Lurven Posted June 27, 2014 Share Posted June 27, 2014 Can someone please tell me how much ram KSP uses when running this mod (and essentials) Really want to try it, but I have very little ram for extra mods Link to comment Share on other sites More sharing options...
billbobjebkirk Posted June 27, 2014 Share Posted June 27, 2014 How do I use the ksc2 pad? Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted June 27, 2014 Share Posted June 27, 2014 Some of the bases on the map in the OP haven't been released yet. I always have more bases in development. And there'll be more than what's on the map in later releases as well.Ah. Thank you. I was confused. Have you added anything to KSC2, or will you?Also, you know what would be a really good idea? Adding more Tracking Stations around Kerbin. Which would be cool even if they were cosmetic. But, if you can make them compatable with RemoteTech so that probes can connect with them the way they do with KSC... RemoteTech would be so much better.Like NASA's tracking station in Australia. Link to comment Share on other sites More sharing options...
StainX Posted June 27, 2014 Share Posted June 27, 2014 This would fit well in some multiplayer mod Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 27, 2014 Author Share Posted June 27, 2014 Have you added anything to KSC2, or will you? ...Adding more Tracking Stations around Kerbin. ... RemoteTech would be so much better.KSC2 is getting a runway and a working launchpad. I'll be talking to redteddy23 about adding more RT2 stations once I get 0.29 out the door. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted June 27, 2014 Share Posted June 27, 2014 Something that's needed also is an integration of some kind of map marker. It's one thing to know where the locations are with the image on the first page, it's another to glance back and forth to fly to them. Also, how's that city locations map I sent look? Little daunting? Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted June 27, 2014 Share Posted June 27, 2014 Something that's needed also is an integration of some kind of map marker. It's one thing to know where the locations are with the image on the first page, it's another to glance back and forth to fly to them.I know what you mean. Admittedly, most of us (well, me and one other guy I saw) put small probes at each location so you can target them.But yes, I completely agree that a map marker should be added. Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted June 27, 2014 Share Posted June 27, 2014 Okay, so, admittedly this is more of a KerbTown thing, but, could you add KSC2's launchpad and the Island Runway to the list of launchable locations? Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 27, 2014 Author Share Posted June 27, 2014 (edited) Also, how's that city locations map I sent look? Little daunting?Yes, quite EDIT - As for map markers, for the moment just launch at each location and stick a flag down nearby. I'll be looking at better solutions. Edited June 27, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 27, 2014 Author Share Posted June 27, 2014 ...could you add KSC2's launchpad and the Island Runway to the list of launchable locations?Yup. Been requested already Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted June 27, 2014 Share Posted June 27, 2014 Yes, quite EDIT - As for map markers, for the moment just launch at each location and stick a flag down nearby. I'll be looking at better solutions.If you decide to use the map, start with the 'cities' first. Only a handful of those. As I stated in the PM, the ratio is 30 / 60 / 120 : Cities / Towns / Villages respective. It was meant to be little more than the same 'structures' strewn across the planet.As for planting a flag. Can't do that. Kerbtown's alternate location load bug likes to summon THE KRAKKEN on my particular configuration. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 29, 2014 Author Share Posted June 29, 2014 v0.29 is ready and this time includes KerbTown and KSC++. There are no other mod dependencies so if this is the first time you've installed KerbinSide you can just skip to the installation instructions at the bottom.Upgrading from 0.2 to 0.29:Delete the following folders and their content out of your GameData folderCrashFlyingAcademyKerbiceBuildingsKSC2Wayland_Corp(You may of course re-install the originals. You are only deleting them so any use of the parts by KerbinSide is removed.)Now proceed to the installation instructions below.DOWNLOAD: http://www.kashcorp.co.uk/KerbinSide029.zipINSTALLATION INSTRUCTIONSDrop the contents of GameData in KerbinSide029.zip in to your KSP GameData folder. DO overwrite LackMisc if you have it installed. I use a lot of Lack's excellent parts and overwrite his configs in order to add KerbinSide's instances. Link to comment Share on other sites More sharing options...
