Greys Posted September 27, 2013 Share Posted September 27, 2013 Edit: Nope, it wasn't a problem with the KT version. It's a problem with launch clamps. Launch stability enhancers = explosion. Launching without the clamps works fine.Yea... launch clamps are incredibly unstableSomething about their code is just really prone to exploding and breaking physics and destroying everything Link to comment Share on other sites More sharing options...
White Owl Posted September 27, 2013 Share Posted September 27, 2013 So the only current workaround is to build launch vehicles stable enough to not need clamps. Got it. Link to comment Share on other sites More sharing options...
TheFireRodan Posted September 30, 2013 Share Posted September 30, 2013 Is there an addon that adds a launch station to each planet? That would be nice in case of a save corruption or just to fly planes on eve or something without trouble. Link to comment Share on other sites More sharing options...
HoY Posted September 30, 2013 Share Posted September 30, 2013 Hyperedit can get you anywhere, or you can install a launch site on each planet and moon. I don't believe there is a publicly released launch pad pack with those locations yet, tho that isn't a bad idea for one. Link to comment Share on other sites More sharing options...
TheFireRodan Posted September 30, 2013 Share Posted September 30, 2013 Well. I don't know what the whole unity editior thing is so time to find out what hyper edit is. Link to comment Share on other sites More sharing options...
HoY Posted September 30, 2013 Share Posted September 30, 2013 http://forum.kerbalspaceprogram.com/threads/37756-0-21-HyperEdit-Teleporter-God-Mode-Orbit-Planet-Editor-More^^ link to the Hyperedit mod thread Link to comment Share on other sites More sharing options...
TheFireRodan Posted September 30, 2013 Share Posted September 30, 2013 yay, so is it the orbit editor i use? like expand the orbit a lot until i hit eve?http://forum.kerbalspaceprogram.com/threads/37756-0-21-HyperEdit-Teleporter-God-Mode-Orbit-Planet-Editor-More^^ link to the Hyperedit mod thread Link to comment Share on other sites More sharing options...
HoY Posted September 30, 2013 Share Posted September 30, 2013 to get to Eve orbit, press Alt+H, then press Edit an Orbit, press select body and press Eve on the list, then choose the altitude you want, lets go with 200000 for 200km then press go (i think its a go button, dont recall) Link to comment Share on other sites More sharing options...
TheFireRodan Posted October 1, 2013 Share Posted October 1, 2013 Thanks. My save got corrupted from trying to force change my flag and i would like to get to eve again. Nice mod btw. This, kerbin city, and kerbalquest, will be the new KSP mods that everyone uses some day Link to comment Share on other sites More sharing options...
Tw1 Posted October 2, 2013 Share Posted October 2, 2013 Railways mod is coming along. A while back, the possibly of an improved placement system, with mouse placement, and possibly connection nodes was raised. Is this still on the cards? Be useful to know, so I can plan ahead when it comes to making tracks.Thanks! Link to comment Share on other sites More sharing options...
HoY Posted October 2, 2013 Share Posted October 2, 2013 Updates here will be a while as we'll, Razchek is busy with RL things for the time being. Link to comment Share on other sites More sharing options...
White Owl Posted October 5, 2013 Share Posted October 5, 2013 Know what would be cool? A small gravestone with customizable text, so I can memorialize my fallen kerbals. Link to comment Share on other sites More sharing options...
Mettwurst Posted October 10, 2013 Share Posted October 10, 2013 (edited) Know what would be cool? A small gravestone with customizable text, so I can memorialize my fallen kerbals. If you give me a txt.file with all their names a can model you one! (non customizable ) Edited October 10, 2013 by Mettwurst Link to comment Share on other sites More sharing options...
