Fihnakis Posted February 3 Share Posted February 3 (edited) Maybe I don't quite understand this setting, enable commnet groundstations for Kerbal Konstructs. I was under the assumption if 'enable extra groundstations' is turned off in career advanced settings and you had this option on when you landed and opened up new bases across kerbin, it would give you commnet at every base you open. Here's what I'm trying to do. I'd like to only have KSC provide DSN / commnet at the start. As I fly around completing kerbinside remastered GAP and Planes with Purpose contracts I'd like to buy and open bases along my way expanding my comm network. Is that possible? KK setting Edited February 3 by Fihnakis Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 11 Share Posted February 11 Those dock / ship constructs from the picutre on the first page look awesome. What mod provides those assets? Quote Link to comment Share on other sites More sharing options...
FormosaT_9 Posted February 15 Share Posted February 15 On 11/2/2023 at 12:57 AM, FormosaT_9 said: A friend in Shanghai told me to post it here hello all ! maybe weeks ago some of you saw we create a longer track in game: Nowadays, we try design rail stations - BUT WE NEED HELP we saw some mods using AnimateOnClick, so we try to change tracks with it; seems like all buttons, animations and colliders work normal. But like what happen in the video, there dont have HighlightOnHover at all. for this station, this is our code: Quote STATIC { mesh = GTEndStation.mu module = Part static = true manufacturer = XuanDe name = GTEndStation author = XuanDe title = RailSta End _GT category = XuanDe cost = 0 description = carts turn around here, click the core of rail keepConvex = False isSquad = False isHidden = False DefaultFacilityType = None MODULE { namespace = KerbalKonstructs name = AnimateOnClick collider = pCube141 animationName = CD4 } MODULE { // Optional HighlightOnHover = True// should the object lightened up when the mouse goes over it animationSpeed = 1 // Animation speed } } we have more complex station WIP, we really need to that Green. Closed Beta now, but will send MU and texture if need ~ Thanks Quote Link to comment Share on other sites More sharing options...
BrobDingnag Posted February 23 Share Posted February 23 (edited) Hello, I'm having trouble understanding the filesystem for Kerbal Konstructs. Hopefully someone can help. I've followed the tutorial multiple times and successfully created three bases over the course of my time playing a save--one on the Mun, one on Minmus, and one on Gilly. During the play instance I created the Minmus and Gilly bases, I was able to return to the VAB, pick a ship, and launch from them. Ship recovery and radar recognition didn't work, however. Upon closing the game and returning at any time thereafter, the Minmus and Gilly bases remain visible on the map but cannot be selected from the VAB ever again, even going into the KK menu and looking for something to "open" (I had it set open by default). The Mun base still works fine across loads. I have identical settings on all three. Now to my question, which I think relates to the filesystem. The tutorial suggests making a new folder to hold your base files. Mine are in Mods/KerbalKonstructsSites/Kerbal-Konstructs/Statics/ Then I have folders for "MunBaseAlpha," "Minmus Base," and "Gilly Base." Should these not be three separate folders? The part names are identical, which would overwrite all but one, even though the base name files differ. Or is the problem just that the other two folders have spaces in the names? Thanks! EDIT: Huh... the Gilly base is currently selectable (new startup again), I guess because its files remain in the folder in the main KK mod folder... Minmus is still unusable... Edited February 23 by BrobDingnag new information Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 25 Share Posted February 25 On 2/24/2024 at 8:25 AM, BrobDingnag said: Huh... the Gilly base is currently selectable (new startup again), I guess because its files remain in the folder in the main KK mod folder... Minmus is still unusable... KK tends to be quirky and will lose settings from time to time. Counter intuitively, especially if the folder containing the statics is inside the KK folder structure. KK can find any unique Static as long as it is in the GameData folder. So most times it is best to store your Statics in a folder in GameData that is out side of the KK folder structure. It will find them but be less likely to change the settings. This includes the config files that tell KK what static goes where in the game world and all other settings for your self created layouts. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 28 Share Posted February 28 (edited) After upgrading my RSS and Scatterer/EVE my game is no longer loading. Observing the logs I can see that KK has difficulties finding the CelestialBody "Earth" but I am not sure why. The definition is there, perhaps the load sequence? -- Edit: scratch that, KK is responding to an issue in Kopernicus Edited February 28 by MacLuky Quote Link to comment Share on other sites More sharing options...
BrobDingnag Posted February 29 Share Posted February 29 On 2/24/2024 at 7:45 PM, ColdJ said: KK tends to be quirky and will lose settings from time to time. Counter intuitively, especially if the folder containing the statics is inside the KK folder structure. KK can find any unique Static as long as it is in the GameData folder. So most times it is best to store your Statics in a folder in GameData that is out side of the KK folder structure. It will find them but be less likely to change the settings. This includes the config files that tell KK what static goes where in the game world and all other settings for your self created layouts. Thanks! I think I found the problem. It was that the folders had spaces in the names. Got rid of the spaces and all my sites now show up perfectly in the separate folder (except Minmus, so I've clearly made my own mistake there). They can have spaces in the names within the game itself, so there's no compromise on appearance. Quote Link to comment Share on other sites More sharing options...
Perigee Aerospace Posted March 16 Share Posted March 16 Also having the same issue with Control + K not working on 1.12. I am currently just reinstalling KK. If this doesn't work, I'll post a log here. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted March 21 Share Posted March 21 On 3/17/2024 at 2:21 AM, Perigee Aerospace said: Also having the same issue with Control + K not working on 1.12. I am currently just reinstalling KK. If this doesn't work, I'll post a log here. well how did it go? Quote Link to comment Share on other sites More sharing options...
tupidfp Posted April 11 Share Posted April 11 Hello, is there any fix or workaround on the issue of statics "moving" when on rails? Like i'll plop everything and i'll make every static be on the same height relative to one another, then i fly away and when i come back, some statics have shifted, some are slightly higher or lower and there's bumps everywhere... Using Kerbinside Remastered. In any case, thanks in advance Quote Link to comment Share on other sites More sharing options...
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