quickmind2020 Posted December 24, 2014 Share Posted December 24, 2014 HA HA HA YESSSSSSSS! IT is out for .90........ *evil laugh* Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 24, 2014 Author Share Posted December 24, 2014 Im having another problem! when i want to select a launch pad or runway a message comes up it says that i choose launchpad but i choose another.When you hover over the KK button, you are told what is currently selected. Select your alternative launch-site (in Sandbox, just click the button with the launchsite name, in Career click the button in the right pane). Now when you hover over the KK icon again, tada, it tells you the alternative launch site has been selected.In this case, it really isn't rocket science. Link to comment Share on other sites More sharing options...
olivertk Posted December 24, 2014 Share Posted December 24, 2014 When i hover over the kk button it says tha launchpad is selected then i choose like krakens pit or something and it still says that i choose launch pad so i test launch my vessel and i spawn at launchpad Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 24, 2014 Author Share Posted December 24, 2014 When i hover over the kk button it says tha launchpad is selected then i choose like krakens pit or something and it still says that i choose launch pad so i test launch my vessel and i spawn at launchpadThen you haven't installed it properly. Link to comment Share on other sites More sharing options...
T.Lancer Posted December 25, 2014 Share Posted December 25, 2014 (edited) In regards to the Latitude/Longitude Problem with Ground stations for Remote tech 2:Using VOID, MechJeb or Hyper Edit to obtain the coordinates doesn't work as they display the wrong values for Remotetech. However I have determined that SCANsat DOES display the Remote Tech compatible coordinates. That means one can now very easily add new ground stations anywhere on Kerbin without any weird and complicated conversion equations.I have made all rocket launch pads ground stations. you can paste this in your RT cfg file:GroundStations{ STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc501 Name = Tracking Station 2 Latitude = 78.608117 Longitude = 147.491623 Height = 2817.58 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc502 Name = Tracking Station 3 Latitude = 20.45392 Longitude = -78.093832 Height = 3684.54 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc503 Name = Tracking Station 4 Latitude = 20.986161 Longitude = -117.304872 Height = 4204.48 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc504 Name = Tracking Station 5 Latitude = 14.733632 Longitude = -127.017657 Height = 2999.19 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc505 Name = Tracking Station 6 Latitude = 16.043645 Longitude = -156.864196 Height = 4704.55 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc506 Name = Tracking Station 7 Latitude = 3.329209 Longitude = -37.145679 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc507 Name = KKVLA Latitude = 10.3559 Longitude = 227.3936 Height = 430 Body = 1 Antennas { ANTENNA { Omni = 2.55E+08 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc508 Name = Arakebo Latitude = 8.2517 Longitude = 179.4219 Height = 430 Body = 1 Antennas { ANTENNA { Omni = 2.55E+08 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc509 Name = Kosmodrome Latitude = 0.138 Longitude = 217.1527 Height = 430 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc510 Name = Central lakes Latitude = -15.3 Longitude = 91.3 Height = 50 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc511 Name = Great Basin Latitude = -6.4 Longitude = -178.7 Height = 1500 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc512 Name = Kraken's Belly Latitude = 20.7 Longitude = -146.4 Height = 500 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc513 Name = Great Ez Kape Latitude = 21 Longitude = 145.8 Height = 150 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc514 Name = Sea's End Latitude = -34.1 Longitude = 79.8 Height = 10 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc515 Name = Toofar Kape Latitude = -45.5 Longitude = 78.9 Height = 10 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc516 Name = Sanctuary Mouth Latitude = 23.7 Longitude = -39.9 Height = 20 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc516 Name = Sanctuary Mouth Latitude = 23.7 Longitude = -39.9 Height = 20 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc517 Name = Hanbert Kape Latitude = -22.6 Longitude = -140.3 Height = 10 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc517 Name = Dull Spot Latitude = 63.9 Longitude = -172.4 Height = 500 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc518 Name = Ocean Odyssee Platform Latitude = 16.3 Longitude = 174.4 Height = 50 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } }} Edited February 24, 2015 by T.Lancer Link to comment Share on other sites More sharing options...
