S4qFBxkFFg Posted September 15, 2014 Share Posted September 15, 2014 (edited) Yeah, I've been having this problem. I find that if immediately after launch the runway is missing, I can just hit revert to launch and it will appear. Unfortunately it can also happen when switching from the tracking station, which is more of a problem.I can report having this bug too, still loving the mod though.+1 for adding the remote tech configs so that we can use the new locations for comms.Also, can we get bonuses for recovering near a new base, like we do with KSC currently? (This could maybe vary on which base is being recovered to.)edit: can KAS pipes be attached to the new tanks to refuel from? Not at home right now, so can't check... Edited September 15, 2014 by S4qFBxkFFg Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 15, 2014 Share Posted September 15, 2014 Which tanks? About the recovery.... I believe that's been hardcoded into the engine, in the same way that recovery on Kerbin only has been. In any case, even if it weren't it would require a plugin. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 15, 2014 Author Share Posted September 15, 2014 ...About the recovery.... I believe that's been hardcoded into the engine, in the same way that recovery on Kerbin only has been. In any case, even if it weren't it would require a plugin.It depends on whether Squad has left the recovery functions open for modders to get at. Generally, they're very good at letting modders get at a lot of the API, so I'd imagine something like S4qFBxkFFg's (argh to copy and paste handles dude!) suggestion would indeed be doable with a plugin. This is more likely medsouz's territory although it would be nice to have some vars exposed for content modders to tweak.Yay for back-hand elbow nudged feature requests at medsouz. medsouz, forgive me As for fuel tanks that can have a KAS pipe hooked to them, since Snjo managed resource generation from statics, then that's likely doable too. Link to comment Share on other sites More sharing options...
medsouz Posted September 15, 2014 Share Posted September 15, 2014 It depends on whether Squad has left the recovery functions open for modders to get at. Generally, they're very good at letting modders get at a lot of the API, so I'd imagine something like S4qFBxkFFg's (argh to copy and paste handles dude!) suggestion would indeed be doable with a plugin. This is more likely medsouz's territory although it would be nice to have some vars exposed for content modders to tweak.I'm working on it right now actually I think I just found a way to change the space center in the menu screen as well which would be kinda cool. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 15, 2014 Share Posted September 15, 2014 "Not sure if coincidence, or telepathic modders.....":huh: Link to comment Share on other sites More sharing options...
medsouz Posted September 15, 2014 Share Posted September 15, 2014 "Not sure if coincidence, or telepathic modders.....":huh:I'm just that good. (Or maybe I read the suggestion that was posted 10 hours ago ) Link to comment Share on other sites More sharing options...
Divico Posted September 15, 2014 Share Posted September 15, 2014 I'm working on it right now actually I think I just found a way to change the space center in the menu screen as well which would be kinda cool.You can't change the location of the menu screen also, or do you? And make a custom VAB, SPH or Tracking station clickable, and, and.. No. Stop dreaming. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 15, 2014 Share Posted September 15, 2014 I'm just that good. (Or maybe I read the suggestion that was posted 10 hours ago )Well now I feel like an idiot...... Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 15, 2014 Author Share Posted September 15, 2014 You can't change the location of the menu screen also, or do you? And make a custom VAB, SPH or Tracking station clickable, and, and.. No. Stop dreaming.Are you though? medsouz is a proven doer and clearly likes pushing KSP's capabilities. Nothing wrong with dreaming. And if something like this is possible, I'd be all over making stuff to use such a feature. Link to comment Share on other sites More sharing options...
