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[1.1.2] Kerbin-Side (v1.1.0) & Supplements


AlphaAsh

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AlphaAsh , I DLed 3.7 all in one and installed it. I have no button for launch sites. Any suggestions. I'm testing now with just stock and nothing...

EDIT: wait it might be a linux issue. I found something on the Konstructs thread.... a patch maybe?

Edited by UAL002
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AlphaAsh , I DLed 3.7 all in one and installed it. I have no button for launch sites. Any suggestions. I'm testing now with just stock and nothing...

Try updating Kerbal Konstructs. I noticed the one packed with 0.37 was for 0.24.2 and the latest 0.4pre releases for KK is for 0.25. Just updated it myself, but haven't felt like waiting the 20 minutes for my heavily modded game to load to see if it works...

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They really do...... But if you insist.... The resolution to your problem really isn't that hard. Just download the all in one, install it, load up KSP, launch from each location in the VAB and SPH while taking notes on which ones to keep and which ones to toss, then, quit ksp, look through the base files and delete the ones you have decided to not use. Done!

Edited by Spacepetscompany
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AlphaAsh , I DLed 3.7 all in one and installed it. I have no button for launch sites. Any suggestions. I'm testing now with just stock and nothing...

EDIT: wait it might be a linux issue. I found something on the Konstructs thread.... a patch maybe?

It works with Linux, though some of the launch sites are missing screenshots of their locations. I had to update Kerbal Konstructs to the latest version.

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Yup. Already did that (flat launch to spawn tank, move flat launch, spawn next tank, link them up, repeat). Just thought I'm ask before I did more craft spawning. (3 down, 9 more to go. I'm building a refinery :) )

I require a screenshot. And a shrubbery.

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I have been creating my tracking station network, but in creation stage I am unable to get the station to rotate. I put the rotation into the 'space' for it but nothing.

Is there a 'using KS for dummies' that i can read or at least look at...

thanks.

DrTedAstro.

And, What kind of Shrubbery?

Edit: Also, were can i find the conversion from the KS.xyz to lat, lon ..... many thanks.

Edited by drtedastro
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I have been creating my tracking station network, but in creation stage I am unable to get the station to rotate. I put the rotation into the 'space' for it but nothing.

Is there a 'using KS for dummies' that i can read or at least look at...

thanks.

DrTedAstro.

And, What kind of Shrubbery?

Edit: Also, were can i find the conversion from the KS.xyz to lat, lon ..... many thanks.

I have the first shrubbery. Now we just need another one set slightly higher than the other for a split level effect and a path in the middle.

shrubbery.jpg

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Daily Digest that won't be daily.

I've got some paying work! In the gaming industry, working freelance typically means going a long time without an income and hours of chasing every contact you have for any lead on a possible contract. And when you finally manage to tender for some work successfully, the money's rubbish and the work dull. Soooo, anyways, this does mean that for a few weeks my time for KerbinSide is going to be limited. Gotta eat and pay the mortgage, right?

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Daily Digest that won't be daily.

I've got some paying work! In the gaming industry, working freelance typically means going a long time without an income and hours of chasing every contact you have for any lead on a possible contract. And when you finally manage to tender for some work successfully, the money's rubbish and the work dull. Soooo, anyways, this does mean that for a few weeks my time for KerbinSide is going to be limited. Gotta eat and pay the mortgage, right?

Right! Hence why security for me and not aerospace (the industry tanked here in USA).

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Ash I've been studying the demolish animation for the KSC buildings. It appears that the original model sinks into the ground and a new model appears just as the non blown up model starts sinking. The explosions and smoke conceal part of the animation. So, medsouz, with your magic Ash and I may be able to make it happen. It would be something like animate on 'boom' meaning a certain amount of 'damage' dealt to the static. Oh, medsouz, I owe you roads. Will be done soon. :)

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Pretty bummed it doesn't seem to work on x64 Linux (ubuntu 14.04)...

I've just tried with a clean install with KerbinSide only, the textures seem to load at the start but nothing shows up in game. I'd show you a screenshot, but that'd just be a screenshot of your old KSC.

Anything i might be missing?

EDIT:

I found what i was missing, KerbalKonstructs new update (duh). I'll leave this here just in case anyone does the same mistake.

Edited by Zidane
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you did double posts,a person answered your question up above. ;)

That's weird. Must have happened because I had to reload the page from a crash. Sorry.

Speaking of which, it apears this mod makes KSP freeze directly after it finishes loading. Is that what it looks like when you run out of memory?

Edited by Sirrobert
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Ash I've been studying the demolish animation for the KSC buildings. It appears that the original model sinks into the ground and a new model appears just as the non blown up model starts sinking. The explosions and smoke conceal part of the animation. So, medsouz, with your magic Ash and I may be able to make it happen. It would be something like animate on 'boom' meaning a certain amount of 'damage' dealt to the static. Oh, medsouz, I owe you roads. Will be done soon. :)

I need to take another look at the API changes in 0.25 to see if I can find anything to do with building demolition. I couldn't find any exposing of the KSC's properties which would have made figuring it out a bit easier.

This is a RAM heavy mod. It has a lot of textures, so it is easy to run out of memory. Open up task manager and watch KSP.exe.

I'm doing another pass on textures for 0.38 and hope to be reducing the memory footprint. Problem is, as soon as some new models get added to KerbinSide, up it goes again. I may have to start doing smaller pack releases. Regardless, memory optimisation is going to get some attention.

This is awesome.

Question: do the bases show up on SCANsat maps?

They do. As anomalies. I'm seeing if I can get DMagic and medsouz to co-ordinate on SCANsat and KK working together to distinguish between bases and anomalies. KerbinSide also adds more anomalies, just to complicate things further. I've also opened KK's hood (bonnet) so I can more directly work with medsouz on this and other new features for KK. (Finally. I want to keep up with my wife who just started a C# job, improve those skills since I need them as well as the usual for the contract I just got and I've been meaning to fork KerbTown for months now.)

Edited by AlphaAsh
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