maybach123 Posted April 30, 2016 Share Posted April 30, 2016 4 minutes ago, FireFaced said: What do you mean? a kerbin map that has points as to where the kerbinside bases are (i am building a country map for kerbin and would like to include the bases) Link to comment Share on other sites More sharing options...
FireFaced Posted April 30, 2016 Share Posted April 30, 2016 1 minute ago, maybach123 said: a kerbin map that has points as to where the kerbinside bases are (i am building a country map for kerbin and would like to include the bases) I'm not sure. You might be on your own with that. Link to comment Share on other sites More sharing options...
maybach123 Posted April 30, 2016 Share Posted April 30, 2016 1 minute ago, FireFaced said: I'm not sure. You might be on your own with that. alright i guess ill just do it the hard way. (using Photoshop while looking at the map in game for reference) Link to comment Share on other sites More sharing options...
Beetlecat Posted May 2, 2016 Share Posted May 2, 2016 On 4/30/2016 at 1:21 PM, maybach123 said: alright i guess ill just do it the hard way. (using Photoshop while looking at the map in game for reference) You might be able to glean some coordinate info from the config files, and then figure out how to plot them properly if you're using a rectangular projection map. Link to comment Share on other sites More sharing options...
Wrath_IX Posted May 2, 2016 Share Posted May 2, 2016 (edited) Easiest thing I can think of that might help you create such a map with the bases in place is to enable the bases to be visable from the tracking center (I think I remember being able to do that) then 1) open Kerbin map from the tracking center. 2) align your camera angle to be centered on the kerbin equator 3) Take a series of screen shots as you rotate your view around kerbin (you may need to do some time warping so you can get a shot of parts while they are in day light) 4) Take those screen shots and cut them down to a specific vertical slice of the rotation. 5) carefully combine and align your slices to fit together in a program like Paintdotnet (Paint.net) which is like poor mans adobe if you don't have good image editing. If done correctly you should be able to patch together a full map of Kerbin with bases from a top down view similar to what you see in current earth world maps. If that seems like too much work let me know and I can try to do one up for you On a side note its been a while since I have played around with Kerbin Side; have they solved the issue with placing a base on a different planetary body? Edited May 2, 2016 by Wrath_IX Add a question of my own Link to comment Share on other sites More sharing options...
maybach123 Posted May 2, 2016 Share Posted May 2, 2016 20 minutes ago, Wrath_IX said: Easiest thing I can think of that might help you create such a map with the bases in place is to enable the bases to be visable from the tracking center (I think I remember being able to do that) then 1) open Kerbin map from the tracking center. 2) align your camera angle to be centered on the kerbin equator 3) Take a series of screen shots as you rotate your view around kerbin (you may need to do some time warping so you can get a shot of parts while they are in day light) 4) Take those screen shots and cut them down to a specific vertical slice of the rotation. 5) carefully combine and align your slices to fit together in a program like Paintdotnet (Paint.net) which is like poor mans adobe if you don't have good image editing. If done correctly you should be able to patch together a full map of Kerbin with bases from a top down view similar to what you see in current earth world maps. If that seems like too much work let me know and I can try to do one up for you On a side note its been a while since I have played around with Kerbin Side; have they solved the issue with placing a base on a different planetary body? no i havent seen any bases on any other planets i think he is limiting it to kerbin. But I have seen other mods that do it Link to comment Share on other sites More sharing options...
