AlphaAsh Posted July 19, 2015 Author Share Posted July 19, 2015 I wonder... Is the old space plane hangar in this?http://wiki.kerbalspaceprogram.com/images/e/ee/Sphexterior.jpgNope, sorry. I haven't done any cloning of Squad's assets, current or old. Whether the asset is still in some data library of KSP or not, no idea and I haven't explored whether it's possible to use any of Squad's static assets. I doubt it would be possible. NathanKell has figured out how to move the KSC in RSS, I believe. Link to comment Share on other sites More sharing options...
Scientia1423 Posted July 20, 2015 Share Posted July 20, 2015 Oh ok, I was just wondering because squad hasn't added the old spaceplane hanger and runway to the KSC2.It might have been noted that the old buildings may be in the 0.18 game release Link to comment Share on other sites More sharing options...
TonyC Posted July 20, 2015 Share Posted July 20, 2015 Could you upload the all in one pack on a separate website please ? (Mega, Mediafire, GitHub?)KerbalStuff has horrible bandwith on my computer at 1 kbyte/s (yet all other services work fine) and randomly stops downloading.Thank you Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 20, 2015 Author Share Posted July 20, 2015 (edited) Could you upload the all in one pack on a separate website please ? (Mega, Mediafire, GitHub?)KerbalStuff has horrible bandwith on my computer at 1 kbyte/s (yet all other services work fine) and randomly stops downloading.Thank you I'll investigate getting a mirror sorted. It won't be Curse.I do prefer it to be exclusive to KerbalStuff as it 1 - Makes it easier for me to track and 2 - promotes KerbalStuff (I like KerbalStuff). However, I can appreciate that it's sometimes dog slow. Might be worth letting SirCmpwn know about the issue too. Edited July 20, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
TonyC Posted July 20, 2015 Share Posted July 20, 2015 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 } } }} Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 20, 2015 Author Share Posted July 20, 2015 Now this might sound insanely stupid, but how do I apply this to the actual RemoteTech mod ?RemoteTech generates its config when it first runs. Fairly certain it just needs c&ping into that. Somewhere - - - Updated - - -@MegaUZIHere's a mirror:https://www.dropbox.com/s/3bg6jxyiwmh5hmr/KerbinSidev1p0p3.zip?dl=0 Link to comment Share on other sites More sharing options...
TonyC Posted July 21, 2015 Share Posted July 21, 2015 RemoteTech generates its config when it first runs. Fairly certain it just needs c&ping into that. Somewhere - - - Updated - - -@MegaUZIHere's a mirror:https://www.dropbox.com/s/3bg6jxyiwmh5hmr/KerbinSidev1p0p3.zip?dl=0Thanks ! Link to comment Share on other sites More sharing options...
Artfact Posted July 21, 2015 Share Posted July 21, 2015 Hm, yeah,well,I only found configs for plugins and Squad parts. Might be looking in the wrong place. But I have added the code as a separate config file in any case. See if that works. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 21, 2015 Author Share Posted July 21, 2015 Hm, yeah,well,I only found configs for plugins and Squad parts. Might be looking in the wrong place. But I have added the code as a separate config file in any case. See if that works.Fairly sure it won't. Pop by the RemoteTech thread and get some help there. This has come up plenty of times. Link to comment Share on other sites More sharing options...
Artfact Posted July 21, 2015 Share Posted July 21, 2015 Will do, thanks. Link to comment Share on other sites More sharing options...
Wanderfound Posted July 22, 2015 Share Posted July 22, 2015 Alpha: got a new racetoy for you. Kerboracer D. Fast, easy to fly, tight turner. Very good on Dundard's.Craft file at https://www.dropbox.com/s/k1nbc8t04ak5m7i/Kerboracer%20D.craft?dl=0 Link to comment Share on other sites More sharing options...
Andrewx21 Posted July 23, 2015 Share Posted July 23, 2015 Is it just me or do I remember there being many more bases than there are now, with the all in one pack.... ? Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 23, 2015 Author Share Posted July 23, 2015 (edited) Is it just me or do I remember there being many more bases than there are now, with the all in one pack.... ?http://forum.kerbalspaceprogram.com/threads/82785-1-0-4-Kerbin-Side-v1-0-3-SideJobs-v1-4-Air-Race-v1-5?p=2031792&viewfull=1#post2031792You playing one of those turn-based military saves where you pass around the save file perchance?*I kind of assume that they'll use an earlier version of KerbinSide to save off bases I scrap and then merge them back in manually. At least that's what I'd be doing if the content modder kept removing content from a mod I rely on Also, with the recent licence change I made, it's perfectly fine to release modified config packs to set up the assets in KerbinSide however you want.* hey guys *wave* You're going to like something I have planned for Kerbal Konstructs. Plug-in support for stuff you do. Edited July 23, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
The White Guardian Posted July 23, 2015 Share Posted July 23, 2015 Sweet mother of mercy, this is awesome! Amazing work! Link to comment Share on other sites More sharing options...