Superfluous J Posted December 25, 2014 Share Posted December 25, 2014 Are there any plans to make the bases locked at first in career mode but with a purchase you can unlock them for launches? Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 25, 2014 Author Share Posted December 25, 2014 (edited) Are there any plans to make the bases locked at first in career mode but with a purchase you can unlock them for launches?What version of Kerbal Konstructs are you using? Paying funds to unlock bases has been a feature for some time now.In regards to the Latitude/Longitude Problem with Ground stations for Remote tech 2:...Or use the Nav Guidance System in Kerbal Konstructs to get Lat. and Lon. (degress anyway) that's been a feature for a couple of weeks now EDIT - Glad you figured out your other issue for yourself chap. Well done. Edited December 25, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 25, 2014 Author Share Posted December 25, 2014 Or (if possible) DDS format.I'll be sticking with tga for now. DDS isn't properly native to KSP and pngs often end up with a bigger memory footprint than tgas. The TGA loader problem in 0.25 hasn't shown up on 0.90 for me.There's quite a lot of discussion (or rather me shooting things down) in this thread about the various merits of texture formats (and use of ATM) etc. I'd recommend perusing. Some of it might have to go in the FAQ - I seem to be repeating myself rather a lot again *cheek mode off* Link to comment Share on other sites More sharing options...
Superfluous J Posted December 25, 2014 Share Posted December 25, 2014 (edited) What version of Kerbal Konstructs are you using? Paying funds to unlock bases has been a feature for some time now.None, actually. I am using none version of Kerbal Konstructs. I didn't install it or this becasue I didn't see it in the list of features of either I'll give it a try, though, now that I know!EDIT:Okay I'm starting to feel really dense. I've gone over the first post 3 times and I see no link to a download site or download file. I see a link to Kerbal Konstructs and another to KerbTown, and a reference to an "all in 1" zip but no link.EDIT2:AHA. I have inline images turned off for browsing because I'm frequently on a very strict data plan. Your images with urls behind them lose the urls in that case. Turning images on, I was able to grab the all-in-1 zip. Edited December 25, 2014 by 5thHorseman Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 25, 2014 Author Share Posted December 25, 2014 The KK version with the All in 1 is a little out-dated. You can grab the most up-to-date Kerbal Konstructs here. Link to comment Share on other sites More sharing options...
Cendar Posted December 25, 2014 Share Posted December 25, 2014 (edited) Hi all!I've started a new game with Kerbin-Side and Kerbal Konstructs and my buildings were already at max level. I read some posts before that the problem is only when starting new games, so i found a work-around.Simply remove the KerbinSide folder from your GameData (like put it somewere on desktop). Launch the game, start a new career, quit the game. Now put the KerbinSide folder into GameData again, launch the game and load your save: tadaaa! You can play with your buildings at level 1.Hope this can help in some way.(Sorry if my english is poor )EDIT: My bad, with the latest Kerbal Konstructs it works with no problem. Edited December 25, 2014 by Cendar Link to comment Share on other sites More sharing options...
Themorris Posted December 26, 2014 Share Posted December 26, 2014 Sooo,I've found my old silo mod sourcefiles(luckily, i thought they were lost), and I will give them away. Maybe you wanna integrate it into Kerbin-Side. Well, I will be away for a year and a half, so I don't have time for that. Everyone is allowed to do whatever he wants with the files(just mention me in the credits). Have fun with it and merry christmas.greetings,ThemorrisSourcefiles:https://www.dropbox.com/s/e4dexy7ls3ae4kv/Launchsilo%20Sourcefiles.rar?dl=0 Link to comment Share on other sites More sharing options...
JaffaFediration Posted December 27, 2014 Share Posted December 27, 2014 (edited) For any of you wondering this does work on Mac!Hell FrickinYeah! Edited December 29, 2014 by JaffaFediration Link to comment Share on other sites More sharing options...
JaffaFediration Posted December 28, 2014 Share Posted December 28, 2014 In the north of kerbin there is an area that is similar to Russia, wouldn't it be cool if there was a ex-military base that you could launch from, there could be some old jet fighter wrecks and some communist (kommunist) architecture mabey? Link to comment Share on other sites More sharing options...