theonegalen Posted May 4, 2016 Share Posted May 4, 2016 (edited) Getting some new errors popping up with Contract Configurator and Kerbin Side Jobs: Spoiler and output_log: https://drive.google.com/open?id=0B6ZYgATQfNhBQkRHbGdSRDFvR0U Also, I assume it's impossible to disable Downlink separate from the rest of the Kerbal Konstructs .dll? Edited May 4, 2016 by theonegalen Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 4, 2016 Author Share Posted May 4, 2016 (edited) 7 hours ago, theonegalen said: Getting some new errors popping up with Contract Configurator and Kerbin Side Jobs: Reveal hidden contents and output_log: https://drive.google.com/open?id=0B6ZYgATQfNhBQkRHbGdSRDFvR0U That's CC and RemoteTech having a slap fight with Module Manager instigating it. Until they calm down calm down, you can just comment the MM code out of the relevant contract cfg. The Downlink is disabled unless you turn it on. Edited May 4, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 4, 2016 Author Share Posted May 4, 2016 // RemoteTech changes the antenna module, so change it in our config too to // support RemoteTech installs. Borrowed from nightingale. @CONTRACT_TYPE[KSidePyramid]:FOR[KerbinSideJobs]:NEEDS[RemoteTech] { @PARAMETER[VesselParameterGroup] { @PARAMETER[AntennaPart] { @partModule = ModuleRTAntenna } } } Change that to // RemoteTech changes the antenna module, so change it in our config too to // support RemoteTech installs. Borrowed from nightingale. // @CONTRACT_TYPE[KSidePyramid]:FOR[KerbinSideJobs]:NEEDS[RemoteTech] // { // @PARAMETER[VesselParameterGroup] // { // @PARAMETER[AntennaPart] // { // @partModule = ModuleRTAntenna // } // } //} and Contract Configurator won't be trying to validate what I assume is currently broken RemoteTech modules. Link to comment Share on other sites More sharing options...
theonegalen Posted May 4, 2016 Share Posted May 4, 2016 8 hours ago, AlphaAsh said: That's CC and RemoteTech having a slap fight with Module Manager instigating it. Until they calm down calm down, you can just comment the MM code out of the relevant contract cfg. The Downlink is disabled unless you turn it on. Hmm. I'm almost certain I didn't have RemoteTech installed at the time. I wonder if there's a rogue MM cfg in my install. Link to comment Share on other sites More sharing options...
blowfish Posted May 4, 2016 Share Posted May 4, 2016 37 minutes ago, theonegalen said: Hmm. I'm almost certain I didn't have RemoteTech installed at the time. I wonder if there's a rogue MM cfg in my install. Quite possibly. Maybe something has a :FOR[RemoteTech] patch which would be bad. Link to comment Share on other sites More sharing options...
theonegalen Posted May 4, 2016 Share Posted May 4, 2016 Just now, blowfish said: Quite possibly. Maybe something has a :FOR[RemoteTech] patch which would be bad. Ah! I know exactly what I did, then. It's a personal modification cfg file. A little bit of knowledge... Link to comment Share on other sites More sharing options...
blowfish Posted May 4, 2016 Share Posted May 4, 2016 7 minutes ago, theonegalen said: Ah! I know exactly what I did, then. It's a personal modification cfg file. A little bit of knowledge... Right. :FOR[RemoteTech] really tells ModuleManager two things: (1) That RemoteTech exists and (2) That this patch should be run in the RemoteTech pass. It's a pretty common misconception. Link to comment Share on other sites More sharing options...
theonegalen Posted May 4, 2016 Share Posted May 4, 2016 Just now, blowfish said: Right. :FOR[RemoteTech] really tells ModuleManager two things: (1) That RemoteTech exists and (2) That this patch should be run in the RemoteTech pass. It's a pretty common misconception. If I qualify it like :NEEDS[RemoteTech]:FOR[RemoteTech], does that work, or do I need to refer to something else? Link to comment Share on other sites More sharing options...
blowfish Posted May 4, 2016 Share Posted May 4, 2016 (edited) 26 minutes ago, theonegalen said: If I qualify it like :NEEDS[RemoteTech]:FOR[RemoteTech], does that work, or do I need to refer to something else? Does it need to be in the RemoteTech pass? Maybe put it :AFTER[RemoteTech] (which implicitly :NEEDS[RemoteTech]) If it's a personal patch and the pass doesn't matter then it can be :NEEDS[RemoteTech]:FINAL Edited May 4, 2016 by blowfish Link to comment Share on other sites More sharing options...
theonegalen Posted May 4, 2016 Share Posted May 4, 2016 Just now, blowfish said: Does it need to be in the RemoteTech pass? Maybe put it :AFTER[RemoteTech] (which implicitly :NEEDS[RemoteTech]) That ought to do it. Thank you very much. Link to comment Share on other sites More sharing options...
