Superfluous J Posted March 18, 2015 Share Posted March 18, 2015 I kinda have a issue. All the kerbinside icons are black sqaures.This happened to me when I installed Active Texture Management. If you did as well, you need to find out how to tell that mod to not compress the folder(s) with all the icons in it(them). Link to comment Share on other sites More sharing options...
Rocketfeline Posted March 18, 2015 Share Posted March 18, 2015 This happened to me when I installed Active Texture Management. If you did as well, you need to find out how to tell that mod to not compress the folder(s) with all the icons in it(them).Is it because I have texture replacer? Link to comment Share on other sites More sharing options...
Superfluous J Posted March 18, 2015 Share Posted March 18, 2015 Is it because I have texture replacer?I haven't used that in a long time, but I don't think so. That just replaces specific environmental textures.If you don't have ATM installed then I have no clue. Sorry! Link to comment Share on other sites More sharing options...
Spacepetscompany Posted March 18, 2015 Share Posted March 18, 2015 I kinda have a issue. All the kerbinside icons are black sqaures.This is ATM. You need the config in the Kerbal Konstructs thread. Link to comment Share on other sites More sharing options...
MrKerbMan Posted March 28, 2015 Share Posted March 28, 2015 (edited) Hello guys! My team is creating a server and we need to move something on the Laythe. I know how to change body, but I don't know how to change coordinates. Can someone explain me how to do that?UPD. The problem solved. Edited March 28, 2015 by MrKerbMan Link to comment Share on other sites More sharing options...
Tangle Posted March 29, 2015 Share Posted March 29, 2015 Hello guys! My team is creating a server and we need to move something on the Laythe. I know how to change body, but I don't know how to change coordinates. Can someone explain me how to do that?UPD. The problem solved.Can we have the solution for less code-minded individuals? Link to comment Share on other sites More sharing options...
Vexxus9999 Posted April 2, 2015 Share Posted April 2, 2015 Um,this mod has a tendency to break saves,with huge corruption... Link to comment Share on other sites More sharing options...
blowfish Posted April 2, 2015 Share Posted April 2, 2015 Um,this mod has a tendency to break saves,with huge corruption...Given that no one else has reported this, you're going to have to provide more information. Link to comment Share on other sites More sharing options...
Vexxus9999 Posted April 3, 2015 Share Posted April 3, 2015 When me and some other people I know start up a file with Kerbinside,the camera is not controllable,time acceleration is not controllable,and I can't enter buildings.Even when I uninstalled,I had to delete the file. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted April 4, 2015 Share Posted April 4, 2015 This is an interesting one.... Log please? Link to comment Share on other sites More sharing options...
TaintedLion Posted April 6, 2015 Share Posted April 6, 2015 KerbinSide is causing all my buildings in a brand new fresh career save to already be fully upgraded. I know it's KS because I uninstalled it and the buildings start off at their lowest level. How can I enjoy KerbinSide, but have my buildings start off at a low level at the same time? Link to comment Share on other sites More sharing options...
blowfish Posted April 6, 2015 Share Posted April 6, 2015 KerbinSide is causing all my buildings in a brand new fresh career save to already be fully upgraded. I know it's KS because I uninstalled it and the buildings start off at their lowest level. How can I enjoy KerbinSide, but have my buildings start off at a low level at the same time?That should be fixed. Make sure you have the latest version of KerbalKonstructs. Link to comment Share on other sites More sharing options...
comham Posted April 6, 2015 Share Posted April 6, 2015 I made a portakabin for an industrial site, may I submit the site for inclusion when I've finished it? Link to comment Share on other sites More sharing options...
Spacepetscompany Posted April 7, 2015 Share Posted April 7, 2015 I suggest PMing AlphaAsh. He's rather busy ATM, but I'm sure he'd be glad to include it. Link to comment Share on other sites More sharing options...
Cetera Posted April 8, 2015 Share Posted April 8, 2015 In regards to the Latitude/Longitude Problem with Ground stations for Remote tech 2:Using VOID, MechJeb or Hyper Edit to obtain the coordinates doesn't work as they display the wrong values for Remotetech. However I have determined that SCANsat DOES display the Remote Tech compatible coordinates. That means one can now very easily add new ground stations anywhere on Kerbin without any weird and complicated conversion equations.I have made all rocket launch pads ground stations. you can paste this in your RT cfg file:GroundStations{ STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc501 Name = Tracking Station 2 Latitude = 78.608117 Longitude = 147.491623 Height = 2817.58 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc502 Name = Tracking Station 3 Latitude = 20.45392 Longitude = -78.093832 Height = 3684.54 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc503 Name = Tracking Station 4 Latitude = 20.986161 Longitude = -117.304872 Height = 4204.48 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc504 Name = Tracking Station 5 Latitude = 14.733632 Longitude = -127.017657 Height = 2999.19 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc505 Name = Tracking Station 6 Latitude = 16.043645 Longitude = -156.864196 Height = 4704.55 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc506 Name = Tracking Station 7 Latitude = 3.329209 Longitude = -37.145679 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc507 Name = KKVLA Latitude = 10.3559 Longitude = 227.3936 Height = 430 Body = 1 Antennas { ANTENNA { Omni = 2.55E+08 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc508 Name = Arakebo Latitude = 8.2517 Longitude = 179.4219 Height = 430 Body = 1 Antennas { ANTENNA { Omni = 2.55E+08 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc509 Name = Kosmodrome Latitude = 0.138 Longitude = 217.1527 Height = 430 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc510 Name = Central lakes Latitude = -15.3 Longitude = 91.3 Height = 50 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc511 Name = Great Basin Latitude = -6.4 Longitude = -178.7 Height = 1500 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc512 Name = Kraken's Belly Latitude = 20.7 Longitude = -146.4 Height = 500 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc513 Name = Great Ez Kape Latitude = 21 Longitude = 145.8 Height = 150 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc514 Name = Sea's End Latitude = -34.1 Longitude = 79.8 Height = 10 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc515 Name = Toofar Kape Latitude = -45.5 Longitude = 78.9 Height = 10 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc516 Name = Sanctuary Mouth Latitude = 23.7 Longitude = -39.9 Height = 20 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc516 Name = Sanctuary Mouth Latitude = 23.7 Longitude = -39.9 Height = 20 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc517 Name = Hanbert Kape Latitude = -22.6 Longitude = -140.3 Height = 10 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc517 Name = Dull Spot Latitude = 63.9 Longitude = -172.4 Height = 500 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc518 Name = Ocean Odyssee Platform Latitude = 16.3 Longitude = 174.4 Height = 50 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } }}This post right here needs to go in the Original Post. I spent a long, long, long time looking for something like this. Long time... Link to comment Share on other sites More sharing options...
