ZachPruckowski Posted May 24, 2016 Share Posted May 24, 2016 (edited) On 5/20/2016 at 4:29 PM, Alshain said: @Eskandare's Remote Tech config was pretty far out of date, it was missing several sites entirely, so I took the liberty of making a new configuration.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 } } } } Hey sorry for the noob question, but where do I drop this code? Does it go in a new .cfg file somewhere, or am I modifying existing files? EDIT: NVM, found my answer here: http://remotetechnologiesgroup.github.io/RemoteTech/modders/ground/ Edited May 24, 2016 by ZachPruckowski Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 25, 2016 Author Share Posted May 25, 2016 One good thing about failing to tender for a contract. Plenty of time to play the hell out of Stellaris and plug on with some unfinished work for Kerbin-Side. Another go at a modular airport. I like to make SketchUp sweat. Link to comment Share on other sites More sharing options...
Spire Posted May 26, 2016 Share Posted May 26, 2016 Could be really late about this, but I seem to remember an aircraft carrier and I can't find it, was it removed? Since it was one of my favourite bases. Link to comment Share on other sites More sharing options...
Beetlecat Posted May 27, 2016 Share Posted May 27, 2016 On 5/26/2016 at 0:06 PM, HawkedUpSpace said: Could be really late about this, but I seem to remember an aircraft carrier and I can't find it, was it removed? Since it was one of my favourite bases. It was pulled (somewhat) recently since it had fallen out of date with KK/KS. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 27, 2016 Author Share Posted May 27, 2016 17 minutes ago, Beetlecat said: It was pulled (somewhat) recently since it had fallen out of date with KK/KS. This. The collaborating author (Eskandare) hasn't updated the content and I believe is planning to re-work it and release it independently. Link to comment Share on other sites More sharing options...
MSA-S23 Posted May 30, 2016 Share Posted May 30, 2016 Hey, Is it possible to get a complete map of Kerbin of all the Kerbinside bases as of version v1.1.0? I'm trying to create multiple nations and would like to use a map of Kerbinside as a start. Even if the map is copyrighted, it doesn't matter, I'll just compare the names and locations and put them on my map. Thanks!! MSA-S23 Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2016 Author Share Posted May 30, 2016 On 11/06/2014 at 6:50 PM, AlphaAsh said: Q - Can we have a map of the bases for reference in the game itself? A - Thanks to Kerbal Konstructs, the bases are now shown as icons in the tracking centre and map view. A - Here's a map provided by bpavlov2001 From the FAQ of the OP. Link to comment Share on other sites More sharing options...
aat Posted May 30, 2016 Share Posted May 30, 2016 16 minutes ago, AlphaAsh said: From the FAQ of the OP. btw, why some bases do not have an icon in the tracking station? like in ksc2 there is just the launchpad icon but not the spaceplane base one. also snowey mountain and some others.. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2016 Author Share Posted May 30, 2016 Just now, aat said: btw, why some bases do not have an icon in the tracking station? like in ksc2 there is just the launchpad icon but not the spaceplane base one. also snowey mountain and some others.. Legacy. When a few launch locations are close to each other, the icons obscure each other. To handle the problem I gave some sites 'blank' icons. I just need to fix that and possibly have an offset where icons pile up. Link to comment Share on other sites More sharing options...
MSA-S23 Posted May 30, 2016 Share Posted May 30, 2016 1 hour ago, AlphaAsh said: From the FAQ of the OP. Thanks! It does seem like the map is missing a few bases, such as Twinpeaks and Edis Side...have those been removed from the mod or are those locations just not on the map? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2016 Author Share Posted May 30, 2016 3 hours ago, MSA-S23 said: Thanks! It does seem like the map is missing a few bases, such as Twinpeaks and Edis Side...have those been removed from the mod or are those locations just not on the map? Some have been removed over-time. Some got downgraded to no longer having any kind of launchsite. Mostly when a location became annoying to expand or redundant because it was too close to another location. Link to comment Share on other sites More sharing options...
Incom Technologies Posted May 31, 2016 Share Posted May 31, 2016 Any chance you might be able to re-add some of them in an expansion pack? A lot of the bases that were removed were used quite a bit by a lot of people - Edis Side, for example, has been a major focal point in the Kollaborative warfare series by TAPEGaming, BeardyPenguin, Twitchi and Agonarch. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 1, 2016 Author Share Posted June 1, 2016 11 hours ago, Incom Technologies said: Any chance you might be able to re-add some of them in an expansion pack? A lot of the bases that were removed were used quite a bit by a lot of people - Edis Side, for example, has been a major focal point in the Kollaborative warfare series by TAPEGaming, BeardyPenguin, Twitchi and Agonarch. It shouldn't be hard to salvage old bases from previous versions. I'll see what old versions I have archived and put some up on alphastrikegames.com/FileDepot. Link to comment Share on other sites More sharing options...