Wolfox Posted May 4, 2016 Share Posted May 4, 2016 (edited) Hey there, I absolutely love this mod, but unfortunately my laptop doesn´t (kills my FPS around KSC). I would like to ask if there´s a way to disable on extra surroundings of the original KSC while having "KerbinSide Complete" installed? I am aware of part that can be installed independently, but I also want GAP contract pack which requies KerbinSide Complete, not just skyways (which is what I would install otherwise). Edited May 4, 2016 by Wolfox Link to comment Share on other sites More sharing options...
drhay53 Posted May 4, 2016 Share Posted May 4, 2016 In the mod support section of the OP, I noticed all of the links to configs for other mods say "LINK MISSING". Does anyone know where I can track down configs for mechjeb and NavUtil support? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 4, 2016 Author Share Posted May 4, 2016 1 hour ago, Wolfox said: Hey there, I absolutely love this mod, but unfortunately my laptop doesn´t (kills my FPS around KSC). I would like to ask if there´s a way to disable on extra surroundings of the original KSC while having "KerbinSide Complete" installed? I am aware of part that can be installed independently, but I also want GAP contract pack which requies KerbinSide Complete, not just skyways (which is what I would install otherwise). Delete KSCUpgrades folder from GameData/KerbinSide/MainBases. 3 minutes ago, drhay53 said: In the mod support section of the OP, I noticed all of the links to configs for other mods say "LINK MISSING". Does anyone know where I can track down configs for mechjeb and NavUtil support? Aye, thanks to the forum update and I haven't gotten around to trawling the thread for the old posts. Sorry. Link to comment Share on other sites More sharing options...
drhay53 Posted May 4, 2016 Share Posted May 4, 2016 1 hour ago, AlphaAsh said: Aye, thanks to the forum update and I haven't gotten around to trawling the thread for the old posts. Sorry. No Problem! Are they in this thread somewhere, or a different one? I did some searches on this topic with the likely keywords but nothing really came up. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 5, 2016 Author Share Posted May 5, 2016 They're in this thread somewhere, yup. Link to comment Share on other sites More sharing options...
Stone Blue Posted May 5, 2016 Share Posted May 5, 2016 14 hours ago, drhay53 said: In the mod support section of the OP, I noticed all of the links to configs for other mods say "LINK MISSING". Does anyone know where I can track down configs for mechjeb and NavUtil support? I think the latest NavUtilities .cfg was posted by @Keniamin on 16/03/05.... Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 5, 2016 Author Share Posted May 5, 2016 Aye. Here we go: Link to comment Share on other sites More sharing options...
Stone Blue Posted May 5, 2016 Share Posted May 5, 2016 (edited) So @AlphaAsh ninja'd me on the link for the NavUtilities .cfg... Here's a RemoteTech .cfg by @Eskandare thats kind of old, so I dont know if it needs updating or not: EDIT: Well, i HAD the MechJeb .cfg... But when I just opened it, it seems the file is corrupted... So if someone can find THAT link, I would be most interested... @drhay53, since the forum switch over, and the broken links issue, now anytime I save .cfgs that people post in threads, I always add a comment line at the top of the file, with short description, author, date posted, and now I paste in the post link from the "Share this post" button at the top right of the post... Easy, peasy, and helps organise and make sense of the tons of custom .cfgs I hoard, uh collect.... Also allows me to share the links and give attribution, since the original links are lost... Here's an example: //RemoteTech Ground Stations .cfg for KerbinSide, by Eskandare, 14/11/27, http://forum.kerbalspaceprogram.com/index.php?/topic/74776-112-kerbin-side-v109-supplements/&do=findComment&comment=1550986 GroundStations { STATION Edited May 5, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 5, 2016 Author Share Posted May 5, 2016 Here's the MechJeb one by Dante Montana. Link to comment Share on other sites More sharing options...
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