BinaryBad Posted April 8, 2015 Share Posted April 8, 2015 I really like this mod, but I've noticed frame rate drops when using it. (I'm wary of saying it is the cause of the drop, because I run a LOT of mods, but I consistently find that things improve when I disable this one.) Anyone else noticed issues? Or suggest how I could identify if it is this mod that is the problem? Link to comment Share on other sites More sharing options...
Spacepetscompany Posted April 8, 2015 Share Posted April 8, 2015 This post right here needs to go in the Original Post. I spent a long, long, long time looking for something like this. Long time... The origional post already has a config for RT, but I'll PM AlphaAsh about it.I really like this mod, but I've noticed frame rate drops when using it. (I'm wary of saying it is the cause of the drop, because I run a LOT of mods, but I consistently find that things improve when I disable this one.) Anyone else noticed issues? Or suggest how I could identify if it is this mod that is the problem?Frame rate drops are just a side affect of KSP loading a lot of memory. This mod is quite memory intensive so that's probably the cause. No way around it, sorry. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 16, 2015 Author Share Posted April 16, 2015 Expand your KerbinSide bases with SPC's Expanded Bases Pack 1!Overwrite the existing cfg files in your GameData/KerbinSide/Parts/Static folder with the ones in this and enjoy moar base turned up to 11.Find the link in the OP. Link to comment Share on other sites More sharing options...
DeathKerb142 Posted April 18, 2015 Share Posted April 18, 2015 Ok, I installed KerbinSide via KerbalStuff and after a few seconds engine sounds just cut until I go to 0% throttle and back only to have the sound cut again, this is the second occurance of this since when I first installed this (I wiped all mods from KSP yesterday and now i'm going 1-2 mods at a time to find game-breaking ones) This mod is also a tragedy since it failed while being the most useful mod for the war i'm doing. Link to comment Share on other sites More sharing options...
Gaalidas Posted April 19, 2015 Share Posted April 19, 2015 Which is odd considering sounds aren't being touched from what I can tell. Link to comment Share on other sites More sharing options...
JaffaFediration Posted April 20, 2015 Share Posted April 20, 2015 I want to put the bases that I have built with kerbal Konstructs into my save when 1.0 arrives, will I just need to download the latest version of Kerbinside and copy the KK.cfg into the new save? Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 20, 2015 Author Share Posted April 20, 2015 I want to put the bases that I have built with kerbal Konstructs into my save when 1.0 arrives, will I just need to download the latest version of Kerbinside and copy the KK.cfg into the new save?First thing to keep in mind is that Kerbal Konstructs is unlikely to work straight out the gate with 1.0. Squad loves to cripple Kerbal Konstructs with changes to parts of the API it relies on.Before updating to 1.0, you should back-up and save somewhere all of the cfg files of all assets of KerbinSide and those of the statics in Kerbal Konstructs if you've used those. All of your 'custom' base stuff will be defined in those cfgs.When/if I do an update of KerbinSide, you should do this regardless. You then need to manually merge your additions to the cfgs into the cfgs of the new version of KerbinSide. There's no automation for this. Link to comment Share on other sites More sharing options...
LORDPrometheus Posted April 27, 2015 Share Posted April 27, 2015 First thing to keep in mind is that Kerbal Konstructs is unlikely to work straight out the gate with 1.0. Squad loves to cripple Kerbal Konstructs with changes to parts of the API it relies on.Before updating to 1.0, you should back-up and save somewhere all of the cfg files of all assets of KerbinSide and those of the statics in Kerbal Konstructs if you've used those. All of your 'custom' base stuff will be defined in those cfgs.When/if I do an update of KerbinSide, you should do this regardless. You then need to manually merge your additions to the cfgs into the cfgs of the new version of KerbinSide. There's no automation for this.So I guess those fears were unfounded?Also what are your plans for the next locations? That is if your willing to share Link to comment Share on other sites More sharing options...
MoeKitsune Posted April 27, 2015 Share Posted April 27, 2015 There's only one thing the title makes me wanna say...DROP THE BASE!In all seriousness, this looks amazing. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 27, 2015 Author Share Posted April 27, 2015 So I guess those fears were unfounded?Also what are your plans for the next locations? That is if your willing to shareI wouldn't say unfounded Previous updates did royally screw with parts of the API KK relied on. Thankfully that didn't happen in this update.I'm starting work on something of a special edition/reboot of KerbinSide. The culling of bases is going to happen because there's far too many redundant ones. Some new bases will be added to further increase global coverage. Bases will be improved/expanded. New features I'm wary to go in to too much detail yet but one thing I will hint at: there have been attempts in the past by other mods to provide visual proof when in orbit that Kerbin is populated. I'm planning to try my own idea for that (and no, it won't step on the toes of Eskandare's project). Link to comment Share on other sites More sharing options...
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