Dante Montana Posted July 23, 2015 Share Posted July 23, 2015 (edited) HelloSince I`m playing a lot more with Airrace the last couple of weeks than starting rockets, I have to thank you AlphaAsh for upgrading it to the current level. It´s a lot of fun. Using planes, rover and hover vecs to race, there is a part inside a racetrack that isn´t optimal for hovering vecs, I think.At Dundards raceway after Gate 8 you have to cross the river but it is difficult to leave the river to get to Gate 9.Javascript is disabled. View full albumCan you help out? Maybe a bridge (I saw one flying around at Kerbin) or a short ramp to have a great jump or moving the gates to a flatter area to leave the river (like the part where you have to exit the river the first time - challenging but funny). Edited July 23, 2015 by Dante Montana Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 23, 2015 Author Share Posted July 23, 2015 ...Can you help out? Maybe a bridge (I saw one flying around at Kerbin) or a short ramp to have a great jump or moving the gates to a flatter area to leave the river (like the part where you have to exit the river the first time - challenging but funny).Yup I have something in mind for getting out of the canyon and then over the river chap that should make the next update.I don't think every track can cater for rovers, however. Link to comment Share on other sites More sharing options...
Dante Montana Posted July 23, 2015 Share Posted July 23, 2015 (edited) Yup I have something in mind for getting out of the canyon and then over the river chap that should make the next update.I don't think every track can cater for rovers, however.The one track (Black Krags)that is capable of roverrace is enough I think. For myself no enhancement for roverrace needed overall.I was infected by the kerbin race hover challenge. So what I wanted to point out is that hovercraft racing isn´t so much fun as it maybe could be at that point of Dundards course. As you posted - you want to change course layout. Will try. Edited July 23, 2015 by Dante Montana Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted July 25, 2015 Share Posted July 25, 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 } } }}How would I go about setting this up as MM config that will make sure they get added LAST? I had them working for a while, then some mod got updated and they're all missing. I get real confused with MM beyond very basic stuff, and especially when the config I'm trying to figure out is mushed into a big wall of text. Link to comment Share on other sites More sharing options...
v8Dave Posted July 26, 2015 Share Posted July 26, 2015 (edited) I'm getting a log file warning for the kerbal konstructs config file not being found.[WRN 10:04:47.583] File '/GameData/medsouz/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not existThe path seperator before the file name is \ instead of /EDIT: Reposted to the Kerbal Konstructs thread as requested below. Edited July 26, 2015 by v8Dave Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 26, 2015 Author Share Posted July 26, 2015 (edited) How would I go about setting this up as MM config that will make sure they get added LAST? I had them working for a while, then some mod got updated and they're all missing. I get real confused with MM beyond very basic stuff, and especially when the config I'm trying to figure out is mushed into a big wall of text.I don't know. Try the RemoteTech and Module Manager threads and you might get appropriate help.- - - Updated - - -I'm getting a log file warning for the kerbal konstructs config file not being found.[WRN 10:04:47.583] File '/GameData/medsouz/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not existThe path seperator before the file name is \ instead of /It'd be more helpful to me if Kerbal Konstructs issues went in the Kerbal Konstructs thread. Edited July 26, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
v8Dave Posted July 26, 2015 Share Posted July 26, 2015 It'd be more helpful to me if Kerbal Konstructs issues went in the Kerbal Konstructs thread.My apologies, do you want me to repost there ? Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 26, 2015 Author Share Posted July 26, 2015 My apologies, do you want me to repost there ?Please. Link to comment Share on other sites More sharing options...
LitaAlto Posted August 2, 2015 Share Posted August 2, 2015 The second Kerbal Foundries vs KerbinSide Air-Race challenge has now begun! Details at http://forum.kerbalspaceprogram.com/threads/130403 Link to comment Share on other sites More sharing options...
sashan Posted August 3, 2015 Share Posted August 3, 2015 What about RAM usage? I see there are very little textures, but 170 megabytes (!) of models. Why so large number, and how do they influence RAM, same as textures?I tend to stay at Kerbin and play airplanes and missiles right now, so the mod is important for me. But to stuff in 170 megs I need to do delete lotta other mods, Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 3, 2015 Author Share Posted August 3, 2015 (edited) ... but 170 megabytes (!) of models. Why so large number, and how do they influence RAM, same as texturesModels + textures = RAM footprint.Number of unique models on screen + number of unique textures (ie not per model) on screen = Draw-calls.(This is a simplification.)Draw-calls is what determines a GPU's performance. The more draw-calls, the lower performance. The better the GPU, the more draw-calls it can handle.The reason there's 170 mbs of models is because this is how you get detailed bases in the game. 1 texture cubes look dumb.I've discussed this numerous times in this thread so try searching the thread. Edited August 3, 2015 by AlphaAsh Stuff and things Link to comment Share on other sites More sharing options...
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