tomoha Posted August 11, 2016 Share Posted August 11, 2016 Collision boxes are weird in KSP 1.0.5. Can you fix it? For example, For Large Hangar, when I take my vehicle on the 'Driveway' it goes all the way up to the roof of the Hangars. Link to comment Share on other sites More sharing options...
Iso-Polaris Posted August 12, 2016 Share Posted August 12, 2016 (edited) I found that North/South Pole Science contract in Kinbin-side jobs cannot be complete. I loaded the scientists(tourists),take them to destinated altitute and did all the science experiments required. Then I landed my vessel at North pole base and recovered it. However the contract still there, nothing rewarded I think the problem is "Collect Science and recover" Parameter since we cannot recover the since data while still in flight. Edited August 12, 2016 by Iso-Polaris Link to comment Share on other sites More sharing options...
Spark Plug Posted August 19, 2016 Share Posted August 19, 2016 Greetings! Got a question before I install this: is it possible to do a partial installation of the bases? Let's say I only want the sea-side launchpad; could I install just that asset and leave out the rest, will the mod still work provided I have the right program files? (including Konstructs) Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 19, 2016 Share Posted August 19, 2016 38 minutes ago, Spark Plug said: Greetings! Got a question before I install this: is it possible to do a partial installation of the bases? Let's say I only want the sea-side launchpad; could I install just that asset and leave out the rest, will the mod still work provided I have the right program files? (including Konstructs) Yes Link to comment Share on other sites More sharing options...
billbobjebkirk Posted August 27, 2016 Share Posted August 27, 2016 I installed the complete pack and only the Round range base is showing up. What did I do wrong? Link to comment Share on other sites More sharing options...
Sigma88 Posted August 27, 2016 Share Posted August 27, 2016 (edited) 1 hour ago, billbobjebkirk said: I installed the complete pack and only the Round range base is showing up. What did I do wrong? are you on KSP 1.1.3? Edited August 27, 2016 by Sigma88 Link to comment Share on other sites More sharing options...
billbobjebkirk Posted August 27, 2016 Share Posted August 27, 2016 1 minute ago, Sigma88 said: are you on KSP 1.1.3? Yes, is that why? Link to comment Share on other sites More sharing options...
Sigma88 Posted August 27, 2016 Share Posted August 27, 2016 Just now, billbobjebkirk said: Yes, is that why? not sure, but the mod is officially released for ksp 1.1.2 and I think 1.1.3 brought a lot of changed that might have messed with it. but don't take my word for it Link to comment Share on other sites More sharing options...
ss8913 Posted August 30, 2016 Share Posted August 30, 2016 works fine for me in 1.1.3, if you have Konstructs updated. Link to comment Share on other sites More sharing options...
Tanuis Posted September 4, 2016 Share Posted September 4, 2016 So i must be doing something wrong. i have installed Kerbal Konstructs "yes the newest one" i have installed ground control, i get the little icons on the world map and i get the option to turn them on and off, how ever once i turn them on my craft in orbit do not communicate with the new station, i tried adding the extra stations Eskandare posted but still nothing.. what am i doing wrong. Link to comment Share on other sites More sharing options...
Thatguywholikesionengines Posted September 5, 2016 Share Posted September 5, 2016 (edited) Help! For some reason, all the kerbal kampus buildings are above the level of the ksc. How do i fix this? Edited September 5, 2016 by Thatguywholikesionengines Link to comment Share on other sites More sharing options...
Aerospacer Posted September 5, 2016 Share Posted September 5, 2016 3 hours ago, Thatguywholikesionengines said: Help! For some reason, all the kerbal kampus buildings are above the level of the ksc. How do i fix this? Just a restore of *.cfg-files of Kerbal Kampus. Link to comment Share on other sites More sharing options...
the_machemer Posted September 10, 2016 Share Posted September 10, 2016 Would I be gelded if asked about official 1.1.3 compatibility? I know the whole "don't pester for mod updates" rule but its been over two months and I'm beginning to fear that I may never properly play 1.1.3 before the next update comes along and breaks it all again. Link to comment Share on other sites More sharing options...
