AlphaAsh Posted June 23, 2015 Author Share Posted June 23, 2015 Thanks for the fast update!I'm not sure thanks for the array of lights at the West end of the KSC main runway... My stopping distance sometimes exceeds even the already-very-generous runway...I'm having second thoughts about the lights after I just fudged up a landing testing 1.0.4. What I might do is look at certain additions to KSC only appearing as related facilities get upgraded. It's something I need to do for the VAB helipad spawn point anyway. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 24, 2015 Author Share Posted June 24, 2015 v1.4 of Kerbin-SideJobs Contracts Pack now available from KerbalStuff.Changelog:- Contract sequence logic improvements.- Jeb's Airport no longer generated as a destination.- Many contract parameters more clearly labelled.Feedback on challenge, failure and success and of course bugs appreciated. I'm still getting used to CC's functionality and need more testing than my own, so if you try any of these, come and let me know how it goes, thank you. Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted June 25, 2015 Share Posted June 25, 2015 (edited) Dear AlphaAsh, I have a request (do you take requests?):launch sites in massive buildings, something like the crazy Japanese arcology visions that have pooped up over the years. Or maybe put one in a tall bulding, or even flying above somewhere. I love your work, but it does need one more thing: MOAR LAUNCHSITESEdit: some inspirations:https://en.m.wikipedia.org/wiki/Shimizu_Mega-City_Pyramid Edited June 25, 2015 by Rory Yammomoto Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 26, 2015 Author Share Posted June 26, 2015 If you haven't noticed missing or corrupted textures, which is quite possible, then you're safe to not bother with this update.KerbinSide (All of it In 1) v1.0.2 available from KerbalStuff.Changelog:- Added some missing textures.- Fixed some corrupted textures.- - - Updated - - -...I don't do requests, no, but will add your suggestions to the 'might be fun to do something like this' file. Link to comment Share on other sites More sharing options...
Fengist Posted June 26, 2015 Share Posted June 26, 2015 Hi Alpha,I'm the Dev for the Maritime Pack. A mutual user of both of our mods reported some compatibility issues between the two mods. Sorry it's taken me a few days but I thought perhaps that if I were going to post a compatibility issue that perhaps I should investigate myself, especially since you'd been courteous enough to do the same.I can confirm that there are issues, exactly as the user described them. While some of the vessels created with my pack launch at the buoy just fine, others appear to be submerged several hundred meters. I've looked over the .craft files and I see nothing out of the ordinary. Since you know your mod better than I and since mine is a pure part pack (with the exception of FS and it's only used to spin the propellers) I thought I'd give you some craft files to test and see if you you can reproduce the same results.RoRo Test.craft - This vessel seems to launch at the buoy without issue.CVE Test.craft - This vessel immediately explodes upon launching.KK Test.craft - This is a much stripped down copy of the CVE craft file and it launches many meters underwater. This is only 5 parts so it may be easier to diagnose the issue.Here's some pics of my testing.The RoRo with a non-issue launch at the buoy.The CVE prior to launchThe CVE after launching at the buoy.The KK test craft file several seconds after launch. Here it's just breaking the surface after being launched underwater. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 26, 2015 Author Share Posted June 26, 2015 (edited) Eskandare's bouy launch works on a very simple principle. It sticks an invisible platform with a collider under the water, and the spawn point just above the water mark. I suspect what we're seeing here is an issue of clearance between the spawn point and the collider - the method just doesn't work for certain water vessels, in some cases with explosive consequences.I appreciate the research Fengist. I don't think I need to explain my issue with the initial report I had to deal wth; my main concern was the report about the launch on KSC's runway, since I'd already come to the above conclusion I just made and really am not that worried about it. However, if firespitter's water launching system is used to get around the issue of the water bouys, then yes, very old compatibility issues between firespitter and Kerbal Konstructs may well crop up.For your reference, this is the full report I got of the issues:1.0 looks cool, but I don't think I'll reinstall as it seemed that KK was very much summoning the kraken when used with Fengist's Maritime Pack (look at page 11 and 12 of the thread and you can see what I mean).I did take a look at page 11 and 12 of the thread but didn't spend time using all of the parts for my tests, so probably missed those that rely on code.I still don't think this is a blanket case of your parts pack isn't compatible with Kerbal Konstructs however. And my disproving of issues with the KSC runway I'll still stand by. Hope that doesn't come off too blunt chap. Edited June 26, 2015 by AlphaAsh bouy bouy bouy; edit 2 - clarity Link to comment Share on other sites More sharing options...
Spacepetscompany Posted June 26, 2015 Share Posted June 26, 2015 A bit of a look at some of the new assets I'm making for the next release of KerbinsideTextures are still very much so W.I.P., Models are subject to change. Link to comment Share on other sites More sharing options...
