ColdJ Posted August 13, 2021 Share Posted August 13, 2021 (edited) Custom Prelaunch Checks is a dependency of KK and is included in the Original versions. If you don't put it in the GameData folder then KK will not come up to be interacted with in game. This has been a community announcement. I do not have any input into the developement of this mod. Edited August 13, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted August 13, 2021 Share Posted August 13, 2021 22 minutes ago, ColdJ said: Community Prelaunch Checks Custom Prelaunch Checks Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 13, 2021 Share Posted August 13, 2021 (edited) 2 minutes ago, OrdinaryKerman said: Custom Prelaunch Checks Doh!!!!! Edited now. Edited August 13, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 13, 2021 Share Posted August 13, 2021 2 minutes ago, OrdinaryKerman said: Custom Prelaunch Checks 1 minute ago, ColdJ said: Doh!!!!! Quote Link to comment Share on other sites More sharing options...
Spike88 Posted August 13, 2021 Share Posted August 13, 2021 I'm having an issue modifying KK items. Whenever I click on them I get a gray box where the editing box should be. I also don't get the editing options. I also can't close the KK menu once open. I need to modify the position of the Kerbinside stuff because it doesn't scale properly on a 2.5 system, but I'm unable to. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 14, 2021 Share Posted August 14, 2021 2 hours ago, Spike88 said: I'm having an issue modifying KK items The in-game KK edit feature does not currently work in KSP 1.12.x. If you want to edit the statics currently the only way is to have a KSP 1.11.2 install (or lower) and edit your KK statics there. You can then copy your changes to a KSP 1.12.x instance and they will display normally and their facilities and launch sites will work as normal. Until an update is released supporting KSP 1.12.x this is where it stands. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted August 14, 2021 Share Posted August 14, 2021 13 minutes ago, Caerfinon said: The in-game KK edit feature does not currently work in KSP 1.12.x. If you want to edit the statics currently the only way is to have a KSP 1.11.2 install (or lower) and edit your KK statics there. You can then copy your changes to a KSP 1.12.x instance and they will display normally and their facilities and launch sites will work as normal. Until an update is released supporting KSP 1.12.x this is where it stands. I wish I had known this before spending so much time trying to get it to work Would you happen to know what I need to do to copy my changes between the two versions? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 14, 2021 Share Posted August 14, 2021 1 minute ago, Spike88 said: Would you happen to know what I need to do to copy my changes between the two versions? If you are creating something new in KK then all the new configuration files will be located in the Gamedata/KerbalKonstructs/NewInstances on your KSP 1.11.2 instance If you are changing something that already exists, then the changed configuration file will exist in the same directory it was installed in with just your changes updated (So you have to really "know" where all the files for a particular site are stored. Some mods do this in a logical way, some do not). For files I create new I move them from Gamedata/KerbalKonstructs/NewInstances into my private folder Gamedata/Caerfinon/[Base name] For the ones I change I don't leave them in their current directory because if you "reinstall" the original mod it will overwrite your changes. So I also move it to my private folder. Once all my changes are made I copy the the contents of Gamedata/Caerfinon/[Base name] to the same folder on my KSP 1.12.x install. This is a tutorial for the basic editing function and it talks about file management as well -> Getting Started With Kerbal Konstructs Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 15, 2021 Author Share Posted August 15, 2021 (edited) Apologies, I've been fairly busy the last few days. I've updated the OP to mention that if you are installing manually you should also grab Custom Prelaunch Checks, and I've also updated the Readme/frontpage on the git repo. However, I do not plan to include dependencies in release archives, as I would prefer for the release archives to just be the releases for this mod, rather than also including other mods as well. If for some reason CPLC is updated and KK is not, I don't want to be in the business of still having a release archive with an outdated mod in it (honestly, this is one reason I absolutely adore CKAN as a mod author, it means there aren't zip files floating around with outdated versions, or at least there are fewer of them. ) EDIT: in particular, I linked our Custom Prelaunch Checks repository's releases tab (i.e. the KSP-RO fork), rather than linking to the 1.8 version. It's reasonably likely we'll need to make edits going forward, so that's the live repo to grab it from. This is exactly what I mean about versioning, it's a right headache! For the similar reason re: busyness I haven't a chance to address the 1.12 issues; I had hoped I would have time this weekend but I'm doubtful I will. I'll be looking into it ASAP, and again apologies for the delay. Edited August 15, 2021 by NathanKell Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted August 15, 2021 Share Posted August 15, 2021 On 8/5/2021 at 3:12 PM, NathanKell said: KSP 1.10 Statics editing works up to 1.11.2, not 1.10.1 Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 15, 2021 Author Share Posted August 15, 2021 4 hours ago, OrdinaryKerman said: Statics editing works up to 1.11.2, not 1.10.1 Fixed thanks Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 15, 2021 Share Posted August 15, 2021 5 hours ago, NathanKell said: I'll be looking into it ASAP, and again apologies for the delay. No need to apologize. The fact that you are looking into it is awesome news. Quote Link to comment Share on other sites More sharing options...
panarchist Posted August 17, 2021 Share Posted August 17, 2021 (edited) redacted - no longer relevant. Edited August 17, 2021 by panarchist no longer relevant Quote Link to comment Share on other sites More sharing options...