Melfice Posted September 11, 2016 Share Posted September 11, 2016 16 hours ago, the_machemer said: Would I be gelded if asked about official 1.1.3 compatibility? I know the whole "don't pester for mod updates" rule but its been over two months and I'm beginning to fear that I may never properly play 1.1.3 before the next update comes along and breaks it all again. If there are any serious issues when using the 1.1.2 version in 1.1.3, I've not run into them. It's safe to use the current version of the mod (as far as I'm aware). Link to comment Share on other sites More sharing options...
JKerman Posted September 26, 2016 Share Posted September 26, 2016 The hitboxes on the objects are way too big. Link to comment Share on other sites More sharing options...
RandyRawgust Posted September 30, 2016 Share Posted September 30, 2016 I have so many mods that I'll likely be using 1.1.3 until well after 1.2 is released. So far 1.1.3 and the current release have had no issues on my system. Small question though, is there a way to pick which bases I want and which ones I don't, I'd like to have a few extra bases but not all over. Love the mod, thanks for the support! Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 1, 2016 Share Posted October 1, 2016 19 hours ago, RandyRawgust said: Small question though, is there a way to pick which bases I want and which ones I don't Not easily, but simply pull the assets out of the folder that you don't want. Most bases come in their own folders so just delete what you don't want or move them out. Careful of cross-dependencies, which means deleting something in one folder another folder needs. RIght now I just run with the KSC addon buildings tho I'll be adding back in other stuff bit by bit over time Link to comment Share on other sites More sharing options...
Rory Yammomoto Posted October 17, 2016 Share Posted October 17, 2016 1.2? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 17, 2016 Share Posted October 17, 2016 (edited) 1 hour ago, Rory Yammomoto said: 1.2? This works if Kerbal Konstructs does, or does for me at least, would like to fix the model errors though, pity it's so damn big. ...Not forgetting the license of course that deserves to be fully respected (not that you can do anything else) especially as this mod constitutes a staggering investment in time Edited October 17, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SteveSM Posted October 23, 2016 Share Posted October 23, 2016 I remember there was an aircraft carrier. Where is it now? Link to comment Share on other sites More sharing options...
NotAgain Posted October 27, 2016 Share Posted October 27, 2016 On 17/10/2016 at 11:07 PM, SpannerMonkey(smce) said: This works if Kerbal Konstructs does I seem to be able to get it to load, but I can't open the KK widow in the VAB/SPH. Any ideas? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 27, 2016 Share Posted October 27, 2016 2 minutes ago, NotAgain said: I seem to be able to get it to load, but I can't open the KK widow in the VAB/SPH. Any ideas? Hi try installing KK this way , it is the only way it works for me, and a good few others now too. Place KK in your GameData folder, zip up or remove everything else except KK and the squad folder, start and create a new save, check KK is working, exit game, replace/unzip all mods in gamedata, restart the game and load the new save you previously created and all should be fine. It's a bit convoluted i know but it does get KK working. Do note that there are no real KK1.2 versions around, only semi good compiles from 1.2 pre release and as such may not fully perform as expected, and are known to have a couple of small issues. Link to comment Share on other sites More sharing options...
NotAgain Posted October 27, 2016 Share Posted October 27, 2016 50 minutes ago, SpannerMonkey(smce) said: Place KK in your GameData folder, zip up or remove everything else except KK and the squad folder, start and create a new save, check KK is working, exit game, replace/unzip all mods in gamedata, restart the game and load the new save you previously created and all should be fine. It's a bit convoluted i know but it does get KK working. I have a career mode that uses KK and kerbin-side, and you say I need to start a new save. Is there a work-around for this? Can I delete the persistance file and then put it back? Link to comment Share on other sites More sharing options...
ThirdOfSeven Posted October 27, 2016 Share Posted October 27, 2016 On 10/23/2016 at 7:57 AM, SteveSM said: I remember there was an aircraft carrier. Where is it now? It was removed some time ago to save some memory on textures. It was made by other guy who now works on Carrier Vessel Expansion mod making even bigger aircraft carrier. (from mod author posting several pages back) What actually makes me frustrated is KSC water launch buoy which is disappeared too. Link to comment Share on other sites More sharing options...
Goddess Bhavani Posted October 29, 2016 Share Posted October 29, 2016 (edited) I'll love to add this to my 1.2 career when it's updated. @AlphaAsh Also pleasantly surprised to see my for fun Kerbalwagen review of Kampus still on the front page! Edited October 29, 2016 by pandoras kitten Link to comment Share on other sites More sharing options...
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