Fengist Posted June 27, 2015 Share Posted June 27, 2015 4...the method just doesn't work for certain water vessels, in some cases with explosive consequences...I still don't think this is a blanket case of your parts pack isn't compatible with Kerbal Konstructs however. And my disproving of issues with the KSC runway I'll still stand by. Hope that doesn't come off too blunt chap.I did not test with any location other than the buoy, which was enough evidence for me. Oh, I did launch a ship on the carrier successfully. It sounds like there are known issues with the buoy location and that some ships created with Maritime may have problems with it. I'll just make a note in my OP that there are issues with Oceania. Thanks for your time. Link to comment Share on other sites More sharing options...
MoeKitsune Posted June 27, 2015 Share Posted June 27, 2015 I'm guessing a farm in the grasslands? Link to comment Share on other sites More sharing options...
clivman Posted June 27, 2015 Share Posted June 27, 2015 Why isn't ocean odyssey platform at the equator? Isn't that the whole point of Sea Launch? Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 27, 2015 Author Share Posted June 27, 2015 (edited) Why isn't ocean odyssey platform at the equator? Isn't that the whole point of Sea Launch?I don't know. What was the point of what? I only work here. You're welcome? I need another letter Bob. If I got any more random this post would degenerate into elephants. Large elephants. Edited June 27, 2015 by AlphaAsh I forgot why I was editing this post. I need my pills. Link to comment Share on other sites More sharing options...
Beetlecat Posted June 28, 2015 Share Posted June 28, 2015 I'm having second thoughts about the lights after I just fudged up a landing testing 1.0.4. What I might do is look at certain additions to KSC only appearing as related facilities get upgraded. It's something I need to do for the VAB helipad spawn point anyway.Heh... It was a lightly "kidding" question about the lights, but a large number of aircraft users will have the same thoughts. I like the idea of having them, though -- maybe space the whole array way, way out, and leave a path down the middle (with a nice shrubbery!)? That would solve the not-enough runway issue. Link to comment Share on other sites More sharing options...
juanml82 Posted June 28, 2015 Share Posted June 28, 2015 Ok, you don't do requests, but how about one or two other equatorial launch sites? One in the continent across Booster Bay to recovery suborbital and failed flights and another which isn't next to a body of water so water landing isn't a problem if you overshoot the destination Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 28, 2015 Author Share Posted June 28, 2015 Ok, you don't do requests, but how about one or two other equatorial launch sites? One in the continent across Booster Bay to recovery suborbital and failed flights and another which isn't next to a body of water so water landing isn't a problem if you overshoot the destinationSeems reasonable. I think there's a few bases that are 'near-equatorial' already and the common request is for more global coverage and less equatorial but that's a goal that can ever really be achieved to everyones satisfaction, unless I start using a repetitive template which I'd get very bored with.- - - Updated - - -Heh... It was a lightly "kidding" question about the lights, but a large number of aircraft users will have the same thoughts. I like the idea of having them, though -- maybe space the whole array way, way out, and leave a path down the middle (with a nice shrubbery!)? That would solve the not-enough runway issue.Good idea. A light array with a gap down the middle. I'll probably do something like this. Link to comment Share on other sites More sharing options...
colmo Posted June 28, 2015 Share Posted June 28, 2015 This is maybe more for Konstructs, but are there any bridge assets in development? There's a few river gorges that would look the part with a bridge over them, especially once the new system allowing seamless roads and rails happens. Link to comment Share on other sites More sharing options...
blowfish Posted June 28, 2015 Share Posted June 28, 2015 This is maybe more for Konstructs, but are there any bridge assets in development? There's a few river gorges that would look the part with a bridge over them, especially once the new system allowing seamless roads and rails happens.Bridges would look cool but there are two problems with them:1) They're almost exclusively aesthetic, with little practical use for things you'd actually do in KSP2) They have to be fit to the terrain very carefully, which is difficult because there's no way to see KSP's terrain in a modeling program. Link to comment Share on other sites More sharing options...
colmo Posted June 28, 2015 Share Posted June 28, 2015 (edited) Bridges would look cool but there are two problems with them:1) They're almost exclusively aesthetic, with little practical use for things you'd actually do in KSP2) They have to be fit to the terrain very carefully, which is difficult because there's no way to see KSP's terrain in a modeling program.I perceived the ends of the bridge as simply clipping into the terrain. Getting the length right is trickier, maybe requiring multiple sections, reliant on the seamless feature update. Height isn't an issue, just give it long pillars sufficient to clip into sea/riverbed.Edit: I asked about this 6 months ago then forgot! Still, with the snappoint system, much more feasible now. Edited June 28, 2015 by colmo Link to comment Share on other sites More sharing options...