Spike88 Posted August 26, 2021 Share Posted August 26, 2021 Does anyone know why bases keep closing on their own? I'm messing around in my 1.11.2 safe file to fix everything before bringing it over to 1.12.2, however after adjusting bases and recovering the vessels, the bases are closing again on their own. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 26, 2021 Share Posted August 26, 2021 17 minutes ago, Spike88 said: Does anyone know why bases keep closing on their own? Can you set your KK debug setting on in the difficulty settings and then post a ksp.log of the issue occurring? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 26, 2021 Share Posted August 26, 2021 1 hour ago, Spike88 said: Does anyone know why bases keep closing on their own? I'm messing around in my 1.11.2 safe file to fix everything before bringing it over to 1.12.2, however after adjusting bases and recovering the vessels, the bases are closing again on their own. 42 minutes ago, Caerfinon said: Can you set your KK debug setting on in the difficulty settings and then post a ksp.log of the issue occurring? This would always happen to me. It seems that saving a new area or editing it would reset all the areas to their starting positions. As I was purely sandbox, I would just reopen them all again. Quote Link to comment Share on other sites More sharing options...
DaBaby Kerman Posted August 27, 2021 Share Posted August 27, 2021 Anyone know why the instance editor REFUSES to show up? I'm on 1.11.1 using 2.5x KSRSS, Cape Kanaveral, Tundra's space center, OSSNTR, and this version of KK. When I spawn something or click local instances and view something, the instance editor is nowhere to be found. I'd appreciate some help. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 27, 2021 Share Posted August 27, 2021 7 minutes ago, DaBaby Kerman said: I'd appreciate some help. You would need to post the ksp.log for potential helpers to take a look. The player.log would be useful as well. 2 hours ago, ColdJ said: As I was purely sandbox, I would just reopen them all again. I avoid the open/close issues by just changing the difficulty settings to have all bases open all the time. I don't make use of the revenue/science facilities at the sites in career mode, I mostly just use the locations as settings for contract packs, so I don't feel guilty about "cheating". Quote Link to comment Share on other sites More sharing options...
DaBaby Kerman Posted August 27, 2021 Share Posted August 27, 2021 9 minutes ago, Caerfinon said: You would need to post the ksp.log for potential helpers to take a look. The player.log would be useful as well. I avoid the open/close issues by just changing the difficulty settings to have all bases open all the time. I don't make use of the revenue/science facilities at the sites in career mode, I mostly just use the locations as settings for contract packs, so I don't feel guilty about "cheating". Alrighty, I'll post my logs now. How do I post my logs? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 27, 2021 Share Posted August 27, 2021 36 minutes ago, DaBaby Kerman said: How do I post my logs? add them to a file service like google drive, one drive, dropbox and then post the URL to the file here; Quote Link to comment Share on other sites More sharing options...
Spike88 Posted August 27, 2021 Share Posted August 27, 2021 18 hours ago, Caerfinon said: Can you set your KK debug setting on in the difficulty settings and then post a ksp.log of the issue occurring? Here is the log: https://www.dropbox.com/s/47cgsxcl2zatqsk/KKBaseClsoe.log?dl=0 Pardon the type in the file name. 15 hours ago, Caerfinon said: I avoid the open/close issues by just changing the difficulty settings to have all bases open all the time. I don't make use of the revenue/science facilities at the sites in career mode, I mostly just use the locations as settings for contract packs, so I don't feel guilty about "cheating". If I had known this existed I wouldn't have spent so much time changing the prices to zero. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 27, 2021 Share Posted August 27, 2021 17 minutes ago, Spike88 said: Here is the log: Very odd. Every so often there is an exception thrown in KerbalKonstructs.UI.MapDecalEditor.MapDecalEditorWindow NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.UI.MapDecalEditor.MapDecalEditorWindow (System.Int32 windowID) [0x00132] in <45b4208733584fd4a2d8ff20b736ad43>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00077] in <fa6f9762ac624af092525d37c9d516c4>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) and then every single KK cfg file is "saved" which may trigger what @ColdJ mentioned in his post. 18 hours ago, ColdJ said: It seems that saving a new area or editing it would reset all the areas to their starting positions. Quote Link to comment Share on other sites More sharing options...
Spike88 Posted August 27, 2021 Share Posted August 27, 2021 31 minutes ago, Caerfinon said: Very odd. Every so often there is an exception thrown in KerbalKonstructs.UI.MapDecalEditor.MapDecalEditorWindow I will say that I was editing map decals for the first time, I don't know if that's the cause for that exception. I was having bases close before I even know I could modify map decals though. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 27, 2021 Share Posted August 27, 2021 @Spike88 strange indeed. You could post an issue on GitHub for the developers to look at. The link is https://github.com/KSP-RO/Kerbal-Konstructs/issues Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted August 27, 2021 Share Posted August 27, 2021 Terrain editing won't pass on to 1.12 from 1.11. My duna base slides down the hill . Duna doesn't have a flat surface at all, and I can't get my base to stand still, that's why I really loveod this feature. I'm putting this coment up so I can get notified when an update is up. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.