RealKerbal3x Posted August 6, 2019 Share Posted August 6, 2019 2 hours ago, Fetra said: Well , i found the problem , it just not works with ModuleManager 4.0.2 But it works fine with MM 4.0.1 ! Weird, MM 4.0.2 works fine for me. Are you running any other mods that might affect KSC Extended? Link to comment Share on other sites More sharing options...
Fetra Posted August 6, 2019 Share Posted August 6, 2019 6 hours ago, RealKerbal3x said: Weird, MM 4.0.2 works fine for me. Are you running any other mods that might affect KSC Extended? No i Always test mods alone before add it with other . Link to comment Share on other sites More sharing options...
dylsh Posted August 6, 2019 Share Posted August 6, 2019 I see on the OP you have plans in the future for GPP support. Will this also hold true for the newer JNSQ? Link to comment Share on other sites More sharing options...
Damon Posted August 7, 2019 Author Share Posted August 7, 2019 14 hours ago, dylsh said: I see on the OP you have plans in the future for GPP support. Will this also hold true for the newer JNSQ? I think I will drop GPP and move it to JNSQ. Most of the work to support JNSQ is already done. Just need to tweak a few things! Link to comment Share on other sites More sharing options...
ThatGamerFTW Posted August 8, 2019 Share Posted August 8, 2019 (edited) All dependencies installed, I'm running RSS and RO plus KSC switcher. Is there a known incompatibility(ies) because there are no new statics at the launch site. Edited August 8, 2019 by ThatGamerFTW typo Link to comment Share on other sites More sharing options...
Damon Posted August 9, 2019 Author Share Posted August 9, 2019 9 hours ago, ThatGamerFTW said: All dependencies installed, I'm running RSS and RO plus KSC switcher. Is there a known incompatibility(ies) because there are no new statics at the launch site. KSC Switcher might be the problem. Because that one doesn’t move the buildin group Link to comment Share on other sites More sharing options...
ThatGamerFTW Posted August 9, 2019 Share Posted August 9, 2019 9 hours ago, damonvv said: KSC Switcher might be the problem. Because that one doesn’t move the buildin group Uninstalled KSC Switcher still no statics Link to comment Share on other sites More sharing options...
Damon Posted August 9, 2019 Author Share Posted August 9, 2019 6 hours ago, ThatGamerFTW said: Uninstalled KSC Switcher still no statics I never used RSS/RO so I really don't know why this is happening. Link to comment Share on other sites More sharing options...
ThatGamerFTW Posted August 9, 2019 Share Posted August 9, 2019 23 minutes ago, damonvv said: I never used RSS/RO so I really don't know why this is happening. I haven't read your configs yet but could the locations of the statics be wrong with them being within the scaled up kerbin and also at the wrong lat and long since the Kennedy Space Center is moved relative to the old KSC. Link to comment Share on other sites More sharing options...
Damon Posted August 10, 2019 Author Share Posted August 10, 2019 10 hours ago, ThatGamerFTW said: I haven't read your configs yet but could the locations of the statics be wrong with them being within the scaled up kerbin and also at the wrong lat and long since the Kennedy Space Center is moved relative to the old KSC. They are all grouped to the build-in KSC group. I don't know if RO moves the KSC and if it also moves the group. It works perfectly fine for my normal 2.7x scaled kerbin system. Link to comment Share on other sites More sharing options...
Zorg Posted August 10, 2019 Share Posted August 10, 2019 11 hours ago, ThatGamerFTW said: I haven't read your configs yet but could the locations of the statics be wrong with them being within the scaled up kerbin and also at the wrong lat and long since the Kennedy Space Center is moved relative to the old KSC. IF the default coordinates of the space centre is different in RSS (I guess it is) I wouldnt expect it to work out of the box. Galileos planet pack has the same issue. You could try doing something similar to what I did in my post back when I used to play GPP (rescaled too). Link to comment Share on other sites More sharing options...
ThatGamerFTW Posted August 10, 2019 Share Posted August 10, 2019 @Zorg @damonvv Thanks will try to edit the configs now. I really should have read all of the replies because it would make sense that the statics exist but are at the relative coords of the old non moved KSC. Thanks for the help I'll let you know if it works also i could provide the configs you need for RSS compatibility. (Only if it works) Link to comment Share on other sites More sharing options...
ThatGamerFTW Posted August 11, 2019 Share Posted August 11, 2019 New update edited the configs however i think the issue might also be with KerbalKonstructs because the add static menu does not come up with CTRL K or ALT K. I'll keep tinkering and will let you all know. Link to comment Share on other sites More sharing options...
madindehead Posted August 16, 2019 Share Posted August 16, 2019 On 8/6/2019 at 1:49 PM, Fetra said: This combined with ksc ++ and Kerbin Side Hide contents I love it !!!!!! This is running with KSC ++? I thought it wasn't supported Link to comment Share on other sites More sharing options...