Dante Montana Posted June 28, 2015 Share Posted June 28, 2015 HelloWith KSP 1.04 coming up I installed KerbinSide again to have some places to fly at. AlphaAsh, very nice work, Thanks for sharing.The mod adds that, what is really missing in KSP.As I tested all runways to have a look what is new to have fun with I had weird behavior starting a newly spawned plane from eg. Lushlands or Lodnie Isles.When hitting the "s" key to pull the plane up it began to roll. The logfile is clean. All I found is this entry when spawning a vessel at Lodnie Isles: [LOG 19:44:20.424] [RA1.1]: ground contact! - error: -1.044mLooked into ksideairstripv24.cfg and there is an entry: mesh = ksairstripv24.mu. But this file is missing. Is this mesh file needed or did I mess up the installation? Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 28, 2015 Author Share Posted June 28, 2015 (edited) Bridges would look cool but there are two problems with them:1) They're almost exclusively aesthetic, with little practical use for things you'd actually do in KSP2) They have to be fit to the terrain very carefully, which is difficult because there's no way to see KSP's terrain in a modeling program.3 - They look a little daft without a road or similar connection at each end. But then any statics do and this isn't really a problem I'm likely to ever fix I like bridges a lot and they've been on the 'to do' list for a long time. I'll probably bump them up that list though.- - - Updated - - -... All I found is this entry when spawning a vessel at Lodnie Isles: [LOG 19:44:20.424] [RA1.1]: ground contact! - error: -1.044mLooked into ksideairstripv24.cfg and there is an entry: mesh = ksairstripv24.mu. But this file is missing. Is this mesh file needed or did I mess up the installation?That is an odd one. Let me just check the file inventory and I'll get back to you.EDIT - Hmm. That file is in the latest KerbinSide release (1.0.2) so I think you may have b0rked your install. Fish the file out of the zip, put it where it should be and then see if you can reproduce the error. Edited June 28, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
colmo Posted June 28, 2015 Share Posted June 28, 2015 3 - They look a little daft without a road or similar connection at each end. The snappoint system could allow flush fitting of roads to bridge ends, instead of clipping into terrain.Then there's railway bridges... We've been trying to nail trains for years, and this would help a lot! Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 28, 2015 Author Share Posted June 28, 2015 I perceived the ends of the bridge as simply clipping into the terrain. Getting the length right is trickier, maybe requiring multiple sections, reliant on the seamless feature update. Height isn't an issue, just give it long pillars sufficient to clip into sea/riverbed.Edit: I asked about this 6 months ago then forgot! Still, with the snappoint system, much more feasible now.You're sort of right. Unfortunately the snappoint system is very limited with origin to origin only at the moment and I'm taking a break from trying to improve it whilst I repair the damage to my study caused by my last rage-quit and get therapy and anger-management classes. Yeah, it's been like that. Link to comment Share on other sites More sharing options...
colmo Posted June 28, 2015 Share Posted June 28, 2015 No pressure, I'm aware snappoints are very early at the moment. Modder burnout has claimed more than one statics mod... Link to comment Share on other sites More sharing options...
Dante Montana Posted June 29, 2015 Share Posted June 29, 2015 (edited) .........EDIT - Hmm. That file is in the latest KerbinSide release (1.0.2) so I think you may have b0rked your install. Fish the file out of the zip, put it where it should be and then see if you can reproduce the error.Thanks for your advise. It seems that I deleted the file from the zip. Downloaded it again and hey there it is. Sorry for taking your time. My fault.So now it´s time to launch.Edit:I´m using mechjeb2 and so I wrote a custom "LandingSites.cfg" for all Kerbinside runways to have some autopilot guidance.Also includes 1 Kerbinside Helipad for the landing guidance as an example how to create such.Most runways tested and optimized for 3° landing (when it´s possible due to landscape) in both ways.Now I´m a little bit short in time, so I think the 2 or 3 unoptimized (MJ2 does its job) and the optimised will give youa good autopilot guidance with MJ2/Kerbinside. Have fun testing these.MechJeb2Landing{ LandingSites { Site { name = KSHP Blue Bay latitude = 1.887987 longitude = -11.213193 body = Kerbin } } Runways { Runway { name = Dundards Edge Runway body = Kerbin start { latitude = 44.271561 longitude = -132.002904 altitude = 526.30 } end { latitude = 44.119533 longitude = -132.013210 altitude = 528.49 } } Runway { name = Kerman Lake body = Kerbin start { latitude = 