Kerbinchaser Posted June 8, 2016 Share Posted June 8, 2016 Great work. I love this mod. Link to comment Share on other sites More sharing options...
stickman939 Posted June 9, 2016 Share Posted June 9, 2016 (edited) Anyone have a map to where each of these areas are located on kerbin? Could ScanSat be used to find them, if not? (and yes, I know you can see them in map view or the tracking station but I need a 2d flat-view of it) Nevermind lol I did it myself. Got impatient XD Edited June 9, 2016 by stickman939 Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted June 13, 2016 Share Posted June 13, 2016 Alpha, I have a Kerbal here named .... 'Jeb' ... who would like to lodge a formal complaint with you. He says the large building along side the runway at Lodnie Isles... erhem. "Obstructs the back course approach and presents pilots with a starboard-side wing strike hazard." Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 13, 2016 Author Share Posted June 13, 2016 1 hour ago, AdmiralTigerclaw said: Alpha, I have a Kerbal here named .... 'Jeb' ... who would like to lodge a formal complaint with you. He says the large building along side the runway at Lodnie Isles... erhem. "Obstructs the back course approach and presents pilots with a starboard-side wing strike hazard." A few of the runway layouts are problematic like that. It's something I'm addressing with the new generation of runways I'm working on to replace some of the rather dangerous ones that currently exist. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted June 13, 2016 Share Posted June 13, 2016 52 minutes ago, AlphaAsh said: A few of the runway layouts are problematic like that. It's something I'm addressing with the new generation of runways I'm working on to replace some of the rather dangerous ones that currently exist. Would this have anything to do with that rather lovely modular airport in the sketchup image further up the page? Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 13, 2016 Author Share Posted June 13, 2016 2 hours ago, AdmiralTigerclaw said: Would this have anything to do with that rather lovely modular airport in the sketchup image further up the page? It would. There's a lot of assets in Kerbin-Side that I want to update to fit more modular base layouts, as this will also be useful for some of the new gameplay features I want to implement through KK, such as base founding, base expansion and building upgrades. The 'space program tycoon/4x' stuff I want in my KSP. Link to comment Share on other sites More sharing options...
Iso-Polaris Posted June 13, 2016 Share Posted June 13, 2016 bug report: In kerbin-side job, the contract about "fly high altitude (3XXXXm ~ 3XXXXm) and do tempreture log / goo observation" canNOT be complete. Im sure that I installed all the reqiured mod correctly and satisfied other objections. Link to comment Share on other sites More sharing options...
Iso-Polaris Posted June 14, 2016 Share Posted June 14, 2016 One more problem: Exception occured while loading contract parameter 'RecoverKerbal' in contract 'KerbinSideJobs.VIKRecruit': System.ArgumentException: Missing required value 'recovered'. at ContractConfigurator.ConfigNodeUtil.ParseValue[Boolean] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.RecoverKerbalCustom.OnParameterLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted June 14, 2016 Share Posted June 14, 2016 Hey @AlphaAsh. One, I sent you a messaging concerning something the other day. Two, I had a thought just now concerning modular bases and missions. Consider making some base modules that are defined as 'cargo loading area' and 'passenger loading area'. Then define these areas as functional spawn ground for objects or kerbals in relation to missions such as those in Kerbin Side Jobs. In the case of a cargo area, I'm considering it in the context of a 'pick up cargo from X, deliver to Y'. The Cargo Area defines a safe point in your modular base concept to spawn these mission items. In this case, KIS/KAS compatible 'Cargo Pallets' (of undefined matter) that you actually physically load into a cargo hold on the aircraft of your choice. Conversely, it defines the location the cargo must be delivered to at mission end. The block need only be a simple tarmac body with the typical yellow outline stripe defining the boundary of the spawn area. Maybe surface paint lettering saying 'CARGO' in large blocky characters. But otherwise, a dead-simple model. The passenger area would work the same way, but be exclusive to kerbals, and be painted to match. Maybe a little more in-depth in the paint scheme (Such as warnings for passengers to NOT cross the stripes while aircraft are in motion as well as some paint work to define where the aircraft should position itself.) Fairly simple, but improving flexibility. And as a bonus, the 'cargo' block for a base is the centerpoint that defines if materials can be recovered for money, but that's a thought for another time. Link to comment Share on other sites More sharing options...
Melfice Posted June 14, 2016 Share Posted June 14, 2016 I wonder, is it possible (either through Kerbin-Side or Kerbal Konstructs (or a new mod altogether)) to lock Kerbals to the (open) base they were closest recovered at? Suppose your pod landed back on Kerbin at KSC2, instead of KSC. Currently, the Kerbals are immediately returned to KSC and immediately available again to launch from there. With my idea, if you wanted to use that Kerbal again from KSC, you'd first have to fly him or her back from KSC2 in a plane you're piloting (or pay a handsome fee for a charter flight; ie: they'll return without your interference, albeit after a in-game day or two.) Link to comment Share on other sites More sharing options...
Fireheart318 Posted June 20, 2016 Share Posted June 20, 2016 Do you mind if I steal some code? I want to add a launchpad to Minmus, Mun, Moho, Eve, Gilly, the Sun... you get the idea. What's the best launch pad in the mod? I think I can figure out the rest using common sense and hyperedit Link to comment Share on other sites More sharing options...
Neil_Kerman Posted June 25, 2016 Share Posted June 25, 2016 (edited) On 6/20/2016 at 8:45 AM, Fireheart318 said: Do you mind if I steal some code? I want to add a launchpad to Minmus, Mun, Moho, Eve, Gilly, the Sun... you get the idea. What's the best launch pad in the mod? I think I can figure out the rest using common sense and hyperedit Why dont you use "Explanetary launchpads" i heard it adds launchpads to different planets! @AlphaAsh I am facing problems when launching a rocket in the old ksc. i think thats because of the launchtower! please fix it! Edited June 25, 2016 by Neil_Kerman forgot to mention something! Link to comment Share on other sites More sharing options...
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