Damon Posted August 17, 2019 Author Share Posted August 17, 2019 16 hours ago, madindehead said: This is running with KSC ++? I thought it wasn't supported It's not, but you can always try and remove some statics if they clip other buildings etc. It won't support it out of the box but if you tweak things yourself you can make everything work Link to comment Share on other sites More sharing options...
Insanity_BK Posted August 18, 2019 Share Posted August 18, 2019 does this mod tend to add lag to KSP? I installed this mod (along with a lot of other mods) and when I go to the launchpad it lags my game really bad. Why? Link to comment Share on other sites More sharing options...
Insanity_BK Posted August 18, 2019 Share Posted August 18, 2019 I would be at the launchpad and get 5 fps, no matter what craft. In orbit it also lags. I installed: reDIRECT, HabTech2, KIS, Insight, Bluedog Design Bureau, Restock, Shuttle Orbiter Construction Kit, Modular Launch Pads, Tundras Space Center, Omegas Stockalike Structures, Kerbal Konstruct, Research Bodies, KSC Extended, Infernal Robotics NEXT, Janitors Closet, Reentry Partical Effect, Orbital Survey Planets, Tarsier Space Tech Can these mods lag my game? Or is it just KSC Extended? Link to comment Share on other sites More sharing options...
Insanity_BK Posted August 19, 2019 Share Posted August 19, 2019 nvm, i have tested the game without KSC Extended and it still lags! Link to comment Share on other sites More sharing options...
Damon Posted August 22, 2019 Author Share Posted August 22, 2019 On 8/19/2019 at 1:30 AM, Insanity_BK said: I would be at the launchpad and get 5 fps, no matter what craft. In orbit it also lags. I installed: reDIRECT, HabTech2, KIS, Insight, Bluedog Design Bureau, Restock, Shuttle Orbiter Construction Kit, Modular Launch Pads, Tundras Space Center, Omegas Stockalike Structures, Kerbal Konstruct, Research Bodies, KSC Extended, Infernal Robotics NEXT, Janitors Closet, Reentry Partical Effect, Orbital Survey Planets, Tarsier Space Tech Can these mods lag my game? Or is it just KSC Extended? On 8/19/2019 at 11:02 PM, Insanity_BK said: nvm, i have tested the game without KSC Extended and it still lags! So I guess it's not KSC Extended? Link to comment Share on other sites More sharing options...
Barzon Posted August 22, 2019 Share Posted August 22, 2019 @Insanity_BK its probably your computer. Link to comment Share on other sites More sharing options...
Insanity_BK Posted August 23, 2019 Share Posted August 23, 2019 5 hours ago, damonvv said: So I guess it's not KSC Extended? It is not 2 hours ago, Barzon Kerman said: @Insanity_BK its probably your computer. my computer is fine, it was a insight lander mod Link to comment Share on other sites More sharing options...
Mekan1k Posted August 23, 2019 Share Posted August 23, 2019 Kerbal Konstructs just updated, and I think it disappeared your version of the spaceport. As a request can you make a modification so that it is compatible with Kerbin-Side Complete? So that ALL the buildings work together? Link to comment Share on other sites More sharing options...
Aerospacer Posted August 23, 2019 Share Posted August 23, 2019 (edited) 9 hours ago, Mekan1k said: Kerbal Konstructs just updated, and I think it disappeared your version of the spaceport. As a request can you make a modification so that it is compatible with Kerbin-Side Complete? So that ALL the buildings work together? I investigated this question in June. Yes, this mod can be easily adapted to KerbinSide Complete (or Continued) compatibility, you just need to move several groups of trees and to remove big hangars. Everyone can do this even manually, through the KK editor menu. Edited August 23, 2019 by Aerospacer typo Link to comment Share on other sites More sharing options...
Ger_space Posted August 23, 2019 Share Posted August 23, 2019 14 hours ago, Mekan1k said: Kerbal Konstructs just updated, and I think it disappeared your version of the spaceport. As a request can you make a modification so that it is compatible with Kerbin-Side Complete? So that ALL the buildings work together? I need logs for that. Link to comment Share on other sites More sharing options...
madindehead Posted August 24, 2019 Share Posted August 24, 2019 On 8/17/2019 at 11:25 AM, damonvv said: It's not, but you can always try and remove some statics if they clip other buildings etc. It won't support it out of the box but if you tweak things yourself you can make everything work I did check it around a week ago, and it needs a fair few tweaks to get KSC++ to work with KSC Extended (railway line cuts through a lot of stuff) so I'm leaving it for now. Link to comment Share on other sites More sharing options...
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