AlphaAsh Posted November 12, 2014 Author Share Posted November 12, 2014 Notices updated in OP. My contract is over which means I have more time for KSP when I'm not looking for more work. However, my focus is currently on Kerbal Konstructs. Check out Notices in OP for a little more about that. Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2014 Share Posted November 12, 2014 Yes, I do use 64 bit version of Windows 8. I also see in the 'known issues' section that the Firespitter plugin may be uncompatible. I have the plugin that comes with B9 Aerospace. Ill see what I can do.Thanks for the help! Link to comment Share on other sites More sharing options...
noobsrtoast Posted November 12, 2014 Share Posted November 12, 2014 badass, this mod is just the greatest thing that has ever happened to this game, makes it feel a lot more like a simulator Link to comment Share on other sites More sharing options...
Eskandare Posted November 14, 2014 Share Posted November 14, 2014 Great mod!!Out of curiosity, why does the water structures(the one that are in a folder) are way heavier than the land structures?I mean, for the runway and helipad my game work fine but when I try to take-off from the carrier, my game lag(and crash if I have all the water structures).I used a single UV mapped mesh. However, i may be able to fix it using a script AlphaAsh mentioned earlier in this thread. I'm going to be adding the hanger deck and aircraft lifts. Flight deck lights are getting reworked. Link to comment Share on other sites More sharing options...
Fieel Posted November 16, 2014 Share Posted November 16, 2014 So, i'd like to know if i will be able to use this mod without any problems given my present mods list:primary:AVCAstronomer's pack (graphics, visual enhancement)MechJEBRemotetechFAR RasterPropMonitorDeadly ReentryInterstellar (more parts in late-game)SCANsatDMagic Orbital ScienceUSI Kolonization Systems (planetary colonies and space stations parts)BoxSat (parts for satellites and probes)B9 Aerospace (parts for planes)Interstellar (LATE game parts)Fine Print (even more contracts)secondary:Final FrontierHullcam VDSScienceAlert[x] Science! Link to comment Share on other sites More sharing options...
medsouz Posted November 16, 2014 Share Posted November 16, 2014 So, i'd like to know if i will be able to use this mod without any problems given my present mods list:Should be fine Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 16, 2014 Author Share Posted November 16, 2014 version 0.39.1 of All of It In 1 is now available. Find links in the OP.Changelog:Included latest version of Kerbal Konstructs (v0.5).This introduces stage 1 of a base management strategy layer to career mode.All of KerbinSide's base configurations have been updated to take advantage of this.If you don't want to pay funds to open bases in career mode, open KerbalKonstructs.cfg and set disableCareerStrategyLayer = True Link to comment Share on other sites More sharing options...
falken Posted November 16, 2014 Share Posted November 16, 2014 Sounds cool. Can't wait to try! Link to comment Share on other sites More sharing options...
lextacy Posted November 17, 2014 Share Posted November 17, 2014 version 0.39.1 of All of It In 1 is now available. Find links in the OP.Changelog:Included latest version of Kerbal Konstructs (v0.5). This introduces stage 1 of a base management strategy layer to career mode. All of KerbinSide's base configurations have been updated to take advantage of this. If you don't want to pay funds to open bases in career mode, open KerbalKonstructs.cfg and set disableCareerStrategyLayer = True what about RemoteTech 2 support? Link to comment Share on other sites More sharing options...
blowfish Posted November 17, 2014 Share Posted November 17, 2014 what about RemoteTech 2 support?Read OP Link to comment Share on other sites More sharing options...
Fieel Posted November 17, 2014 Share Posted November 17, 2014 Lol Area 110011, which from binary to decimal is Area 51. Link to comment Share on other sites More sharing options...
drtedastro Posted November 17, 2014 Share Posted November 17, 2014 What is the best way to incorporate the new items into a game / save where modifications have been made?Any best practice / method suggested, or just tear it apart piece by piece and make individual modifications so not to lose any previous mods..? Link to comment Share on other sites More sharing options...
lextacy Posted November 17, 2014 Share Posted November 17, 2014 Read OP yes im aware you can edit the Remotetech.cfg file, ive done this before and its not stable. It increases the rate of the game crashing 300% . I was hoping for actual hard coded support by the developer of this mod. I guess Im asking for too much :/ Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 17, 2014 Author Share Posted November 17, 2014 (edited) yes im aware you can edit the Remotetech.cfg file, ive done this before and its not stable...Then the issue is with RemoteTech and you should drop by that thread and let the devs know. There's no need for hard-code in KerbinSide or KK.What is the best way to incorporate the new items into a game / save where modifications have been made?Any best practice / method suggested, or just tear it apart piece by piece and make individual modifications so not to lose any previous mods..?Do you mean merging instances from bases you made yourself chap? Back up the config files, install the new content, then copy and append any instances from the backed up configs to the new configs that aren't in them. Edited November 17, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Commandodiamond Posted November 17, 2014 Share Posted November 17, 2014 It goes off the screen... Link to comment Share on other sites More sharing options...
