AlphaAsh Posted April 11, 2016 Author Share Posted April 11, 2016 (edited) 7 hours ago, FiftyCalTalons said: I'm feeling noobish for this, but I can't seem to get it to work. I was wondering if there's any known compatibility issues with Steam or with DarkMultiPlayer? I have it installed here: And I followed the instructions of installing everything in the GameData for KerbalKonstructs and KerbinSide into the GameData folder of KSP. Appreciate all the help, and the mod you've created. I used before about a year ago and enjoyed it. Keep it up. Not a lot of info to go on. Theory 1: C:\Program Files (x86) is a protected directory and Windows is throwing locks on dlls trying to write to files. Many mods do this and rely on those writes. Theory 2: You've installed the version of Kerbal Konstructs in the latest Kerbin-Side and then haven't checked to see if there's a more recent release of the dependency. There is and you need it. And that's all I got based on what little info you've provided. Edited April 11, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
lude Posted April 11, 2016 Share Posted April 11, 2016 Ever since a version in 1.04 or 1.05 I have an issue with ground control, the ground control stations are only shown on first load of the tracking station or map view, I can select one, the image turns invisible and I am even able to open this station in kerbal konstructs but instead of being able to chose things to track or other options there is just info on where it is and if it's idle, the rest of the window is empty all other stations work fine and can be toggled on and off but the ground stations vanish immediately after one being clicked this bug is still persisting in 1.1 for me it might be caused by other mods but I slowly come to doubt that I remember trying a lot of mixing between older versions (back when the folder was still called msuez) and I somehow remember that having the right mix would solve the problem but all newer version had this bug for me (which still might be a side effect of other mods but back then it was solvable by sing older versions before the folder structure got changed) I loved the tracking station features Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 11, 2016 Author Share Posted April 11, 2016 Hmmm, might be something silly like you've switched off showing tracking stations in the toolbar. I'll see if I can reproduce the issue - it's been a while since I tested the tracking stations and they may have been impacted by something and I never noticed. I may need more info if I have difficulty reproducing the problem. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 11, 2016 Author Share Posted April 11, 2016 1 hour ago, lude said: Ever since a version in 1.04 or 1.05 I have an issue with ground control, the ground control stations are only shown on first load of the tracking station or map view, I can select one, the image turns invisible and I am even able to open this station in kerbal konstructs but instead of being able to chose things to track or other options there is just info on where it is and if it's idle, the rest of the window is empty all other stations work fine and can be toggled on and off but the ground stations vanish immediately after one being clicked this bug is still persisting in 1.1 for me it might be caused by other mods but I slowly come to doubt that I remember trying a lot of mixing between older versions (back when the folder was still called msuez) and I somehow remember that having the right mix would solve the problem but all newer version had this bug for me (which still might be a side effect of other mods but back then it was solvable by sing older versions before the folder structure got changed) I loved the tracking station features Yup, confirmed. Sorry about this. My testing procedure is sorely lacking because... well, Kerbal Konstructs is a pretty big bit of software. I do rely on bug reports otherwise stuff like this can remain broken for a while. Thank you for letting me know chap. Link to comment Share on other sites More sharing options...
lude Posted April 11, 2016 Share Posted April 11, 2016 14 minutes ago, AlphaAsh said: Yup, confirmed. Sorry about this. My testing procedure is sorely lacking because... well, Kerbal Konstructs is a pretty big bit of software. I do rely on bug reports otherwise stuff like this can remain broken for a while. Thank you for letting me know chap. most welcome, I really love this mod, kerbin is so empty and the advantage of being able to have several places to start adventures is really nice when playing career with difficulty mods. I can try to give more accurate info on how to recreate it, for me it happens as described above but I'm also willing to make another install only with the two mods in question if it doesn't persist it might be on my end (tho something i've been able to recreate for quite a while through 1.04 to 1.1pre) and I would also test/try to find out from which version on the bug occured. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 11, 2016 Author Share Posted April 11, 2016 11 minutes ago, lude said: most welcome, I really love this mod, kerbin is so empty and the advantage of being able to have several places to start adventures is really nice when playing career with difficulty mods. I can try to give more accurate info on how to recreate it, for me it happens as described above but I'm also willing to make another install only with the two mods in question if it doesn't persist it might be on my end (tho something i've been able to recreate for quite a while through 1.04 to 1.1pre) and I would also test/try to find out from which version on the bug occured. No need, it's definitely a thing and I'm busy tracking down the bug now. Link to comment Share on other sites More sharing options...
