AlphaAsh Posted May 13, 2016 Author Share Posted May 13, 2016 (edited) 1 hour ago, Sigma88 said: ...words... Three things that come out from exploring this: Now that I'm adding some code for handling the center of a group, the group moving feature for the editor I've been wanting to do will probably happen. Perhaps that will provide some better hooks for automation of the type discussed here. It's also prompted me to get my master export feature done. Faffing about with CustomInstances and cleaning up core configs is a PITA. And finally, perhaps actually making new bases on rescaled Kerbins would actually be a lot more fun than just translating over existing bases. Kerbin-Side and the export features of KK allows for such mods. Edited May 13, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
Sigma88 Posted May 13, 2016 Share Posted May 13, 2016 (edited) 7 minutes ago, AlphaAsh said: And finally, perhaps actually making new bases on rescaled Kerbins would actually be a lot more fun than just translating over existing bases. Kerbin-Side and the export features of KK allows for such mods. First of all, I'm glad that you got something good for your mod out of our little discussion And regarding the new bases, I totally agree with you there. That's why I have pinged paul here, I think he might be interested. edit: and I apologize for the walls of text Edited May 13, 2016 by Sigma88 Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 13, 2016 Share Posted May 13, 2016 (edited) I have no words to express my gratitude for the work you all are putting into this @Sigma88, Even with the issues you are talking about, that is FAR more manageable. As I said before, the math to convert the points was the immensely hard part, at least for me. @AlphaAsh, Thank you so much for looking into this as well. I cant thank you enough for the mod to begin with, and for humoring some random on the internet. Edited May 13, 2016 by xx_mortekai_xx Link to comment Share on other sites More sharing options...
Kerbal Dynamics Posted May 13, 2016 Share Posted May 13, 2016 19 hours ago, AlphaAsh said: Ah ha! Cracked it. I suspect you don't have Kerbin-Side Complete, possibly just Skyways? You're missing a tower. I'll get it sorted for the next versions. There it is. Thanks! Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 13, 2016 Share Posted May 13, 2016 (edited) 12 hours ago, AlphaAsh said: And finally, perhaps actually making new bases on rescaled Kerbins would actually be a lot more fun than just translating over existing bases. Kerbin-Side and the export features of KK allows for such mods. You make a very good point. I should dust off my modeling skills again and see what I can cook up. I was always pretty excrements with creating textures, but I could kill it with the meshes. Would there be any way of making an underground silo? I dont forsee any method for making holes in the landscape, but it would be better to know than to speculate. If not, ill probably start with an ocean platform launch site. Ive always liked the idea of converting an oil derrick into a launchpad. Edited May 13, 2016 by xx_mortekai_xx Link to comment Share on other sites More sharing options...
Sigma88 Posted May 13, 2016 Share Posted May 13, 2016 22 minutes ago, xx_mortekai_xx said: Would there be any way of making an underground silo? I dont forsee any method for making holes in the landscape, but it would be better to know than to speculate. I think your best bet would be to model the hill/mountain/whatever directly into the model and put it in a clear area Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 14, 2016 Share Posted May 14, 2016 (edited) 4 hours ago, Sigma88 said: I think your best bet would be to model the hill/mountain/whatever directly into the model and put it in a clear area Yeah, that would be better. Thatll be next, though, as I was doing my research on the floating derrick idea. Edited May 14, 2016 by xx_mortekai_xx Link to comment Share on other sites More sharing options...
