colfighter Posted March 15, 2017 Share Posted March 15, 2017 Would this mod work in ksp 1.2.2? Link to comment Share on other sites More sharing options...
Iron_Druid1701 Posted March 22, 2017 Share Posted March 22, 2017 Is this mod compatible with Kscale64? Link to comment Share on other sites More sharing options...
Galileo Posted March 22, 2017 Share Posted March 22, 2017 19 minutes ago, Iron_Druid1701 said: Is this mod compatible with Kscale64? No because the statics are forced to their latitude and longitude points which are spread out with 6.4x scale. In short, the statics will be there but very spread out. Link to comment Share on other sites More sharing options...
Iron_Druid1701 Posted March 23, 2017 Share Posted March 23, 2017 On 3/21/2017 at 11:03 PM, Galileo said: No because the statics are forced to their latitude and longitude points which are spread out with 6.4x scale. In short, the statics will be there but very spread out. Well drat. I was hoping they would work together. Gets kinda boring launching from the same old place every time. Link to comment Share on other sites More sharing options...
martinezfg11 Posted March 28, 2017 Share Posted March 28, 2017 On 3/23/2017 at 9:32 AM, Iron_Druid1701 said: Well drat. I was hoping they would work together. Gets kinda boring launching from the same old place every time. You could re-make the statics to be compatible with 6.4x using base boss. Link to comment Share on other sites More sharing options...
VShadow Posted March 29, 2017 Share Posted March 29, 2017 been having a bit of fun with this mod today, had no idea it had all the facility staff management aspects, which is pretty cool but gave me a few questions. 1. how do I change if a facility is available at the start of a game or needs to be opened/bought. 2. anyone know if the tracker/ radar works like stock ground stations, with only needing to be opened? 3. does this work with the multiplayer mod? 4. Is it possible to make the buildings destructible? (or is that a question for Kerbal Konstructs) Have had some nice Ideas of things I could do using the things within this mod, and have only just started scratching the surface of both KK and K-S and I am liking what I see. Link to comment Share on other sites More sharing options...
Iron_Druid1701 Posted March 31, 2017 Share Posted March 31, 2017 On 3/28/2017 at 11:27 AM, martinezfg11 said: You could re-make the statics to be compatible with 6.4x using base boss. This should be fun Link to comment Share on other sites More sharing options...
Starseeker Posted April 19, 2017 Share Posted April 19, 2017 How would I go about removing the racing stuff from the mod (on my end)? I'll never use it, and I feel that it would give a (small) performance boost. Should I just delete the files/folders for the relevant statics, or is it more complex than that? Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 20, 2017 Share Posted April 20, 2017 5 hours ago, Alex33212 said: Should I just delete the files/folders for the relevant statics, or is it more complex than that? Nope, it's that simple. The game will still spend a few seconds or so loading the models/textures (unless you go the extra mile to remove those as well) but in the game you won't see any instances of them being rendered to slow down the flight scene Link to comment Share on other sites More sharing options...
Ger_space Posted April 20, 2017 Share Posted April 20, 2017 9 hours ago, Alex33212 said: How would I go about removing the racing stuff from the mod (on my end)? I'll never use it, and I feel that it would give a (small) performance boost. Should I just delete the files/folders for the relevant statics, or is it more complex than that? it is really as easy as that. If you delete all the air-race folders, the statics will be gone. If you have performace problems, you should install Kerbin-Side Skyways. this is all the Launchsites but with redices statics around. Link to comment Share on other sites More sharing options...
123nick Posted May 7, 2017 Share Posted May 7, 2017 does this work with the updated version made by @Ger_space ? Link to comment Share on other sites More sharing options...
Ger_space Posted May 7, 2017 Share Posted May 7, 2017 34 minutes ago, 123nick said: does this work with the updated version made by @Ger_space ? why don't you use the kerbin side continued there are some adjustments for the latest kerbal konstructs. Link to comment Share on other sites More sharing options...
123nick Posted May 7, 2017 Share Posted May 7, 2017 thanks! didnt realize there WAS a kerbin side continued! Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 7, 2017 Share Posted May 7, 2017 That makes a good point to close the thread for now, to avoid further confusion. We'll reopen it at AlphaAsh's request. Link to comment Share on other sites More sharing options...
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