11.278595 longitude = -63.526002 altitude = 36.49 } end { latitude = 11.139395 longitude = -63.430394 altitude = 39.05 } } Runway { name = Lushlands body = Kerbin start { latitude = 2.156206 longitude = 26.611079 altitude = 772.01 } end { latitude = 2.320603 longitude = 26.645560 altitude = 774.57 } } Runway { name = Lake Dermal body = Kerbin start { latitude = 22.704161 longitude = -120.939559 altitude = 559.84 } end { latitude = 22.826780 longitude = -121.063813 altitude = 562.41 } } Runway { name = Lodnie Isles body = Kerbin start { latitude = 29.738522 longitude = 14.198230 altitude = 437.63 } end { latitude = 29.596387 longitude = 14.301934 altitude = 440.21 } } Runway { name = South Pole Station body = Kerbin start { latitude = -84.739485 longitude = 142.730562 altitude = 28.81 } end { latitude = -84.659649 longitude = 143.843950 altitude = 30.36 } } Runway { name = Kerbins Bottom body = Kerbin start { latitude = -50.489709 longitude = 170.580098 altitude = 104.16 } end { latitude = -50.475496 longitude = 170.670272 altitude = 104.51 } } Runway { name = Black Krags body = Kerbin start { latitude = 11.319460 longitude = -87.687574 altitude = 322.96 } end { latitude = 11.259869 longitude = -87.695432 altitude = 323.30 } } Runway { name = The Shelf body = Kerbin start { latitude = -53.816164 longitude = -162.094996 altitude = 313.56 } end { latitude = -53.853296 longitude = -162.013609 altitude = 313.89 } } Runway { name = South Point body = Kerbin start { latitude = -17.821461 longitude = 166.427243 altitude = 233.53 } end { latitude = -17.865181 longitude = 166.384622 altitude = 233.86 } } Runway { name = Coaler Crater body = Kerbin start { latitude = 35.428186 longitude = -98.906384 altitude = 66.86 } end { latitude = 35.389337 longitude = -98.965460 altitude = 67.22 } } Runway { name = KSC_2A body = Kerbin start { latitude = 20.652931 longitude = -146.438953 altitude = 426.36 } end { latitude = 20.526399 longitude = -146.477948 altitude = 427.84 } } Runway { name = KSC_2B body = Kerbin start { latitude = 20.679779 longitude = -146.587277 altitude = 428.65 } end { latitude = 20.520335 longitude = -146.569801 altitude = 429.68 } } Runway { name = Area 110011 body = Kerbin start { latitude = 10.650725 longitude = -132.094433 altitude = 330.16 } end { latitude = 10.311736 longitude = -132.342986 altitude = 345.77 } } Runway { name = Green Coast body = Kerbin start { latitude = -3.493135 longitude = 179.090357 altitude = 220.38 } end { latitude = -3.423834 longitude = 179.208385 altitude = 221.98 } } Runway { name = Polar RC body = Kerbin start { latitude = 79.568807 longitude = -77.414464 altitude = 31.28 } end { latitude = 79.463209 longitude = -77.543363 altitude = 32.43 } } Runway { name = South Hope body = Kerbin start { latitude = -49.790065 longitude = 16.993573 altitude = 257.27 } end { latitude = -49.579636 longitude = 16.958705 altitude = 260.80 } } Runway { name = Round Range body = Kerbin start { latitude = -6.012029 longitude = 99.388810 altitude = 1246.81 } end { latitude = -6.030616 longitude = 99.534557 altitude = 1248.46 } } Runway { name = Seas End body = Kerbin start { latitude = -34.119058 longitude = 79.805124 altitude = 4.43 } end { latitude = -34.136687 longitude = 79.929093 altitude = 5.65 } } Runway { name = Dull Spot body = Kerbin start { latitude = 63.890455 longitude = -172.43606 altitude = 424.02 } end { latitude = 63.975787 longitude = -172.294374 altitude = 425.21 } } Runway { name = Goldpool body = Kerbin start { latitude = -1.101231 longitude = 17.367110 altitude = 10.55 } end { latitude = -0.995405 longitude = 17.371496 altitude = 11.79 } } Runway { name = Hanbert Cape body = Kerbin start { latitude = -22.603277 longitude = -140.253017 altitude = 1.78 } end { latitude = -22.498952 longitude = -140.233645 altitude = 2.95 } } Runway { name = Sanctuary Mouth body = Kerbin start { latitude = 23.680483 longitude = -39.953439 altitude = 11.06 } end { latitude = 23.671297 longitude = -40.068590 altitude = 12.28 } } }} Edited July 7, 2015 by Dante Montana added 5 runways that are found under "other" Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 1, 2015 Author Share Posted July 1, 2015 There has been a licence update, which you can find in the OP.This will allow distribution of your own base packs using the assets of KerbinSide.If you have any queries concerning this, post in this thread or feel free to PM me.Official plug-in support for exporting and importing of custom bases is still in the works. Link to comment Share on other sites More sharing options...
skykooler Posted July 1, 2015 Share Posted July 1, 2015 Suggestion: Could you put some information about what the Kerbin-SideJobs contract pack is in the first post? I've read back about 10 pages and still can't find a description. Link to comment Share on other sites More sharing options...
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