Enceos Posted May 14, 2016 Share Posted May 14, 2016 @AlphaAsh Had fun to with the expedition to the Golden Pyramid contract. Was thinking of the best ways to transport the science module. Ended up strapping it onto my workhorse plane :3 Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 14, 2016 Author Share Posted May 14, 2016 (edited) 11 minutes ago, Enceos said: @AlphaAsh Had fun to with the expedition to the Golden Pyramid contract. Was thinking of the best ways to transport the science module. Ended up strapping it onto my workhorse plane :3 Now that's creative. I tend to make a plane that meets the criteria and just hope for a good landing. But hauling individual parts is another way to go. I must get around to the writing the second part of that campaign. 15 hours ago, xx_mortekai_xx said: You make a very good point. I should dust off my modeling skills again and see what I can cook up. I was always pretty excrements with creating textures, but I could kill it with the meshes. Kerbin-Sides licence has been loosened a little to allow release of modified cfgs. I did that along with the development of the export features in KK so 'base packs' using Kerbin-Side assets could be released. No need to make your own statics if you don't want to. You can always expand out to that once you have a better feel of what you'd like to replace and add. Some of my models suffer in quality from bulk/mass/rush production. Edited May 14, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 14, 2016 Share Posted May 14, 2016 @AlphaAsh Cool. But im making the rig launch platform because I want to. Link to comment Share on other sites More sharing options...
xx_mortekai_xx Posted May 14, 2016 Share Posted May 14, 2016 (edited) is there a way to limit the takeoff mass allowed at an added launchpad? the rigpad is going to be large, but it would be nice to be able to not allow Saturn V class craft to launch from it. (I currently have the rocket transport structure at 150 meters, which should house all but the largest of rockets.) But the bigger reason I ask is that I started on a different design, and this one would be suitable only for small rockets. Edited May 15, 2016 by xx_mortekai_xx Link to comment Share on other sites More sharing options...
occ Posted May 15, 2016 Share Posted May 15, 2016 CKAN says all "extra" plugins (ground control, kampus, etc.) are updated to 1.1.2, but when I select them to install them the line turns red and it won't let me apply the changes. I have Kerbal Konstructs installed. Is it safe to install the other plugins bypassing ckan? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 15, 2016 Author Share Posted May 15, 2016 5 hours ago, occ said: CKAN says all "extra" plugins (ground control, kampus, etc.) are updated to 1.1.2, but when I select them to install them the line turns red and it won't let me apply the changes. I have Kerbal Konstructs installed. Is it safe to install the other plugins bypassing ckan? No idea, sorry. I don't use CKAN. I just tick a box on SpaceDock. 10 hours ago, xx_mortekai_xx said: is there a way to limit the takeoff mass allowed at an added launchpad? the rigpad is going to be large, but it would be nice to be able to not allow Saturn V class craft to launch from it. (I currently have the rocket transport structure at 150 meters, which should house all but the largest of rockets.) But the bigger reason I ask is that I started on a different design, and this one would be suitable only for small rockets. All launchpads are limited by the level of the launchpad at KSC, in a career game. I haven't looked at changing that for individual launchpads. Might do at some point. Link to comment Share on other sites More sharing options...
zoaz123 Posted May 18, 2016 Share Posted May 18, 2016 I can't seem to get comm stations for remote tech to work. i can't seem to add this or use seti to add stations. can you walk me through how to add them or how to add your cfg for stations? Link to comment Share on other sites More sharing options...
DMSP Posted May 19, 2016 Share Posted May 19, 2016 May I ask, @AlphaAsh, how would you be able to make a small airstrip in KSP? I have never modded before, but I need a small airstrip in my game, on the other end of the continent the KSC in on. If I wanted a dirt airstrip like the Level 1 Runway at the KSC, how would I put it there? Could I use the texture and model from the L1R? I figured you were good at this, so I just wanted to ask that. Thanks! Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 19, 2016 Author Share Posted May 19, 2016 (edited) 22 hours ago, zoaz123 said: I can't seem to get comm stations for remote tech to work. i can't seem to add this or use seti to add stations. can you walk me through how to add them or how to add your cfg for stations? On 11/06/2014 at 6:50 PM, AlphaAsh said: RemoteTech Eskandare has set up several locations as RemoteTech sites - see this post: LINK From the Other Mods Support section of the OP. Edited May 19, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
Beetlecat Posted May 19, 2016 Share Posted May 19, 2016 (edited) On 5/15/2016 at 8:55 PM, occ said: CKAN says all "extra" plugins (ground control, kampus, etc.) are updated to 1.1.2, but when I select them to install them the line turns red and it won't let me apply the changes. I have Kerbal Konstructs installed. Is it safe to install the other plugins bypassing ckan? A limitation of CKAN forces you to have all ( Complete ) or a single one of those other KerbinSide Modules. If your'e not already using Complete, just install one, via CKAN, then the others that you want manually. Edited May 19, 2016 by Beetlecat Link to comment Share on other sites More sharing options...