Eskandare Posted April 11, 2016 Share Posted April 11, 2016 Hi Ash, I'm working on fleshing out this massive concrete monstrosity hidden in some mountains on some forgotten unoccupied island. :-D All apart of a Secret Bases add on, of which also includes new Anomalies. And yes that is a massive lift with a massive underground hanger (had to make it big to prevent camera issues). It'll require K-Side because the hangers reference your mod. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 11, 2016 Author Share Posted April 11, 2016 That's... large. Be sure to give your colliders a thorough testing because KSP doesn't manage large colliders well. Link to comment Share on other sites More sharing options...
Eskandare Posted April 11, 2016 Share Posted April 11, 2016 (edited) 1 hour ago, AlphaAsh said: That's... large. Be sure to give your colliders a thorough testing because KSP doesn't manage large colliders well. Been doing that, it's a secret base for Jeb to crash planes into colliders. I am having an issue with the animation. I had to extend the animation to 6 minutes because 45 seconds caused aircraft to bounce itself apart. Now, the animation doesn't want to reverse once clicked. Never mind, it's a quirk of either KSP or Kerbal Konstructs. Edited April 11, 2016 by Eskandare Link to comment Share on other sites More sharing options...
martinezfg11 Posted April 11, 2016 Share Posted April 11, 2016 33 minutes ago, Eskandare said: Been doing that, it's a secret base for Jeb to crash planes into colliders. I am having an issue with the animation. I had to extend the animation to 6 minutes because 45 seconds caused aircraft to bounce itself apart. Now, the animation doesn't want to reverse once clicked. You animated the lift and it works? Whaa? I thought one could not animate colliders. Link to comment Share on other sites More sharing options...
Eskandare Posted April 11, 2016 Share Posted April 11, 2016 (edited) YES! Example: MODULE { namespace = KerbalKonstructs name = AnimateOnClick collider = (mesh name you want as button here) animationName = (animation name here) } RIGIDBODY { name = (transform that is moving here) } Proof of Concept: LIFT IS DOWN LIFT IS UP! (SIX MINUTES LATER) Edited April 11, 2016 by Eskandare Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 12, 2016 Author Share Posted April 12, 2016 (edited) 17 hours ago, AlphaAsh said: No need, it's definitely a thing and I'm busy tracking down the bug now. Alrighty, this was a nasty bug and it looks like I'm going to need to roll out a new version of KK and KS. Edited April 12, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 12, 2016 Author Share Posted April 12, 2016 v0.3 of Kerbin-Side Ground Control available from SpaceDock. Compatible with KSP 1.1. Untested in earlier versions of KSP. Changelog: Included the most recent release of Kerbal Konstructs, that includes the fixes necessary for tracking stations to not disappear in the map view or tracking station. Updated the cfgs so that the now fixed KK actually recognises tracking stations and correctly saves their persistent data in a career game. Link to comment Share on other sites More sharing options...
lude Posted April 12, 2016 Share Posted April 12, 2016 (edited) Sweet, going to download it now also sick that you can move colliders with konstructs Oo -- edit -- worked like a charm! -- edit -- i noticed that on some places there's 2 - 6 or seven tracking stations, in one desert with slightly different locations at the north pole not so much Edited April 12, 2016 by lude Link to comment Share on other sites More sharing options...
