amankd Posted November 21, 2015 Share Posted November 21, 2015 just wanting to clarify how you would use the config for my own mod, i assume it is just pickig up what is plased in the "author" section and onverts them all but what sort of document should i use (ive never had to impliment mm before foe any of my mods) and what is the likly hood of ths contiuning to work in 1.1? Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 21, 2015 Author Share Posted November 21, 2015 [quote name='amankd']so lemme get this straight, as im activly making a kk mod, they should work fine aslong as all the coliders are convex? so splitting the model into lots f small sections and making each a convex collider should work? [/QUOTE] Yes. And no. Multiple convex colliders present other issues. Even with precise alignment in Unity, KSP's physics tends to see tiny gaps between them. This makes this technique very tricky to get precision collision with larger objects such as runways. With overlapping, you get tiny bumps. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Thomas P.'] I submitted a pull request to KerbalKonstructs, that implements a fix for the colliders. More details are here: [URL]http://forum.kerbalspaceprogram.com/threads/105247?p=2307634#post2307634[/URL][/QUOTE] I'll take a look at this. Thank you sir. Link to comment Share on other sites More sharing options...
Atlantis5104 Posted December 3, 2015 Share Posted December 3, 2015 Hi AlphaAsh, I've been using this mod for a long time and enjoyed it, especially the Aircraft Carriers. However, recently I've tried to change the location of the carriers for more flexible flight locations. The coordinates in the .cfg file doesn't seem to match the standard form of Kerbin coordinates. Can you tell me how the coordinate works for static objects in this mod. I promise I will only utilize it for personal use and will not publish any relevant materials. If you want the information to be private I promise that I will not disclose. Thanks a lot. Atlantis5104 Dec 3 2015 Link to comment Share on other sites More sharing options...
blowfish Posted December 3, 2015 Share Posted December 3, 2015 4 hours ago, Atlantis5104 said: Hi AlphaAsh, I've been using this mod for a long time and enjoyed it, especially the Aircraft Carriers. However, recently I've tried to change the location of the carriers for more flexible flight locations. The coordinates in the .cfg file doesn't seem to match the standard form of Kerbin coordinates. Can you tell me how the coordinate works for static objects in this mod. I promise I will only utilize it for personal use and will not publish any relevant materials. If you want the information to be private I promise that I will not disclose. Thanks a lot. Atlantis5104 Dec 3 2015 The location is a cartesian x,y,z. You can set it yourself if you know some trig, but it's not really intended to be human readable/editable. Link to comment Share on other sites More sharing options...
Atlantis5104 Posted December 4, 2015 Share Posted December 4, 2015 18 hours ago, blowfish said: The location is a cartesian x,y,z. You can set it yourself if you know some trig, but it's not really intended to be human readable/editable. Hello, I know basic Trigonometry. Just asking what do the x,y,z axes correspond to? and where is the 0,0,0 point located? In addition, are there any software they are using to reduce work? Link to comment Share on other sites More sharing options...
blowfish Posted December 4, 2015 Share Posted December 4, 2015 5 hours ago, Atlantis5104 said: Hello, I know basic Trigonometry. Just asking what do the x,y,z axes correspond to? and where is the 0,0,0 point located? In addition, are there any software they are using to reduce work? 0,0,0 is the center of the planet. Link to comment Share on other sites More sharing options...
Atlantis5104 Posted December 5, 2015 Share Posted December 5, 2015 (edited) Ok I see, thanks a lot. Edited December 5, 2015 by Atlantis5104 Link to comment Share on other sites More sharing options...
RA3236 Posted December 12, 2015 Share Posted December 12, 2015 I would just like to say this: CKAN says that KerbinSide and KerbalKonstructs are compatibke with 1.0.5. I've noticed the issues with the colision meshes and I thought I might mention this. Link to comment Share on other sites More sharing options...
TaintedLion Posted December 13, 2015 Share Posted December 13, 2015 1 hour ago, RA3236 said: I would just like to say this: CKAN says that KerbinSide and KerbalKonstructs are compatibke with 1.0.5. I've noticed the issues with the colision meshes and I thought I might mention this. It is, but it isn't, but it is. Link to comment Share on other sites More sharing options...
Delta_8930 Posted December 14, 2015 Share Posted December 14, 2015 I remember back in 0.90 there was something in the launch selector called "missile silo". It spawned me above some grass about 2.5 km away from the KSC. Has anyone ever got the missile silo to work? Link to comment Share on other sites More sharing options...