Tw1 Posted October 12, 2013 Share Posted October 12, 2013 (edited) I've had some ideas about precision placement, for putting together large linear structures, like roads, fences, and railways. Precision placement is currently the main issue with placing track for the railway mod, so it'd be great if you could consider these ideas.It would be very useful, if you could add a feature where specially named GameObjects in one Kerbtown object, could be used to get position infor for another. By getting both rotation and position info from these "snapping nodes" (or, whatever you want to call them), parts could be aligned with high precision, and speed. Other features, that would be handy as well:The ability have an object hold its position, and rotate to point towards one of these snapping points when a button is pressed, would be very useful. The plugin would need to calculate the angle between the two points, rotate the object accordingly. Ideally, vertical and horizontal alignment could be done separately. It would be awesome if we could have the ability rotate objects vertically with precision, in a way similar to how we can rotate them horizontally now. It would make creation of ramps much simpler, and it'd he helpful for the railways mod too. With small rotations, you could get the ends of two separate lines almost lined up, then use the alignment tool described above to finish the link like so: Next time you're working on this, I hope you could add in some of these features. They'd be very helpful in building things with roads and railways. Thanks! Edited November 13, 2013 by Tw1 Link to comment Share on other sites More sharing options...
Der Kosmos Posted October 13, 2013 Share Posted October 13, 2013 Sure - just make a launchpad part without much geometry, put it there, and mark it as a launch pad.Has anybody made such a part available? If it's so simple shouldn't it be in by default? Link to comment Share on other sites More sharing options...
Fatsheep Posted October 13, 2013 Share Posted October 13, 2013 Thank you! I will have to send you a PM at some point to test that fuel tank out. Answer: Placement does include height offset. Which is the problem I have encountered haha - I'm trying to translate the surface height position to a radial height offset at the moment for instantiating objects in view (rather than below surface).You will definitely be able to bury part of the object in the ground.Edit:The plugin is more or less ready, just need to fix the save/write function and there should be no more critical bugs at this point that I know of lol.Hopefully I can push out the release when I wake up. Until then.. here's an example of what the editor UI currently looks like:Edit: there are text fields to specify values as well they're hidden in this screenshot lol.Leave me some feedback on the visuals young Kerbals! Improvements, questions, comments and all that..Please remember, I will be eventually adding a 'click-to-place' control scheme so that the placement is a bit more intuitive. But for a little while after release (while I get the core features implemented) you will be stuck with this UI. So make your suggestions now. can you put out a download for those houses? Link to comment Share on other sites More sharing options...
HoY Posted October 13, 2013 Share Posted October 13, 2013 http://www.blendswap.com/blends/view/69208 Link to comment Share on other sites More sharing options...
RocketScientist Posted October 14, 2013 Share Posted October 14, 2013 Nice mod. Good job the dev team. Link to comment Share on other sites More sharing options...
Fatsheep Posted October 17, 2013 Share Posted October 17, 2013 (edited) http://www.blendswap.com/blends/view/69208but this file wont work in unity.how do i do this? i have read the kerbtown manual and everything. Edited October 17, 2013 by Fatsheep typing error Link to comment Share on other sites More sharing options...
AtleSt Posted October 18, 2013 Share Posted October 18, 2013 this dont work on 0.22! Link to comment Share on other sites More sharing options...
Fatsheep Posted October 18, 2013 Share Posted October 18, 2013 this dont work on 0.22!the launchsites wont work, but placing models do.i know because i tested it out myself Link to comment Share on other sites More sharing options...
Snjo Posted October 18, 2013 Share Posted October 18, 2013 I've been looking over the code to find the launch bug, but I can't see anything obvious. I had a similar issue with the FS water launch module (which is similar to the ID boat launch module), so I hoped it was related.It seems Raz went a very different way to get the launches done (A better one as it happens). As it stands, we'll probably have to wait for him to fix that piece of code.In the mean time, Extraplanetary Launchpads could serve you well.If you have other bugs, these two recompiled dll files may solve it:Kerbtown.dllKerbtownExtension.dll(But keep you old ones handy, cause it may also break stuff. Exciting times!) Link to comment Share on other sites More sharing options...
xxbairdixx Posted October 23, 2013 Share Posted October 23, 2013 didnt work for me Link to comment Share on other sites More sharing options...
Espresso Posted October 26, 2013 Share Posted October 26, 2013 Where is Raz? this mod can't die, there are too many things depending on it, please raz, come back, the last time you posted was 6th September 2013, 02:46 according to your profile. Link to comment Share on other sites More sharing options...
nothke Posted October 27, 2013 Share Posted October 27, 2013 Where is Raz?He is away for a long time, but no one really knows why.. He didn't announce that he's leaving. I think someone even texted him and nothing. Link to comment Share on other sites More sharing options...
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