colmo Posted April 13, 2016 Share Posted April 13, 2016 (edited) @Eskandare, that is magnificent! That'll make some serious Thunderbirds/Agents of SHIELD underground bases! You might have to model it into its own mountain? An extinct volcano would be a dramatic scenic to build such a base into. Now, a request - how about a similar one, but designed for sea-level, such that the underground hangar is partly submerged and has an exit straight out to sea? It could be designed for subs only (i.e. a secret base) or allow surface craft also. You could even model a secret camouflaged door on it. Optionally, if modelled right, it could be used for surface use either, allowing vehicles to drive out of the lower level. Can this animation fix also be applied to the very old ICBM silo mod? Edited April 13, 2016 by colmo Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 13, 2016 Author Share Posted April 13, 2016 On 12/04/2016 at 3:09 PM, lude said: i noticed that on some places there's 2 - 6 or seven tracking stations, in one desert with slightly different locations at the north pole not so much Each dish is recognised as an individual tracking station. I plan to introduce tracking arrays at some point, which group dishes together for greater range etc. Link to comment Share on other sites More sharing options...
LameLefty Posted April 13, 2016 Share Posted April 13, 2016 1 hour ago, AlphaAsh said: Each dish is recognised as an individual tracking station. I plan to introduce tracking arrays at some point, which group dishes together for greater range etc. So as a newbie to this mod, what exactly do the tracking stations actually DO? Thanks! Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 13, 2016 Author Share Posted April 13, 2016 56 minutes ago, LameLefty said: So as a newbie to this mod, what exactly do the tracking stations actually DO? Thanks! Nothing game impacting yet. I'd intended to add features once RoverDude's new stuff got in to KSP, but that's been delayed. Right now I'm finally caving to demands for RemoteTech integration but I've quickly discovered I was right about the limitations that had been putting me off doing it. Other than that, I've some ideas about probe control and science transmission but that's going to mirror at least some of what RemoteTech does, except with my philosophy being don't start from the position of no link = no control. I don't like it. Link to comment Share on other sites More sharing options...
Roxor Posted April 14, 2016 Share Posted April 14, 2016 (edited) AlphaAsh. I wanted to ask you if by chance you have a list of the Latitude/Longitude/Height/Tracking Station Name for all the ground stations dishes. Some of the files have RefLatitude and RefLongitude but others don't. I would copy it from in-game but there I can't see the name's of tracking stations. It would be vary tricky for me so I was just wondering if you have a list like that? This is so I can apply that data to my RemoteTech settings and have ground stations that work with Kerbin Side. EDIT: Through the process of elimination I was able to find what I needed. I went ahead and added 1 dish for each ground station location to the RemoteTech settings cfg. Spoiler RemoteTechSettings { ConsumptionMultiplier = 1 RangeMultiplier = 1 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 SpeedOfLight = 3E+08 MapFilter = Omni, Dish, Path EnableSignalDelay = True RangeModelType = Standard MultipleAntennaMultiplier = 0 ThrottleTimeWarp = True ThrottleZeroOnNoConnection = True HideGroundStationsBehindBody = False DishConnectionColor = 0.9960784,0.7019608,0.03137255,1 OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1 ActiveConnectionColor = 0.6588235,1,0.01568628,1 GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc420 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc421 Name = Arakebo Latitude = 8.419714 Longitude = 179.6987 Height = 1519.066 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc422 Name = Brownrock Latitude = 3.329 Longitude = 322.854 Height = 2230.5 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc423 Name = Central Lakes Latitude = -15.30997 Longitude = 91.32384 Height = 20.5704 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc424 Name = Coaler Crater Latitude = 35.34896 Longitude = 261.1127 Height = 30.52464 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc425 Name = Deadkerbal Pit Latitude = 14.734 Longitude = 232.982 Height = 2999.2 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc426 