ColdJ Posted January 31 Share Posted January 31 2 minutes ago, Micro753 said: Is there a way to have a static only show up in career mode after a facility is upgraded to a certain level, e.g. only have an extra hanger static show up once the SPH is upgraded to level 3? Not as far as I am aware. Once in the world it will turn up in all modes. Only thing you could do is not load it until you get to the level you want, and then pop it in just before you load up KSP the next time. If it is a static that a mod auto loads you can remove the particular Static to a folder outside of GameData so that it can't find it. Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted February 1 Share Posted February 1 17 hours ago, Caerfinon said: @ItsUrsus You can find a copy of it at my GitHub site https://github.com/caerfinon/KerbinSideRemasteredTLA/releases In version 2.0.0 of my KerbinSideRemasteredTLA mod I included a file called Extras.zip which contains CountryDoggo's Random KK Bits under the MIT license. It was a required mod for some of the underwater static KK sites I created for my mod. @ColdJ @Ooglak Kerman My guide only reflects the Parallax version at the time of its writing. I suspect there have been a few changes since then and my trick of elevating the KK site by a few meters may not be as valuable as it once was. It appears this is the case. Bummer, but things change. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted February 1 Share Posted February 1 @Ooglak Kerman The original Parallax had an option where you could create a map of areas you did not want the scatter to be applied to for Kerbin. I tried it and it worked very successfully, however finding the precise pixel to edit in a large map of Kerbin to block scatter on all the Kerbinside Remasterd sites and all the additional sites I created was not an endeavour I wanted to pursue. Quote Link to comment Share on other sites More sharing options...
Professor K Posted February 3 Share Posted February 3 I'm getting this odd wireframe when I attempt to place one of the built-in pieces, the CommNetDish specifically. Is this a known issue or do I most likely have something corrupt? -K Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 4 Share Posted February 4 16 hours ago, Professor K said: I'm getting this odd wireframe when I attempt to place one of the built-in pieces, the CommNetDish specifically. Is this a known issue or do I most likely have something corrupt? It is just showing you the colliders, which are usually invisible. They should go back to being invisible once you have placed and saved. If they don't once placed saved and you have left the menu for KK. Then you might have a problem Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted February 4 Share Posted February 4 20 hours ago, Professor K said: I'm getting this odd wireframe when I attempt to place one of the built-in pieces, the CommNetDish specifically. Is this a known issue or do I most likely have something corrupt? -K As ColdJ said, these are colliders. They should go away once you place the structure. Quote Link to comment Share on other sites More sharing options...
Professor K Posted February 4 Share Posted February 4 7 hours ago, ColdJ said: It is just showing you the colliders, which are usually invisible. They should go back to being invisible once you have placed and saved. If they don't once placed saved and you have left the menu for KK. Then you might have a problem Well, they do go away, but the dish does not appear. It's in the local instances list, but not visible. -K Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 5 Share Posted February 5 16 hours ago, Professor K said: Well, they do go away, but the dish does not appear. It's in the local instances list, but not visible. It might of saved with the rong co-ordinate data. Go in and edit it to see where the movement arrows are showing it to be. It might have ended up underground. If so move it up. Even though you could see the colliders, you should also have been able to see the model mesh when you were placing it. If you couldn't see the dish then, then it may be a bad model. What mod is it from? Quote Link to comment Share on other sites More sharing options...
Professor K Posted February 5 Share Posted February 5 6 hours ago, ColdJ said: It might of saved with the rong co-ordinate data. Go in and edit it to see where the movement arrows are showing it to be. It might have ended up underground. If so move it up. Even though you could see the colliders, you should also have been able to see the model mesh when you were placing it. If you couldn't see the dish then, then it may be a bad model. What mod is it from? I can not see the mesh when placing it, only the colliders. The arrows show it to be above ground and neither dragging it in any direction nor "Snap to Terrain" changes anything. It's not from a mod, it's one of the Squad built-ins, labeled "Squad_CommNetDish". I've also tried deleting/replacing the instance (no change), putting it in another location (no change) and putting other objects in the original location (they appear as expected) -K Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted February 6 Share Posted February 6 2 hours ago, Professor K said: it's one of the Squad built-ins, labeled "Squad_CommNetDish" I would guess there's something shader related involved since you're seeing parts drawn in ways that are different than the normal part shaders. I have Resurfaced, Shaddy, Shabby, and do not have Deferred. Quote Link to comment Share on other sites More sharing options...