FluffySilverUnicorn Posted November 18, 2014 Share Posted November 18, 2014 Is this compatible with StarSystems? Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 18, 2014 Author Share Posted November 18, 2014 (edited) It goes off the screen... What does? The launch selector? This is a known issue with Kerbal Konstructs on low resolutions and true of a lot of mods that need a large GUI interface. KSP's GUI in general doesn't scale particularly well. I'll see what I can do in KK.Is this compatible with StarSystems?Fairly certain StarSystems doesn't rescale planets and fairly certain co-ords are fixed relative to a planetoid so I'd a hazard a yes. medsouz should be able to give you a more definitive answer. He lurks but you can always ask in the StarSystems thread. Edited November 18, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
medsouz Posted November 18, 2014 Share Posted November 18, 2014 He lurksIs this compatible with StarSystems?From what I've seen everything seems to work except for launch sites. When launching from a custom site there is a chance or falling through the runway or spawning really high above the site. Link to comment Share on other sites More sharing options...
Gojidoh Posted November 18, 2014 Share Posted November 18, 2014 a lot of the locations clip into the ground? like Arakebo island launch point is completely under ground Link to comment Share on other sites More sharing options...
blowfish Posted November 18, 2014 Share Posted November 18, 2014 a lot of the locations clip into the ground? like Arakebo island launch point is completely under groundWhat is your terrain detail setting? If it's not high (as per OP) you're going to get errors. Link to comment Share on other sites More sharing options...
Fieel Posted November 19, 2014 Share Posted November 19, 2014 So, i'd like to know if i will be able to use this mod without any problems given my present mods list:primary:AVCAstronomer's pack (graphics, visual enhancement)MechJEBRemotetechFAR RasterPropMonitorDeadly ReentryInterstellar (more parts in late-game)SCANsatDMagic Orbital ScienceUSI Kolonization Systems (planetary colonies and space stations parts)BoxSat (parts for satellites and probes)B9 Aerospace (parts for planes)Interstellar (LATE game parts)Fine Print (even more contracts)secondary:Final FrontierHullcam VDSScienceAlert[x] Science!Should be fineI can't even start the game without crashing. Removing this mods fixes everything.. what could have gone wrong? I modified the Remotetech file to support this mod, i rechanged it to default but that wans't the problem. Maybe EVE and Astronomer's pack conflicting with this? I really want this to work. Link to comment Share on other sites More sharing options...
medsouz Posted November 19, 2014 Share Posted November 19, 2014 I can't even start the game without crashing. Removing this mods fixes everything.. what could have gone wrong? I modified the Remotetech file to support this mod, i rechanged it to default but that wans't the problem. Maybe EVE and Astronomer's pack conflicting with this? I really want this to work.Maybe you're using too much RAM? Link to comment Share on other sites More sharing options...
goldenpeach Posted November 19, 2014 Share Posted November 19, 2014 (edited) Unfortunately, I have a bug to report: when I start a launch from one of the location provided in this mod, everything work fine.However, when I go from a location to another, nothing is loaded when i arrive at a location where there should be something.In exemple, I flew from the old KSC to the "standar" one(30 min trip) but the hangars that should be next to the runway weren't there :-(Is it a known issue?If it is, sorry for reposting it, I made a quick search in this forum but found nothing about this bug.If it's needed, I can provide the log right after I recovered the plane that landed on the KSC and screenshots of the missing hangars.Just tell me where to put them and it will be done :-) Edited November 19, 2014 by goldenpeach Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 19, 2014 Author Share Posted November 19, 2014 I just flew a test flight from KSC to Jeb's Island Retreat, grabbing a contract waypoint at 13km high on the way. Whilst I did see some popping in and out of the assets on the island (which is to be expected with the constant chages in range to the assets), when I dropped down and did a fly-over of the island, everything was visible as it should be. Turned my plane to make my approach to the runway and touched down without incident.I'll keep looking at this issue, but with only one report and consistent reliability like I describe above as I continue to test KerbinSide and KK, if I can't reproduce an issue I'm left with only the usual recourse, giving the usual advice: delete Kerbinside and the medsouz directory. Check you haven't got a Hubs directory - if you have, delete it. Re-install the latest KerbinSide All of it In 1 (0.39.1). Make sure everything in the GameData folder of the zip goes in the same place of your GameData folder of KSP. Link to comment Share on other sites More sharing options...
flamerboy67664 Posted November 20, 2014 Share Posted November 20, 2014 Can you add a config to use the Ground Stations from this mod as a Communication Base (Like KSC's Mission Control) for RemoteTech?Cheers, flamerboy67664 Link to comment Share on other sites More sharing options...
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