Gaalidas Posted October 13, 2014 Share Posted October 13, 2014 I've seen that too once or twice. Couldn't reproduce it.Yeah, don't you just hate that? Link to comment Share on other sites More sharing options...
medsouz Posted October 13, 2014 Author Share Posted October 13, 2014 Yeah, don't you just hate that?As the person that has to fix the issue that can't be reproduced: Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 13, 2014 Share Posted October 13, 2014 (edited) @medsouz - It's happening consistently when using the escape menu to reset a launch back to the SPH or VAB.EDIT - I suspect it's linked to the camera being moved where you're calculating the height and width of the launch selector window. Yes, I'm poking in your code. I am not killin yer mens however. EDIT - Left and top, not height and width. Edited October 13, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
hproefrock10 Posted October 14, 2014 Share Posted October 14, 2014 Noob question but how do you actually get to the screen to build the stuff? Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 14, 2014 Share Posted October 14, 2014 As the person that has to fix the issue that can't be reproduced: I can't reproduce it too, I use 0.4pre3 on 0.25 (unpatched if relevant), with only 2 of my parts sets, no other mod. Revert a bunch of times with or without actually launch the ship.@AlphaAsh and Gaalidas: I suggest going back to the basics on reporting issues and give a step by step way to get it consistently. Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 14, 2014 Share Posted October 14, 2014 @AlphaAsh and Gaalidas: I suggest going back to the basics on reporting issues and give a step by step way to get it consistently.I appreciate the advice but I'm more inclined to actually see if I can track the bug back to the code and confirm whether it is in fact a bug in KK or just Unity/KSP's GUI functions being unreliable *** and meaning a different approach or work-around being needed. I code too Justin and medsouz won't mind, I assure you Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 14, 2014 Share Posted October 14, 2014 The new tags are:LaunchSiteDescription - Set to description textLaunchSiteLogo - Set to image name (no file extension). Should be in the same directory as the configLaunchSiteType - Can be "VAB", "SPH", or "ANY" without quotesAdd them to the Instances node for your launch site.Could you add this in your 1st post please ?+ there are also:LaunchSiteAuthorLaunchSiteIconGroup (no idea of its use: "KerbTown does not support group caching, for compatibility we will put these into "Ungrouped" group to be cached individually" from the source comment)And:- any plan to remove the "medsouz" directory ? It's not very meaningful and can confuse some tools like the partmapper from katateochi (KerbalX).- why adding description and author to the instance ? Author especially, description may not change a lot between many instances but who knows ? Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 14, 2014 Share Posted October 14, 2014 (edited) ...why adding description and author to the instance ? Author especially, description may not change a lot between many instances but who knows ?The description does change a lot between instances in KerbinSide. It depends on what you're including in the description other than just some physical notes of the actual launch point and how often you re-use an asset. Edited October 14, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
medsouz Posted October 15, 2014 Author Share Posted October 15, 2014 Could you add this in your 1st post please ?+ there are also:LaunchSiteAuthorLaunchSiteIconWhoops I completely forgot I was supposed to write documentation, I'll try to do that soon.Group (no idea of its use: "KerbTown does not support group caching, for compatibility we will put these into "Ungrouped" group to be cached individually" from the source comment)The "group" tag is just excessive optimization, the way KK caches objects is it checks the following criteria: Is it part of the current body? Is the current group in range? (Groups except "ungrouped" and "new" (unused) calculate the center point of the objects stored in them and check the distance from the player) If the group is in range do individual distance checks on each object to make sure they are within rangeThe reason I say it is excessive is because it really only helps when there is a ton of objects in the game by lowering the numb- any plan to remove the "medsouz" directory ? It's not very meaningful and can confuse some tools like the partmapper from katateochi (KerbalX).If its causing issues I can take it out. I planned on making more mods in the future and having my own directory to prevent cluttering GameData.- why adding description and author to the instance ? Author especially, description may not change a lot between many instances but who knows ?Description:Some mods like KerbinSide reuse the same models in multiple places so a global description won't always apply.Author:I'm going to use KerbinSide as an example again, currently there is two people working on it (AlphaAsh and Eskandare) and they are sharing the assets. I like leave the option so that if for example Eskandare uses one of AlphaAsh's runways he can get credit for setting up the launch site.I'm half asleep right now so if any of this doesn't make sense don't be afraid to ask for clarification. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 15, 2014 Share Posted October 15, 2014 Thanks for your reply.The last concern I have is regarding modules and what we can add to a buildings, for now, and in the future.It would be great to make it as easy and powerful as parts themselves, allowing to add resources, generator and some part modules (like modulelight) to buildings.I have also imagine some crazy thing we could achieve by having a module close to engines but with only effects, especially particule emitter, to make volcano or geyser or just chimney. But this is maybe an another story . Link to comment Share on other sites More sharing options...