Beetlecat Posted May 19, 2016 Share Posted May 19, 2016 Does KerbinSideJobs check first for the "open-ness" of a particular base before offering a job for it? Maybe this is the impetus to open these bases, but upon a new game, I have a handful of do this/go there contracts for bases all over the place. I'm also curious bout opening/crewing tracking stations-- Are these tied to nearby bases, or do they need to be opened on their own? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 19, 2016 Author Share Posted May 19, 2016 (edited) 1 hour ago, Beetlecat said: Does KerbinSideJobs check first for the "open-ness" of a particular base before offering a job for it? Maybe this is the impetus to open these bases, but upon a new game, I have a handful of do this/go there contracts for bases all over the place. Not yet. I've yet to fully implement my CC extensions but it's near the top of my to-do list. That should help have contracts generated more often for open bases. In the past I've tended to let stock survey contracts direct what bases to open. Assuming I can afford it of course. Quote I'm also curious bout opening/crewing tracking stations-- Are these tied to nearby bases, or do they need to be opened on their own? They need to be opened on their own. They're still just toys at the moment - I'm dithering as to what exactly tracking is going to do, if lack of it isn't going to mean no probe control. Science gains maybe but that'd leave the player to balance difficulty accordingly. Edited May 19, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
Beetlecat Posted May 19, 2016 Share Posted May 19, 2016 37 minutes ago, AlphaAsh said: Not yet. I've yet to fully implement my CC extensions but it's near the top of my to-do list. That should help have contracts generated more often for open bases. In the past I've tended to let stock survey contracts direct what bases to open. Assuming I can afford it of course. They need to be opened on their own. They're still just toys at the moment - I'm dithering as to what exactly tracking is going to do, if lack of it isn't going to mean no probe control. Science gains maybe but that'd leave the player to balance difficulty accordingly. Oh--I thought there was a RemoteTech tie-in with them. Obviously only with the RT config posted further up-thread. Okay-- Staying tuned, as ever. I simply love the awesome RP aspects of these bases. Too bad we can't build/open them on other bodies, but that's what our own base-building efforts and ELP are for. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 19, 2016 Author Share Posted May 19, 2016 (edited) 47 minutes ago, Beetlecat said: Oh--I thought there was a RemoteTech tie-in with them. Obviously only with the RT config posted further up-thread. Okay-- Staying tuned, as ever. I tried. I really did. I annoyed the RT team. I hacked together a fork of RT. And then I gave up because it was boring and it sucked as an exercise of not-fun for me. RemoteTech is not going to happen, sorry. \o/ To be frank, I just felt like I was just going to be providing statics for RemoteTech groundstations. They can make their own. I wanted RT to support Kerbin-Side, not the other way around. Meh. Stuff doesn't always work out I'm afraid. Edited May 19, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
Beetlecat Posted May 19, 2016 Share Posted May 19, 2016 48 minutes ago, AlphaAsh said: I tried. I really did. I annoyed the RT team. I hacked together a fork of RT. And then I gave up because it was boring and it sucked as an exercise of not-fun for me. RemoteTech is not going to happen, sorry. \o/ To be frank, I just felt like I was just going to be providing statics for RemoteTech groundstations. They can make their own. I wanted RT to support Kerbin-Side, not the other way around. Meh. Stuff doesn't always work out I'm afraid. With the "imminent" or "eventual" inclusion of stock antenna stuff, there may be a more interesting approach with them. Link to comment Share on other sites More sharing options...