Professor K Posted Thursday at 03:55 PM Share Posted Thursday at 03:55 PM 14 hours ago, OrbitalManeuvers said: I would guess there's something shader related involved since you're seeing parts drawn in ways that are different than the normal part shaders. I have Resurfaced, Shaddy, Shabby, and do not have Deferred. I don't have any shader packs installed other than those that come with specific mods (like Scatterer, EVE, etc). I did some more experimenting and all the Squad static work except: CommNetDish (Just get colliders when placing, nothing after) RockArch02 UFO Monolith01 Monolith02 Larkes (Same colliders as the comm dish) Mohole I checked on a stock planet, there was no change. I set up a vanilla instance of KSP with nothing extra but MM and KK w/dependencies and the Rock Arch & the two Monoliths worked in it. The UFO showed up, but as a model with no textures. The others were the same as before. (See screenshot). I also tried going back a version on KK, there was no change. -K Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted Thursday at 04:42 PM Share Posted Thursday at 04:42 PM 41 minutes ago, Professor K said: I set up a vanilla instance of KSP So Larkes and the Mohohole are two you should prolly ignore, they don't work for me either. But all the rest of the ones you've mentioned all load and render correctly for me. I have 3 arches because I tested this on KSP 1.12.5. Do you have both DLCs? What KSP version are you on? Also we should have probably asked for your log file and then wouldn't need to ask these questions... Quote Link to comment Share on other sites More sharing options...
Professor K Posted Thursday at 05:39 PM Share Posted Thursday at 05:39 PM 16 minutes ago, OrbitalManeuvers said: So Larkes and the Mohohole are two you should prolly ignore, they don't work for me either. But all the rest of the ones you've mentioned all load and render correctly for me. I have 3 arches because I tested this on KSP 1.12.5. Do you have both DLCs? What KSP version are you on? Also we should have probably asked for your log file and then wouldn't need to ask these questions... I am on 1.12.5 with both DLCs, I have 3 arches as well, the other two work. Here's a link to a log file. This is me attempting to place a number of both working and non-working items on Moho. I turned on KK's Debug mode which seems to have activated debug mode for other mods as well, so it's somewhat bulky. https://drive.google.com/file/d/12-PoE7H7dAKgN3uobij13RKZdZ7msRj2/view?usp=sharing -K Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted Thursday at 08:33 PM Share Posted Thursday at 08:33 PM 2 hours ago, Professor K said: Here's a link to a log file. well, you don't have any glaring install errors, and our versions of the important things are similar/same. I'll note the 3 differences that stood out: I don't have kittopia but I don't think that would matter or be involved? I don't let anything named tweak, or watchdog, anywhere near my computer. Lastly, I did test on an older Kopernicus build, it's apparently build 208 and you're on 220ish or something. Other than that, we don't have significant differences in the things that pertain to this, as far as I can see. Sorry, I hoped something would jump out. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted Thursday at 10:24 PM Share Posted Thursday at 10:24 PM (edited) 2 hours ago, OrbitalManeuvers said: well, you don't have any glaring install errors, and our versions of the important things are similar/same. I'll note the 3 differences that stood out: I don't have kittopia but I don't think that would matter or be involved? I don't let anything named tweak, or watchdog, anywhere near my computer. Lastly, I did test on an older Kopernicus build, it's apparently build 208 and you're on 220ish or something. Other than that, we don't have significant differences in the things that pertain to this, as far as I can see. Sorry, I hoped something would jump out. I'm in a similar situation - on KSP 1.12.5, nothing but CustomPreLaunchChecks, KerbalKonstructs and Squad folders in GameData (plus MM cause I like n-cats). I walked back every single release from v1.8.10.0 to v1.8.3 and not a single one displayed the comm dish static except for the wire frame collision boxes. I even tried removing MM when I was down to v1.8.3 but nope. Can you confirm you still see it with a similar setup? KSP.log EDIT Oh crap. I just loaded back into a base KSP 1.9 install that I used to use, the last version I played extensively until I stopped back in early 2021. The comm dish still doesn't show up. And I know it should I used it as a static around my KSC tracking station. Will have to investigate this on another PC later today EDIT #2 so I also have a KSP 1.5 install and it works there. The reason then that I still have that install is because it stopped working sometime after KSP 1.5 and since i couldn't get it to show up in KSP 1.9 I kept the 1.5 install so I could go back and use it for photos needed with my roleplay (I'm just getting back into KSP after stopping in early 2021 so I forgot a lot of what I had setup to do) Edited Thursday at 11:32 PM by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted Thursday at 11:39 PM