheadProfiles = size5, size3, srf stackSymmetry = 1 MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleAnimatedDecoupler ejectionForce = 0 staged = true explosiveNodeID = node_stack_top animationName = TITANCLAMPANI waitForAnimation = false layer = 1 } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_1 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_2 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_3 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_4 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_1 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_2 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_3 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_4 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_4_1 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_1_1 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = ksp_pad_sphereTank_diff _MainTex = BUILTIN:/ksp_pad_sphereTank_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_2 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_3 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_4 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_4_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_1_2 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_1_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_2_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_2_2 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_3_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_3_3 _MainTex = BUILTIN:/ksp_pad_pipes_diff } } Edited January 24, 2019 by Kerbex Quote Link to comment Share on other sites More sharing options...
ThiccRocketScientist Posted January 24, 2019 Share Posted January 24, 2019 Anyone know why after restarting my far away (not at KSC) placements get lifted up into the sky? Spoiler Quote Link to comment Share on other sites More sharing options...
Damon Posted January 24, 2019 Author Share Posted January 24, 2019 22 hours ago, Kerbex said: Hi, there seems to be an interesting conflict with OSE Workshop, AdvancedTextures, and Tundra's Space Center. It only happens with OSE Workshop installed, the latest one from Angel125, along with the dependencies for it. If I remove the TITANII_CLAMP as a part from this mod then it's fine, so I'm guessing it has something to do with either that part config or OSE Workshop. AdvancedTextures works fine and I can load up Omega's Stockalike Utility Vehicles with it, so I don't think it is AdvancedTextures. To replicate, install TSC (and KK), OSE Workshop (and the dependencies for it), AdvancedTextures. All on KSP 1.6.1. Edit: I might have figured out what the problem was, still testing, but it looks like the part config was set up to have a part within a part. This seems to work: Reveal hidden contents PART:NEEDS[AdvancedTextures] { name = TitanIIClamp module = Part author = Damon MODEL { model = TundraSpaceCenter/Parts/TITANII_CLAMP/TitanIIClamp scale = 1, 1, 1 } rescaleFactor = 1 NODE { name = node_stack_top transform = node_stack_top size = 3 method = FIXED_JOINT } node_attach = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = generalConstruction entryCost = 15000 cost = 5200 category = Structural subcategory = 0 title = Titan Launcher Platform manufacturer = Tundra Technologies description = Classic rockets need classic launchclamps. attachRules = 1,0,1,1,0 mass = 1000 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 100 breakingForce = 500000 breakingTorque = 500000 maxTemp = 2000 // = 3000 sound_decoupler_fire = activate stageOffset = 0 childStageOffset = 0 fuelCrossFeed = False bulkheadProfiles = size5, size3, srf stackSymmetry = 1 MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleAnimatedDecoupler ejectionForce = 0 staged = true explosiveNodeID = node_stack_top animationName = TITANCLAMPANI waitForAnimation = false layer = 1 } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_1 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_2 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_3 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_waterTower_diff_4 _MainTex = BUILTIN:/ksp_pad_waterTower_diff } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_1 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_2 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_3 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_4 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_4_1 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = model_vab_exterior_tile_04_roof_1_1 _MainTex = BUILTIN:/model_vab_exterior_tile_04_roof } MODULE { name = AdvancedTextures transforms = ksp_pad_sphereTank_diff _MainTex = BUILTIN:/ksp_pad_sphereTank_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_2 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_3 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_4 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_4_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_1_2 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_1_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_2_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_2_2 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_3_1 _MainTex = BUILTIN:/ksp_pad_pipes_diff } MODULE { name = AdvancedTextures transforms = ksp_pad_pipes_diff_3_3 _MainTex = BUILTIN:/ksp_pad_pipes_diff } } I made this config so if you don't have AdvancedTextures installed, you're not seeing the part. I don't use/or used OSE Workshop before so I'm not sure what is happening there. This is just a standard config that shouldn't break. 3 hours ago, ThiccRocketScientist said: Anyone know why after restarting my far away (not at KSC) placements get lifted up into the sky? Reveal hidden contents I would suggest asking @Ger_spaceabout it, but I assume you didn't make a group first before making that KSC. You need to create one first and then link those statics on it. Quote Link to comment Share on other sites More sharing options...
Kerbex Posted January 24, 2019 Share Posted January 24, 2019 (edited) 38 minutes ago, damonvv said: I made this config so if you don't have AdvancedTextures installed, you're not seeing the part. I don't use/or used OSE Workshop before so I'm not sure what is happening there. This is just a standard config that shouldn't break. Yes, I know it's just for if you have AdvancedTextures installed, so the :NEEDS for it. Take a look at the part config for TitanIIClamp, it is a part within a part.. ie something like PART:NEEDS[AdvancedTextures] { PART { } }. It only shows up in OSE Workshop because it produces part recipes and will (with the current part config for TitanIIClamp) freeze the game up in loading part recipes. Removing the additional part { } fixed the issue and it still is only seen with AdvancedTextures installed (still has the :NEEDS for it). Edited January 24, 2019 by Kerbex Quote Link to comment Share on other sites More sharing options...
Damon Posted January 25, 2019 Author Share Posted January 25, 2019 16 minutes ago, Kerbex said: Yes, I know it's just for if you have AdvancedTextures installed, so the :NEEDS for it. Take a look at the part config for TitanIIClamp, it is a part within a part.. ie something like PART:NEEDS[AdvancedTextures] { PART { } }. It only shows up in OSE Workshop because it produces part recipes and will (with the current part config for TitanIIClamp) freeze the game up in loading part recipes. Removing the additional part { } fixed the issue and it still is only seen with AdvancedTextures installed (still has the :NEEDS for it). @JadeOfMaar can you look into this please? Maybe I made a mistake but I can’t really follow hah Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted January 25, 2019 Share Posted January 25, 2019 (edited) Neat mod!!!!! Please do a ISRO PSLV launchpad and @AlphaMensae a PSLV launch tower that would be great too.!!! Edited January 25, 2019 by Nigel Cardozo Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 26, 2019 Share Posted January 26, 2019 Wait, did SpaceX just repaint the 39A launch tower black and white in order to match the Crew Dragon? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 26, 2019 Author Share Posted January 26, 2019 46 minutes ago, infinite_monkey said: Wait, did SpaceX just repaint the 39A launch tower black and white in order to match the Crew Dragon? Well, more for protection. But it looks cool! On 1/25/2019 at 5:15 PM, Nigel Cardozo said: Neat mod!!!!! Please do a ISRO PSLV launchpad and @AlphaMensae a PSLV launch tower that would be great too.!!! First one on the list is LC-17. Delta II pad. Quote Link to comment Share on other sites More sharing options...
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