Alshain Posted May 20, 2016 Share Posted May 20, 2016 (edited) @Eskandare's Remote Tech config was pretty far out of date, it was missing several sites entirely, so I took the liberty of making a new configuration. While it wouldn't be as good as a direct integration like you guys are talking about, it's still a bit better. I tried to balance the dish ranges based on the size of the model as well as the existing RemoteTech metagame. You are of course welcome to change them, but I felt like the design of RT intended for Ground Stations to mostly stay in Kerbin's SOI and you would have to build new ones to go further and fill in the gaps. (Though Arakebo does go to Moho) Dish Type 10 - 500km (LKO Only) Tracking Center 2/KSC2 - 3,000km (Sync Orbit) Tracking Center 1/Mission Control - 20,000km (Mun) Dish Type 1 - 50,000km (Minmus) Dish Type 2 - 75,000km (Outer Kerbin SOI) Dish Type 11 - 90,000km (Just Beyond Kerbin SOI) Arakebo - 20,000,000km (Moho) GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 2.0E+07 } } } STATION { Guid = 1693E145-BECE-4235-B26B-5B6114B4281A Name = Kerbal Space Center 2 Latitude = 20.6575 Longitude = -146.420556 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = EE78F306-0ED4-4865-8C13-10DDEAA9483F Name = Arakebo Latitude = 8.419714 Longitude = 179.6987 Height = 1519.066 Body = 1 Antennas { ANTENNA { Omni = 2.0E+10 } } } STATION { Guid = 699D89AC-FD47-484F-AECC-379B77725913 Name = Brownrock Latitude = 3.33 Longitude = 322.85 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 308A33EC-2460-4814-BC10-B5B8D72839A1 Name = Central Lakes Tracking Center Latitude = -15.30997 Longitude = 91.32384 Height = 20.5704 Body = 1 Antennas { ANTENNA { Omni = 2.0E+07 } } } STATION { Guid = AAC33C5B-630D-473D-B1E9-4C2A68F52F6C Name = Coaler Crater Latitude = 35.34896 Longitude = 261.1127 Height = 30.52464 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 9190BB07-3925-4CB4-849E-1A21810E3CB8 Name = Deadkerbal Pit Latitude = 14.73 Longitude = 232.98 Height = 2999.188 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = AA2D359C-9B49-42A7-BF85-C1F988DF5F2C Name = Goldpool Latitude = -1.157747 Longitude = 17.39211 Height = 10.96307 Body = 1 Antennas { ANTENNA { Omni = 5.0E+07 } } } STATION { Guid = 53065D36-B712-4F96-A2E1-0982864D69EC Name = Green Coast Latitude = -3.47 Longitude = 179.18 Height = 230.57 Body = 1 Antennas { ANTENNA { Omni = 5.0E+07 } } } STATION { Guid = 695093D0-47DB-4C33-A550-712A9CAB1D93 Name = Guardians Basin 1 Latitude = 42.63991 Longitude = 309.1047 Height = 719.8522 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 7787A4EC-AEC4-4CAE-A3D2-7CCE3B015990 Name = Guardians Basin 2 Latitude = 41.76225 Longitude = 309.7187 Height = 3079.852 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 4BA75A6D-7398-4564-8491-913F504B3656 Name = Hanbert Cape Tracking Center Latitude = -22.63785 Longitude = 219.7502 Height = 14.61615 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = B1EFC379-E229-4ABE-A782-F6CBF18CE7F9 Name = Jeb's Retreat Latitude = 5.59 Longitude = 298.70 Height = 1409.326 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 7C9AAEB2-511E-4027-8236-72051CBA9843 Name = Kerbin's Bottom Latitude = -50.47 Longitude = 170.57 Height = 101.0482 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 42A9C4BC-581C-440D-944E-C66FD67FD6E2 Name = KKVLA Latitude = 10.63 Longitude = 227.71 Height = 405.639 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5356DDB8-6F2D-4899-9011-78B59AD1E5A5 Name = Lodnie Isles Latitude = 29.45 Longitude = 13.09 Height = 1811.631 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = D070C006-80BD-4B9C-B0BD-5D16FD0898F5 Name = Lushlands Latitude = 2.17 Longitude = 26.59 Height = 780.591 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 4454E7B7-8A21-454B-BE06-E3CBE935AA8C Name = Mount Snowey Latitude = 20.45 Longitude = 281.91 Height = 3684.544 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 58322622-7537-4509-80E2-1AD1DB9E9F3F Name = North Pole Latitude = 79.48 Longitude = 282.57 Height = 37.92135 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 09D18862-9F19-47E7-B947-E05F7B0EB5FB Name = Sea's End Latitude = -34.14 Longitude = 79.77 Height = 0.2 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = 2D47EC2F-2474-4623-8A2E-B6202397EF9D Name = South Point Latitude = -17.86 Longitude = 166.43 Height = 222.7742 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 61AE9C36-E14B-4F55-9E0F-241C2EA96D41 Name = Twin Peaks Latitude = 16.04 Longitude = 203.14 Height = 4704.547 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = B9CB2739-0384-4232-8949-62647E9AE3C1 Name = Zebedee Latitude = 78.61 Longitude = 147.49 Height = 2817.584 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } } Edited May 20, 2016 by Alshain Link to comment Share on other sites More sharing options...