Share Posted Thursday at 11:39 PM Aaaaand I went I found my original report on this issue Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted Friday at 01:22 AM Share Posted Friday at 01:22 AM 2 hours ago, Drew Kerman said: Can you confirm ... Remember how Holmes always said when you've eliminated all the other explanations and there's only one explanation left that no matter how cray-cray it seems ... Behold, my pure stock install with only KK + CPLC + MM (I wanted the .configcache) And behold ... behold more, more beholding please: The difference between the two pictures? Shown here: My main installs are all KSRSS. When I tested in my fancy schmancy modern JNSQ install it only showed the colliders. There was only one variable left. So I added Harmony, Kop, MFI and KSRSS to the same install from the first picture. The KK\NewInstances folder is the same - those are the same instances. It will be up to someone else to explain how this happens - cuz I have no idea. I'm using the Reborn branch from gitlab. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted Saturday at 09:48 PM Share Posted Saturday at 09:48 PM alright @Professor K thanks to the insights gleaned from @OrbitalManeuvers I have a patch for you to test. Unzip to your GameData and make sure Kopernicus and its dependencies are installed as well: What this patch is doing is stripping out the default PQS mods for Kerbin then adding them all back in manually. Then I'm removing the mods that use the dish anomaly. Doing it this way so it's easy to update the default PQS configs for any reason without having to worry about what's actually in them - just paste over the whole thing The removal of the dishes will also remove the default commNet connection points, but for now just test it and see if it works and the static shows up for you now too. Quote Link to comment Share on other sites More sharing options...
Professor K Posted Sunday at 09:36 PM Share Posted Sunday at 09:36 PM 23 hours ago, Drew Kerman said: alright @Professor K thanks to the insights gleaned from @OrbitalManeuvers I have a patch for you to test. Unzip to your GameData and make sure Kopernicus and its dependencies are installed as well: What this patch is doing is stripping out the default PQS mods for Kerbin then adding them all back in manually. Then I'm removing the mods that use the dish anomaly. Doing it this way so it's easy to update the default PQS configs for any reason without having to worry about what's actually in them - just paste over the whole thing The removal of the dishes will also remove the default commNet connection points, but for now just test it and see if it works and the static shows up for you now too. This one is causing KSP to have major issues. I can't get into any of the buildings at the KSC (except the Astronaut Complex, which I then can't get out of). The log is full of non-existence Object errors, most if not all of which appear to be related to the Comm sites. I also can't get out of KSP, I have to kill it from the task manager. I tried on an existing save, a new save and another new save with the commnet system disabled, all with the same results. Log: https://drive.google.com/open?id=12-PoE7H7dAKgN3uobij13RKZdZ7msRj2&usp=drive_fs -K Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted Monday at 07:55 PM Share Posted Monday at 07:55 PM 21 hours ago, Professor K said: This one is causing KSP to have major issues. I can't get into any of the buildings at the KSC (except the Astronaut Complex, which I then can't get out of). The log is full of non-existence Object errors, most if not all of which appear to be related to the Comm sites. I also can't get out of KSP, I have to kill it from the task manager. I tried on an existing save, a new save and another new save with the commnet system disabled, all with the same results. Log: https://drive.google.com/open?id=12-PoE7H7dAKgN3uobij13RKZdZ7msRj2&usp=drive_fs -K Uuuhhh... wow. That's weird. You have all the right folders in your GameData according to the log. I have no idea why you are seeing those errors. I would actually try re-downloading the latest version of KK and trying again. I just ran a test on my full install with 400+ mods and everything was fine. Sorry for the late response I was sick over the weekend Quote Link to comment Share on other sites More sharing options...
Professor K Posted 8 hours ago Share Posted 8 hours ago On 2/10/2025 at 2:55 PM, Drew Kerman said: Uuuhhh... wow. That's weird. You have all the right folders in your GameData according to the log. I have no idea why you are seeing those errors. I would actually try re-downloading the latest version of KK and trying again. I just ran a test on my full install with 400+ mods and everything was fine. Sorry for the late response I was sick over the weekend I put fresh copies of Kopernicus, KK (and dependencies) and MM in place (no other mods in this install) and it still does the same thing. With the patch removed it runs as expected. I'll test on another install with more mods including some extra planets and report further as soon as I'm able. -K Quote Link to comment Share on other sites More sharing options...
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