Nebula7 Posted December 19, 2015 Share Posted December 19, 2015 Hi, I've been trying to install this mod for 1.0.4, but it crashes regardless of running it in 32 or 64 bit. I have Active Texture Manage Management, but that doesn't help either. To be more specific, it crashes when I try to load my vehicle on the runway/launchpad, and is pretty frustrating. I've spent some time searching but can't find any fixes. Could anyone help please? Link to comment Share on other sites More sharing options...
blowfish Posted December 20, 2015 Share Posted December 20, 2015 17 hours ago, Nebula7 said: Hi, I've been trying to install this mod for 1.0.4, but it crashes regardless of running it in 32 or 64 bit. I have Active Texture Manage Management, but that doesn't help either. To be more specific, it crashes when I try to load my vehicle on the runway/launchpad, and is pretty frustrating. I've spent some time searching but can't find any fixes. Could anyone help please? Welcome to the forums Did you install a version that was released for 1.0.4? The last was compiled against 1.0.5 and is not guaranteed to work on 1.0.4 This doesn't sound like an out of memory crash, so 32 vs 64 bit/ATM won't make a difference. Just stick with 32 bit (if you're on Windows) and don't bother with ATM unless you have a lot of very old mods. The first link in my signature provides instructions on how to get your output log, which might provide clues as to why the crash is happening. As a general rule, it always helps to include it with a support request. Link to comment Share on other sites More sharing options...
Stone Blue Posted December 21, 2015 Share Posted December 21, 2015 So now that Kerbal Konstructs has a community fix, does that mean KerbinSide may work? I mean, was the issue with Konstructs and the kolliders, the whole reason KerbinSide doesnt work in 1.0.5? Or does KerbinSide ALSO have issues of its own for 1.0.5? Link to comment Share on other sites More sharing options...
ss8913 Posted December 23, 2015 Share Posted December 23, 2015 On 12/21/2015 at 4:34 PM, Stone Blue said: So now that Kerbal Konstructs has a community fix, does that mean KerbinSide may work? I mean, was the issue with Konstructs and the kolliders, the whole reason KerbinSide doesnt work in 1.0.5? Or does KerbinSide ALSO have issues of its own for 1.0.5? this is my question as well, I just now heard KK had been updated, is KerbinSide back in business?? Link to comment Share on other sites More sharing options...
Svm420 Posted December 23, 2015 Share Posted December 23, 2015 2 hours ago, ss8913 said: this is my question as well, I just now heard KK had been updated, is KerbinSide back in business?? On December 21, 2015 at 7:34 PM, Stone Blue said: So now that Kerbal Konstructs has a community fix, does that mean KerbinSide may work? I mean, was the issue with Konstructs and the kolliders, the whole reason KerbinSide doesnt work in 1.0.5? Or does KerbinSide ALSO have issues of its own for 1.0.5? Yes Link to comment Share on other sites More sharing options...
Hell_Raiser Posted December 29, 2015 Share Posted December 29, 2015 On 12/23/2015 at 10:07 PM, Svm420 said: Yes What do you have to do to get it to work? I have placed the fixed kk and the kerbinside skyways folders in game data, but some of the collides are above the runways and at funny angles Link to comment Share on other sites More sharing options...
blowfish Posted December 29, 2015 Share Posted December 29, 2015 2 hours ago, Thomas P. said: @All who want this in 1.0.5, I suggest that you put the following Config in your GameData: @STATIC[*] { concaveColliders = all } That should fix the issues And also using the modified build, of course. Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted December 29, 2015 Share Posted December 29, 2015 (edited) Pretty cool mod, just wish the textures were a little better, and the collision mesh could be alot better, but still cool. Edited December 29, 2015 by RYU AZUKU99 Link to comment Share on other sites More sharing options...
CommanderCoye Posted December 31, 2015 Share Posted December 31, 2015 You know, I think you should add a runway that cuts into an artificial face on a mountain. Sorta like that one base in just cause 3 or that place in the movie Kingsman. Link to comment Share on other sites More sharing options...
ephesix Posted January 4, 2016 Share Posted January 4, 2016 On 12/29/2015 at 7:50 AM, Thomas P. said: @All who want this in 1.0.5, I suggest that you put the following Config in your GameData: @STATIC[*] { concaveColliders = all } That should fix the issues What should I name the config? Is there anything else I have to do? Link to comment Share on other sites More sharing options...
blowfish Posted January 4, 2016 Share Posted January 4, 2016 13 minutes ago, ephesix said: What should I name the config? Is there anything else I have to do? It must exist in a .cfg file somewhere in GameData, and you need the modified build. Link to comment Share on other sites More sharing options...
ephesix Posted January 4, 2016 Share Posted January 4, 2016 16 minutes ago, blowfish said: It must exist in a .cfg file somewhere in GameData, and you need the modified build. Got it. Thanks for clearing that up, it works perfectly now. Link to comment Share on other sites More sharing options...
Beetlecat Posted January 4, 2016 Share Posted January 4, 2016 15 hours ago, blowfish said: It must exist in a .cfg file somewhere in GameData, and you need the modified build. I know many mod makers and users are taking a breath before 1.1, but hopefully this gives AlphaAsh and the gang some encouragement to continue... Thanks, muchly! Link to comment Share on other sites More sharing options...
sashan Posted January 7, 2016 Share Posted January 7, 2016 On 04.01.2016 at 9:17 AM, blowfish said: nd you need the modified build. Which one? I remember getting something like that but that just removed the buildings. Link to comment Share on other sites More sharing options...
blowfish Posted January 7, 2016 Share Posted January 7, 2016 7 hours ago, sashan said: Which one? I remember getting something like that but that just removed the buildings. I think Thomas P. posted it a few pages back. I'm not going to bother digging it up, but it's there. Link to comment Share on other sites More sharing options...
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