aat Posted May 21, 2016 Share Posted May 21, 2016 11 hours ago, Alshain said: @Eskandare's Remote Tech config was pretty far out of date, it was missing several sites entirely, so I took the liberty of making a new configuration. While it wouldn't be as good as a direct integration like you guys are talking about, it's still a bit better. I tried to balance the dish ranges based on the size of the model as well as the existing RemoteTech metagame. You are of course welcome to change them, but I felt like the design of RT intended for Ground Stations to mostly stay in Kerbin's SOI and you would have to build new ones to go further and fill in the gaps. (Though Arakebo does go to Moho) Dish Type 10 - 500km (LKO Only) Tracking Center 2/KSC2 - 3,000km (Sync Orbit) Tracking Center 1/Mission Control - 20,000km (Mun) Dish Type 1 - 50,000km (Minmus) Dish Type 2 - 75,000km (Outer Kerbin SOI) Dish Type 11 - 90,000km (Just Beyond Kerbin SOI) Arakebo - 20,000,000km (Moho) GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 2.0E+07 } } } STATION { Guid = 1693E145-BECE-4235-B26B-5B6114B4281A Name = Kerbal Space Center 2 Latitude = 20.6575 Longitude = -146.420556 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = EE78F306-0ED4-4865-8C13-10DDEAA9483F Name = Arakebo Latitude = 8.419714 Longitude = 179.6987 Height = 1519.066 Body = 1 Antennas { ANTENNA { Omni = 2.0E+10 } } } STATION { Guid = 699D89AC-FD47-484F-AECC-379B77725913 Name = Brownrock Latitude = 3.33 Longitude = 322.85 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 308A33EC-2460-4814-BC10-B5B8D72839A1 Name = Central Lakes Tracking Center Latitude = -15.30997 Longitude = 91.32384 Height = 20.5704 Body = 1 Antennas { ANTENNA { Omni = 2.0E+07 } } } STATION { Guid = AAC33C5B-630D-473D-B1E9-4C2A68F52F6C Name = Coaler Crater Latitude = 35.34896 Longitude = 261.1127 Height = 30.52464 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 9190BB07-3925-4CB4-849E-1A21810E3CB8 Name = Deadkerbal Pit Latitude = 14.73 Longitude = 232.98 Height = 2999.188 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = AA2D359C-9B49-42A7-BF85-C1F988DF5F2C Name = Goldpool Latitude = -1.157747 Longitude = 17.39211 Height = 10.96307 Body = 1 Antennas { ANTENNA { Omni = 5.0E+07 } } } STATION { Guid = 53065D36-B712-4F96-A2E1-0982864D69EC Name = Green Coast Latitude = -3.47 Longitude = 179.18 Height = 230.57 Body = 1 Antennas { ANTENNA { Omni = 5.0E+07 } } } STATION { Guid = 695093D0-47DB-4C33-A550-712A9CAB1D93 Name = Guardians Basin 1 Latitude = 42.63991 Longitude = 309.1047 Height = 719.8522 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 7787A4EC-AEC4-4CAE-A3D2-7CCE3B015990 Name = Guardians Basin 2 Latitude = 41.76225 Longitude = 309.7187 Height = 3079.852 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 4BA75A6D-7398-4564-8491-913F504B3656 Name = Hanbert Cape Tracking Center Latitude = -22.63785 Longitude = 219.7502 Height = 14.61615 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = B1EFC379-E229-4ABE-A782-F6CBF18CE7F9 Name = Jeb's Retreat Latitude = 5.59 Longitude = 298.70 Height = 1409.326 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 7C9AAEB2-511E-4027-8236-72051CBA9843 Name = Kerbin's Bottom