Name = Goldpool Latitude = -1.157747 Longitude = 17.39211 Height = 10.96307 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc427 Name = Green Coast Latitude = 8.420 Longitude = 179.699 Height = 1519.1 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc428 Name = Guardians Basin Latitude = 41.762 Longitude = 309.719 Height = 3079.9 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc429 Name = Hanbert Cape Latitude = -22.63785 Longitude = 219.7502 Height = 14.61615 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc430 Name = Jebs Retreat Latitude = 5.591 Longitude = 298.697 Height = 1409.3 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc431 Name = Kerbins Bottom Latitude = -50.4701 Longitude = 170.5692 Height = 101.0482 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc432 Name = KKVLA Latitude = 10.57425 Longitude = 227.6512 Height = 373.6216 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc433 Name = Lodnie Isles Latitude = 29.448 Longitude = 13.089 Height = 1811.6 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc434 Name = Lush Lands Latitude = 2.164 Longitude = 26.586 Height = 780.6 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc435 Name = Mount Snowey Latitude = 20.454 Longitude = 281.906 Height = 3684.5 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc436 Name = North Pole Latitude = 79.478 Longitude = 282.571 Height = 37.9 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc437 Name = Seas End Latitude = -34.138 Longitude = 79.772 Height = 0.2 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc438 Name = South Point Latitude = -17.857 Longitude = 166.427 Height = 222.8 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc439 Name = Twin Peaks Latitude = 16.044 Longitude = 203.136 Height = 4704.5 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc440 Name = Zebedee Latitude = 78.608 Longitude = 147.492 Height = 2817.6 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } } } Edited April 15, 2016 by Roxor Link to comment Share on other sites More sharing options...
Fireheart318 Posted April 15, 2016 Share Posted April 15, 2016 On April 9, 2016 at 3:43 PM, LameLefty said: On a tangential note, having just discovered this (very cool and well-done mod today), is there any simply way to toggle the air race elements off and leave the rest of the enhancements? They really add a lot of needed "color" and life to the game. That's interesting. When I'm in a Kerbal Foundries hovercraft, it hit them, but if I'm flying low in a plane, nothing happens! Link to comment Share on other sites More sharing options...
glaivens Posted April 17, 2016 Share Posted April 17, 2016 I put KerbalKonstructs and Kerbinside into my GameData folder. I open KSP and neither of them are working. Can I get help please ? Link to comment Share on other sites More sharing options...
lude Posted April 17, 2016 Share Posted April 17, 2016 39 minutes ago, glaivens said: I put KerbalKonstructs and Kerbinside into my GameData folder. I open KSP and neither of them are working. Can I get help please ? What does the KSP.log say on a fresh start? pastebin it or search for instances of kerbinside/kerbalkonstructs and quote them Link to comment Share on other sites More sharing options...
Hawks Of Hazard Posted April 17, 2016 Share Posted April 17, 2016 8 hours ago, glaivens said: I put KerbalKonstructs and Kerbinside into my GameData folder. I open KSP and neither of them are working. Can I get help please ? I have this same problem. I tried everything... about 3 hours straight of every version every combination and putting it in every folder. It wont work and I really need kerbinside for my upcoming series... Link to comment Share on other sites More sharing options...
glaivens Posted April 17, 2016 Share Posted April 17, 2016 8 hours ago, lude said: What does the KSP.log say on a fresh start? pastebin it or search for instances of kerbinside/kerbalkonstructs and quote them Ummm. How do I go to find that out ? Sorry for my ignorance Link to comment Share on other sites More sharing options...
lude Posted April 17, 2016 Share Posted April 17, 2016 2 hours ago, glaivens said: Ummm. How do I go to find that out ? Sorry for my ignorance it's in the kerbal space folder next to the file you start it with did you by chance drop the gamedata folder into the gamedata folder instead of the kspmainfolder? Link to comment Share on other sites More sharing options...
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