AlphaAsh Posted May 16, 2015 Author Share Posted May 16, 2015 Yep, that's fixed it. Didn't even realise it wasn't the latest version, derp! Thanks for the help and make that 1000th post a good one I tried to do 999 as spam. So, erm, yeah. This is a reply. What you said Link to comment Share on other sites More sharing options...
Vexxus9999 Posted May 17, 2015 Share Posted May 17, 2015 I don't use ATM,but I'm getting the black square glitch... Link to comment Share on other sites More sharing options...
Spacepetscompany Posted May 17, 2015 Share Posted May 17, 2015 Do you use Texture Replacer? Link to comment Share on other sites More sharing options...
Vexxus9999 Posted May 17, 2015 Share Posted May 17, 2015 Yeah.Only for kerbal heads/suits. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 17, 2015 Author Share Posted May 17, 2015 That's what's doing it. Since I have no idea what TR actually does (other than it's something similar to ATM) and have zero idea where to even begin to make KK and KerbinSide compatible, that leaves me with one recourse; KerbinSide isn't compatible with TextureReplacer. Link to comment Share on other sites More sharing options...
Vexxus9999 Posted May 17, 2015 Share Posted May 17, 2015 Well I'm not giving up Diverse Kerbal Heads,so I'll just deal with it. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 17, 2015 Author Share Posted May 17, 2015 OP FAQ updated with a few things that have come up more than a few times recently. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted May 17, 2015 Share Posted May 17, 2015 I feel inclined to ask about the "mostly" in the description for the WIP contract pack. Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 18, 2015 Share Posted May 18, 2015 Hmmm, odd... I'll have to double check my settings. All the positioning is wrong on mine, two buildings were partially merged. Just very odd.Additionally, for those who want Remote Tech 2 support and too lazy to crash stuff into antennae to get the coordinates, here is my RT2 base station list.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 = 430.0 Body = 1 Antennas { ANTENNA { Omni = 10.5E+07 } } }STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc508 Name = Arakebo Latitude = 8.2517 Longitude = 179.4219 Height = 430.0 Body = 1 Antennas { ANTENNA { Omni = 25.5E+07 } } }STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc509 Name = Kosmodrome Latitude = 0.138 Longitude = 217.1527 Height = 430.0 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } }}So, how do i get this code into my game to get more RT sites? sorry i'm not super at modding Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 18, 2015 Author Share Posted May 18, 2015 (edited) Version 1.1 of Kerbin-SideJobs is now available from KerbalStuff.The contracts included will have you transporting kerbals to and between bases on Kerbin, often with a stop-off innnnn space!There's also the first few missions of a 'campaign' involving ancient anomalies on Kerbin, with espionage and intrigue innnnn space!You will need Contract Configurator.It's highly recommended to also have KerbinSide installed otherwise the contracts of this pack will be utilising places on Kerbin that don't actually exist. Which would make you sad Edited May 18, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
Volt Posted May 18, 2015 Share Posted May 18, 2015 Congratulations on the new release! I'm definitely getting this along with Station contracts. Just as soon as I can get a stable install.Speaking of which, now that you've got the awesome contracts out, could I put a request in? I'm sure I can't be the only one who's suffering from the awful memory addressing of Unity at this point, and KerbinSide is - and fair enough to it - by far my largest memory hog. I get about ten to fifteen scene changes, if that. And I really would like to have B9 and KAX to make designing aircraft for these contracts more useful! I have ATM installed and D3D11/OpenGL modes aren't really an option. Are there any measures at all that you can take to bring down the memory use of KerbinSide? I know it's a big ask. Link to comment Share on other sites More sharing options...
Artfact Posted May 18, 2015 Share Posted May 18, 2015 Lovely! Will try it out in the evening! Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 18, 2015 Author Share Posted May 18, 2015 ... And I really would like to have B9 and KAX ... Are there any measures at all that you can take to bring down the memory use of KerbinSide? I know it's a big ask.KAX is a very good choice. Firespitter, which KAX uses, has some good parts in it but I tend to trim that down alot. I fly aircraft a lot in KSP and have resisted even a trimmed down B9 (last time I used full B9 was back in 0.24 maybe).I have a few things I'm planning on doing with the next KerbinSide to see if I can optimise it further for performance but realistically, only cutting down the number of assets (so cutting models) is going to really make much difference to KSP's RAM footprint. UV mapping and texture atlases might reduce draw-calls but that will only help alleviate video lag. Link to comment Share on other sites More sharing options...
comham Posted May 18, 2015 Share Posted May 18, 2015 I can't believe how much progress you've made since that first release! When I get around to actually playing KSP instead of thinking about it/talking about it/modding it this will be the first mod I install. Link to comment Share on other sites More sharing options...