dlrk Posted June 29, 2014 Share Posted June 29, 2014 Does this work OK with 6.4X Kerbin? Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 29, 2014 Author Share Posted June 29, 2014 Does this work OK with 6.4X Kerbin?What's 6.4X Kerbin? Not a clue. If you mean RSS, then nope, it doesn't. Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted June 29, 2014 Share Posted June 29, 2014 (edited) What's 6.4X Kerbin? Not a clue. If you mean RSS, then nope, it doesn't.It's one of the different scales of Kerbin for RSS.Anyway, wanted to throw out a suggestion. Do you think you could make a base similar to that of the Stennis Space Center? A place to test rocket engines and such. Making sound and effect adjustments would be alot easier if I had a place to test them from. Plus it also makes KSP seem more realistic. Edited June 29, 2014 by Thesonicgalaxy Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 29, 2014 Author Share Posted June 29, 2014 (edited) KerbTown's placement of static objects relies on static/constant co-ordinates and Kerbin-Side is on stock Kerbin, so no, there's no support for any other scale or variant of the planet." Do you think you could make a base similar to that of the Stennis Space Center? A place to test rocket engines and such. Making sound and effect adjustments would be alot easier if I had a place to do them from."Great idea. Added to the 'want to do' list.EDIT - Really like Better Atmospheres btw. Looking forward to seeing what you do with the next version of EVE. Edited June 30, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted June 30, 2014 Share Posted June 30, 2014 KerbTown's placement of static objects relies on static/constant co-ordinates and Kerbin-Side is on stock Kerbin, so no, there's no support for any other scale or variant of the planet." Do you think you could make a base similar to that of the Stennis Space Center? A place to test rocket engines and such. Making sound and effect adjustments would be alot easier if I had a place to do them from."Great idea. Added to the 'want to do' list.EDIT - Really like Better Atmospheres btw. Looking forward to seeing what you do with the next version of EVE.Thanks I too love all the new models and am getting a sense of glee landing my Shuttles at Jeb's Retreat.Can't wait to test these bad boys when the new Rocket Testing Center comes out. Link to comment Share on other sites More sharing options...
Mekan1k Posted June 30, 2014 Share Posted June 30, 2014 (edited) Jeb's resort helipad needs to be moved up about five meters...Also- a list of co-ordinates would be nice (I fly with mechjeb, so.... I need them for landing autopilot.) Edited June 30, 2014 by Mekan1k Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 30, 2014 Author Share Posted June 30, 2014 Looks fine here. Link to comment Share on other sites More sharing options...
Mekan1k Posted June 30, 2014 Share Posted June 30, 2014 On mine is is a few meters too low- the platform is hidden under the hill. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 30, 2014 Author Share Posted June 30, 2014 Nope, don't even know where to begin figuring that out, sorry . Anyone else seeing the same thing? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted June 30, 2014 Share Posted June 30, 2014 Nope, don't even know where to begin figuring that out, sorry . Anyone else seeing the same thing?Yeah, same here. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 30, 2014 Author Share Posted June 30, 2014 Yeah, same here.Bizarre. The buildings on top of the side-platform, are they 'offset' as well or are they in the correct position as per my screenshot above (separated and floating in the air)? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted June 30, 2014 Share Posted June 30, 2014 Bizarre. The buildings on top of the side-platform, are they 'offset' as well or are they in the correct position as per my screenshot above (separated and floating in the air)?Here's some images of it.It seems to be in the correct position Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 30, 2014 Author Share Posted June 30, 2014 TSG, can you risk cranking up some of your GFX settings? I'm interested to see if it's to do with terrain rendering. It's almost like our terrains aren't the same, which is really strange. Link to comment Share on other sites More sharing options...
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