Eskandare Posted December 28, 2014 Share Posted December 28, 2014 (edited) Sooo,I've found my old silo mod sourcefiles(luckily, i thought they were lost), and I will give them away. Maybe you wanna integrate it into Kerbin-Side. Well, I will be away for a year and a half, so I don't have time for that. Everyone is allowed to do whatever he wants with the files(just mention me in the credits). Have fun with it and merry christmas.greetings,ThemorrisSourcefiles:https://www.dropbox.com/s/e4dexy7ls3ae4kv/Launchsilo%20Sourcefiles.rar?dl=0Themorris, awesome that you found your source. I hope you don't mind if I take over your silo. I really liked it as the secret satellite launch platform. Your silo helped a lot when I made the aircraft carrier.In the north of kerbin there is an area that is similar to Russia, wouldn't it be cool if there was a ex-military base that you could launch from, there could be some old jet fighter wrecks and some communist (kommunist) architecture mabey?If it's the area I'm thinking of, I had planned to make a similar thing as part of Cities of Kerbin. I'll be back to working on my mods fairly soon as the season winds down. Edited December 28, 2014 by Eskandare condensing posts Link to comment Share on other sites More sharing options...
JaffaFediration Posted December 28, 2014 Share Posted December 28, 2014 It would be good to have some sites that fit the BD Armory mod, firing ranges and what not. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 28, 2014 Share Posted December 28, 2014 So these ancient anomalies.. are they something that could be detected by SCANsat? I'd love to go and see some, but I've no idea where to start looking... Link to comment Share on other sites More sharing options...
Damaske Posted December 28, 2014 Share Posted December 28, 2014 (edited) It would be good to have some sites that fit the BD Armory mod, firing ranges and what not.I like this idea also some sites withing 100km from Kerbal Space Center (The stock one) Would be very interesting and would help out with missile/rocket testing for long range attacks. Currently I have to take a rover out to were I want a target building and then hyperedit it out to the location and pray it does not have a Kraken attack and wipe out the target building. If you are willing to set up such an animal my suggestion is for targets at the following ranges;10km: I think within this range there should be quite a few targets as most engagements will take place in this range area. 20km: I feel that at this range it is the outer limit of non-ballistic weapons and should have a few targets less than 10km. 40km: At this range a small selection of targets from small to very large would be nice. 5-10 targets I think will be good.60km: I feel it should be the same as 40km but maybe spread out a little more than the targets at 40km.75km to 100km: This is stretching the game limits with the loading feature of BDArmory And should have maybe one or two extra large and a handful of large targets.Each target range area I think would need a fence around it at some distance to warn others of an active weapons range and not cross inside without risk of death. But sadly that might encourage Kerbals to enter anyways.... mhmmmm. As for the building themselves being able to be destroyed I was thinking at first maybe just having the target ranges as spawn points and we make our own. but after thinking aboot it some more i realize that making them as spawn points would increase the already large spawn list to insane lengths. So maybe some simple targets would be good. Not sure how the destroy-able/respawn-ability of said targets would work. Edited December 28, 2014 by Damaske Link to comment Share on other sites More sharing options...
JaffaFediration Posted December 28, 2014 Share Posted December 28, 2014 Spoiler, look through the mod files Link to comment Share on other sites More sharing options...
JaffaFediration Posted December 29, 2014 Share Posted December 29, 2014 I hope you have watched the Hichikers guide to the Galaxy cause i just thought of the best thing ever for anouther strange object! A massive Deep Thought Computer out in the desert! Would you mabey? Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted December 29, 2014 Share Posted December 29, 2014 Are the KSC upgrades compatible with KSC++? Or do they overlap/clip/etc? Link to comment Share on other sites More sharing options...
blowfish Posted December 29, 2014 Share Posted December 29, 2014 Are the KSC upgrades compatible with KSC++? Or do they overlap/clip/etc?They're designed to work together. Link to comment Share on other sites More sharing options...
Eskandare Posted December 29, 2014 Share Posted December 29, 2014 So these ancient anomalies.. are they something that could be detected by SCANsat? I'd love to go and see some, but I've no idea where to start looking...If I'm not mistaken, SCANsat does detect the anomalies. Link to comment Share on other sites More sharing options...
rossworkshop Posted December 30, 2014 Share Posted December 30, 2014 I love this mod! But now the tracking station map is messed up. All the planets and moons are shifted to the right, while a giant black rectangle hogs the left half of the screen and all the ships, bases and map locations are in the middle, just floating in space. Link to comment Share on other sites More sharing options...
PolarizedBear Posted December 30, 2014 Share Posted December 30, 2014 I seem to be having a strange issue with kerbin side. Some bases, especially the ones located on mountains, seem to be partially submerged into the terrain. For example, ill be launching a vtol from mount snowey, and i find that I am not on a helipad, but terrain. A quick look around reveals that the rest of the base is partially submerged in the terrain. Any help is appreciated. Link to comment Share on other sites More sharing options...
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