Volt Posted May 18, 2015 Share Posted May 18, 2015 Understood. I suppose by its very nature a detailed mod has a minimum RAM footprint. Any reduction that doesn't compromise on quality is a good one but I wouldn't ask anyone to bust their backside for megabytes. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 18, 2015 Author Share Posted May 18, 2015 (edited) Understood. I suppose by its very nature a detailed mod has a minimum RAM footprint. Any reduction that doesn't compromise on quality is a good one but I wouldn't ask anyone to bust their backside for megabytes.It is very much a Catch 22 with this particular mod. From a player's perspective, it's things like textures and amount on screen that is considered RAM eaters, when in reality the biggest chunk is consumed by the models. KerbinSide has a lot of models. Obviously there is a saving to be had from textures becoming redundant if models are cut but I actually re-use textures across all the models to save on the overall RAM footprint of the textures. And I have compromised heavily on their quality for the sake of memory.There's also a common misconception that somehow UV maps and texture atlases (which I don't use) will consume less RAM than individual textures per material on a model. That's actually not the case. It is a tiny saving to be made there and not worth the extra dev time. It does have an impact on the number of draw-calls made of the GPU but again, the concerns for video performance are over-stated IMHO. Yes, .... poor low end GPUs will struggle. But that's the case with all games.I have lots of reasons for not wanting to UV map the models. The main one being I could never be as productive as I have been if I did. Edited May 18, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
Kitsunelegend Posted May 19, 2015 Share Posted May 19, 2015 So...I'm having an issue I hope someone could help me with...I downloaded and installed the All in 1 pack, and when I went in to the SPH, most of the menu buttons were black, and the hanger itself was....for lack of a better term, mostly invisible. I could only see the kerbals running around and the scaffolding thats inside the hanger. Everything else was gone. The doors, the walls, the roof, everything. ALl the menus worked as far as I could tell, but they were all black.I installed correctly as far as I can tell, but I'm not sure what could be the issue....I'm not running ATM or any texture mods. The only other mods I have are Firespitter, KAX, and KAS and KIS. Thats pretty much it at the moment. However, the second I un-installed it, everything went back to normal. I'm assuming its on my end but I have no idea where...Any help would be greatly appreciated. I really want to try out this mod so badly...I fly planes pretty much ALL the time now and would LOVE some more runways and such around Kerbin, formore places to land and such. Link to comment Share on other sites More sharing options...
amankd Posted May 20, 2015 Share Posted May 20, 2015 HOW can i add my own custom statics to this? i want some siple things like smaller thinner road segments, simplr houses, some stunt stuff, looking to make a kinda stunt city by ksc but would like to use custom models, as i am good at 3d modeling- - - Updated - - -is it as simple as adding odel .mu's to the statics folder? Link to comment Share on other sites More sharing options...
Blu Drako Posted May 21, 2015 Share Posted May 21, 2015 I know that this has probably been asked a billion times, but do have any idea if building destructabillity will be in the next update? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 22, 2015 Author Share Posted May 22, 2015 is it as simple as adding odel .mu's to the statics folder?The model will need a config. Have a look at the .cfg files that come with KerbinSide. You're going to need one of those for each model.I know that this has probably been asked a billion times, but do have any idea if building destructabillity will be in the next update?It won't be. I haven't the foggiest how to. Link to comment Share on other sites More sharing options...
Blu Drako Posted May 23, 2015 Share Posted May 23, 2015 The model will need a config. Have a look at the .cfg files that come with KerbinSide. You're going to need one of those for each model.It won't be. I haven't the foggiest how to.Well, is it planned for any future release? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 23, 2015 Author Share Posted May 23, 2015 Well, is it planned for any future release?Nope, sorry. If A - I decide to spend some time on figuring out how to do it and B - figure out how to do it then I will or won't do it depending on how much work is involved and whether I think it's worth it.If you figure out how to do it, please share. Link to comment Share on other sites More sharing options...
Goddess Bhavani Posted May 24, 2015 Share Posted May 24, 2015 I saw you over in the KAX thread and thought to check if KerbinSide, the whole shebang, worked fine in 1.02. Saw the thread title and downloading whole said shebang right meow :3 Link to comment Share on other sites More sharing options...
ekliptical Posted May 24, 2015 Share Posted May 24, 2015 (edited) I just wanted to share my Active Texture Manager configs for Kerbin Side and Kerbal Konstructs. I spent a while beating my head on a wall, when I wasn't able to locate an existing one, and spent a while getting it right. The issue I was having was missing or black base icons on the map. The configs go in GameData/ActiveTextureManagement/ActiveTextureManagerConfigs/ . If any issues pop up, I can try to take a look.KerbinSide.cfgACTIVE_TEXTURE_MANAGER_CONFIG{folder = KerbinSideenabled = trueOVERRIDES { KerbinSide/Parts/Static/boatlaunchIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/kshelipadIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/ksrunwayIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/anyIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/rocketpadIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/Odyssey/rocketpadIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/buoy/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/KermanControl/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } KerbinSide/Parts/Static/KerminCruiser/noIcon { compress = false mipmaps = false scale = 1 max_size = 0 } }}medsouz.cfg (for Kerbal Konstructs)ACTIVE_TEXTURE_MANAGER_CONFIG{folder = medsouzenabled = trueOVERRIDES { medsouz/KerbalKonstructs/Assets/.* { compress = false mipmaps = false scale = 1 max_size = 0 } }} Edited May 24, 2015 by ekliptical Corrected medsouz Kerbal Konstructs config Link to comment Share on other sites More sharing options...
Svm420 Posted May 24, 2015 Share Posted May 24, 2015 Does this easily adapt to system resizes? Or is it a lot of work to get it working? Love the mod and miss it on my resized kerbin. Link to comment Share on other sites More sharing options...
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