Latitude = -50.47 Longitude = 170.57 Height = 101.0482 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 42A9C4BC-581C-440D-944E-C66FD67FD6E2 Name = KKVLA Latitude = 10.63 Longitude = 227.71 Height = 405.639 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5356DDB8-6F2D-4899-9011-78B59AD1E5A5 Name = Lodnie Isles Latitude = 29.45 Longitude = 13.09 Height = 1811.631 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = D070C006-80BD-4B9C-B0BD-5D16FD0898F5 Name = Lushlands Latitude = 2.17 Longitude = 26.59 Height = 780.591 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 4454E7B7-8A21-454B-BE06-E3CBE935AA8C Name = Mount Snowey Latitude = 20.45 Longitude = 281.91 Height = 3684.544 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = 58322622-7537-4509-80E2-1AD1DB9E9F3F Name = North Pole Latitude = 79.48 Longitude = 282.57 Height = 37.92135 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 09D18862-9F19-47E7-B947-E05F7B0EB5FB Name = Sea's End Latitude = -34.14 Longitude = 79.77 Height = 0.2 Body = 1 Antennas { ANTENNA { Omni = 3.0E+06 } } } STATION { Guid = 2D47EC2F-2474-4623-8A2E-B6202397EF9D Name = South Point Latitude = -17.86 Longitude = 166.43 Height = 222.7742 Body = 1 Antennas { ANTENNA { Omni = 5.0E+05 } } } STATION { Guid = 61AE9C36-E14B-4F55-9E0F-241C2EA96D41 Name = Twin Peaks Latitude = 16.04 Longitude = 203.14 Height = 4704.547 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } STATION { Guid = B9CB2739-0384-4232-8949-62647E9AE3C1 Name = Zebedee Latitude = 78.61 Longitude = 147.49 Height = 2817.584 Body = 1 Antennas { ANTENNA { Omni = 9.0E+07 } } } } Wow, that's great!! I was going to do similar job!! Since in RT bases can also be dish-type (https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/472) I suggest arakebo to be a dish antenna (since it's basically a giant dish). Not sure about the cone diameter, though. Given the 20Bm range, it should be around 10 deg. But I'm not even sure how the CosAngle parameter relates to cone diameter... I guess it's just Cos(diameter/2) Ah and there's also the new Upgradeable(Dish/Omni/CosAngle) that might be used (I see that in the latest version of RT the ksc antenna range upgrades with each tracking station updgrade by default) It would be also great to implement the KKCCExt library to check if a base exists/is open and add it consequently to the RT ground station... No idea how to do it though, and maybe it's just too much work to avoid 5 mins of notepad editing Link to comment Share on other sites More sharing options...
Spire Posted May 21, 2016 Share Posted May 21, 2016 (edited) Not sure if it is only me, but I am quite literally up against the hangars (touching them) at KSC trying to get my ship in there, but it says there is no spacecraft close enough to it, now I'm not sure if this is a Kerbal Konstructs issue (I do have the latest version of it, 6.7) but I figured I'd put it here as well, I'll go try another hangar at another airstrip and edit this once I check it out. EDIT: Doesn't work at other airstrips with Hangars. Edited May 21, 2016 by HawkedUpSpace Link to comment Share on other sites More sharing options...
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