medsouz Posted September 15, 2014 Share Posted September 15, 2014 I got moving the recovery radius working in a extremely hacky test version. I'll clean it up and add it to my next Kerbal Konstructs release.You can't change the location of the menu screen also, or do you? And make a custom VAB, SPH or Tracking station clickable, and, and.. No. Stop dreaming.I was going to give up on this part but now its a challenge. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 15, 2014 Author Share Posted September 15, 2014 (edited) Okay, have to have a squee moment. My wife is a musician who writes her own music and just applied those skills in Unity's animation window, to an animation for Area 110011. Next version, the runway end lights do that running strobe thing. Hard work, but it looks very cool.EDIT - Blatant plug for her first album here: https://soundcloud.com/hall-effectsYes it's free. Yes I'm trying to get her to do some music for the various KSP scenes. Edited September 15, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 15, 2014 Author Share Posted September 15, 2014 (edited) For those submitting base blurbs, here's what's done as of 16th September:Arakebo ClinicArakebo StationArea 110011Ben Bay HelipadBrownrock StationDeadkerbal Pit HelipadDeadkerbal Pit Launch SiteEverkrest HelipadJeb's Island Retreat AirportJeb's Island Retreat Launch BaseJeb's Island Resort HelipadKKVLALake DermalLushlandsMilfurt IslandMount Snowey Launch FacilitySandy Island HelibaseSouth Pole HelipadSouth Pole RunwayZebedee Polar Launch BaseApologies for power-posting. Sometimes it's the best way to bring particular attention to certain info. Edited September 15, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 16, 2014 Share Posted September 16, 2014 (edited) I got moving the recovery radius working in a extremely hacky test version. I'll clean it up and add it to my next Kerbal Konstructs release.I was going to give up on this part but now its a challenge. Can't wait, good luck! Also Alphaash, that music sounds great! Your wife must be an amazing musician. And I'll get right to my next blurb now!EDIT: Done with BlurbEDIT 2: Also when the Oceania Pack by Eskandre is Realeased, I propose renaming the thread to: [0.24.2] Kerbinside V 0.36: It's-Wet-Outside Edited September 16, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
Eskandare Posted September 16, 2014 Share Posted September 16, 2014 Doing some tests on the new carrier landing lights.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 16, 2014 Author Share Posted September 16, 2014 (edited) KerbinSide's All in 1 has been updated to version 0.36.Changelog:- Dropped the dependency on KerbTown and switched to Kerbal Konstructs, by medsouz. This is included in the zip. Please delete the Hubs directory from your GameData folder, or this will conflict with Kerbal Konstructs.- Added Karl Kerbansky's Very Large Array.- Added Area 110011, a huge runway in the desert.- Added a new rocket launch location at Green Basin. You launch off a crawler that is currently immobile. Hopefully it will be mobile in a future release.- Arakebo Station got an upgrade. Lots more detail and a clinic for recuperating kerbonauts at the base of the causeway.- Added a new runway to South Point.- Added an FX to the lighthouses.- Added an FX to the runway endlight of Area 110011.- Added an FX to KKVLA's radio-telescopes.- Added images for all of KerbinSide's launch locations to appear in Kerbal Konstructs' Launch Selector, as well as many descriptions, including some crowd-sourced from KerbinSide's players. More descriptions for other locations in a future release. See licence.txt for full credits.- Kerbal Konstructs' Launch Selector replaces KerbTown's huge house icon in the VAB and SPH. Look for the KK icon in Squad's new toolbar instead.Currently exclusive to Kerbal Stuff until other mirrors are updated.Now on DropBox.I'll be dropping mirroring on CurseForge. Several dozen attempts to upload a file and still timing out is ..... Squad, change your mind. Edited September 16, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Guest Posted September 16, 2014 Share Posted September 16, 2014 Question..does the now-updated all in one include the site where there is that giant dish in a building sorta like the vab? And with the other small ones? Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 16, 2014 Author Share Posted September 16, 2014 (edited) Question..does the now-updated all in one include the site where there is that giant dish in a building sorta like the vab? And with the other small ones?The KKVLA is included, yup. Edited September 16, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 16, 2014 Share Posted September 16, 2014 Just wanted ask...... What happened to my last submission? Did I submit it too late? Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 16, 2014 Author Share Posted September 16, 2014 No, I just didn't get to it for this release. I'd estimate 50% of the descriptions still need doing yet, so I'm still editing and taking base blurbs. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 16, 2014 Share Posted September 16, 2014 Oh. in that case I'll get right back to it! Also congrats on the update! Link to comment Share on other sites More sharing options...
medsouz Posted September 16, 2014 Share Posted September 16, 2014 Congrats on the update and thank you for supporting Kerbal Konstructs!p.s. I updated my mirror: http://medsouz.net/stuff/KerbinSide036.zip Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 16, 2014 Author Share Posted September 16, 2014 Thanks medsouz. I'll get that mirror added to the OP. Link to comment Share on other sites More sharing options...
Bomber355 Posted September 16, 2014 Share Posted September 16, 2014 For some reason, the Old KSC runway (the original, non-KK version) breaks my game when added. Why is this? Link to comment Share on other sites More sharing options...
medsouz Posted September 17, 2014 Share Posted September 17, 2014 For some reason, the Old KSC runway (the original, non-KK version) breaks my game when added. Why is this? If you can get me a copy of your log file I'll check it out and see what I can do. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 17, 2014 Share Posted September 17, 2014 Uhhhh..... AlphaAsh. You haven't sent back the edited version of my latest submission yet. Should I do another one or wait? Link to comment Share on other sites More sharing options...
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