Divico Posted October 15, 2014 Share Posted October 15, 2014 (edited) v0.3 (9/22/14) Fixed site type and author not doing anything in the editor Added module loading Added AnimateOnClick module, the other KerbTown modules will be done soon. AnimateOnClick is working, I use it for the floodlights in my mod. Details in the KerbTown Docu, Chapter 6. And since generic modules are apparently supported (I've never tried), I think someone could write a resource generator pugin (I can't write code).As for particles, I'd love to see huge steam clouds when launching rockets. And since KSP buildings now spit fire and smoke when collapsing, I imagine it's possible in some way. But I can't program, I have no idea if and how this could be implemented in KK. Edited October 15, 2014 by Divico Link to comment Share on other sites More sharing options...
skykooler Posted October 17, 2014 Share Posted October 17, 2014 How would I make a custom action happen? I would like to migrate my mass driver mod to Kerbal Konstructs, but I need some way to run my code that launches the ships. Link to comment Share on other sites More sharing options...
medsouz Posted October 18, 2014 Author Share Posted October 18, 2014 (edited) How would I make a custom action happen? I would like to migrate my mass driver mod to Kerbal Konstructs, but I need some way to run my code that launches the ships.All you have to do is create a MonoBehaviour class and the MODULE tag should work for it, there is no fancy code required.For an example check out AnimateOnClickEDIT: Forgot to mention, most KerbTown modules should work out of the box. Edited October 18, 2014 by medsouz Link to comment Share on other sites More sharing options...
medsouz Posted October 19, 2014 Author Share Posted October 19, 2014 (edited) I'm messing with destructible buildings and I just made this list to reference stock destruction values. I figured someone might be interested in these values so here it is:Name: SpaceCenter/KSCAdminBuilding/mainBuildingDamage Decay: 3Impact Momentum Threshold: 425Repair Cost: 175000FxTarget: fxTargetDemolition FX Prefab: Admin_DemolitionFXNumber of collapsible objects: 1 Name: building Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1.5 Collapse Offset: (0.0, -15.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCCrewBuilding/buildingDamage Decay: 3Impact Momentum Threshold: 650Repair Cost: 125000FxTarget: fxTargetDemolition FX Prefab: AC_DemolitionFXNumber of collapsible objects: 1 Name: model_crew_exterior_holder Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 4.5 Collapse Offset: (0.0, -30.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/FlagPoleDamage Decay: 3Impact Momentum Threshold: 15Repair Cost: 12000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1.5 Collapse Offset: (0.0, -30.0, 0.0) Collapse Tilt Max: (90.0, 0.0, 90.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_cylTankDamage Decay: 3Impact Momentum Threshold: 60Repair Cost: 16000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_launchPadDamage Decay: 5Impact Momentum Threshold: 750Repair Cost: 64000FxTarget: fxTargetDemolition FX Prefab: Launchpad_DemolitionFXNumber of collapsible objects: 1 Name: launchpad Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -8.0, 0.0) Collapse Tilt Max: (5.0, 0.0, 5.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_sphereTankDamage Decay: 3Impact Momentum Threshold: 50Repair Cost: 15000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1.5 Collapse Offset: (0.0, 0.0, -10.0) Collapse Tilt Max: (10.0, 10.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_waterTowerDamage Decay: 3Impact Momentum Threshold: 80Repair Cost: 22000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 2 Name: obj_tower Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -50.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_02 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCLaunchPad/LaunchPadMedium/KSCFlagPoleLaunchPadDamage Decay: 3Impact Momentum Threshold: 15Repair Cost: 12000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1.5 Collapse Offset: (0.0, -30.0, 0.0) Collapse Tilt Max: (90.0, 0.0, 90.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCMissionControl/buildingDamage Decay: 3Impact Momentum Threshold: 450Repair Cost: 80000FxTarget: FXTargetDemolition FX Prefab: MC_DemolitionFXNumber of collapsible objects: 1 Name: model_control_exterior_main_v30 Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 4 Collapse Offset: (0.0, -25.0, 0.0) Collapse Tilt Max: (20.0, 0.0, 20.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRnDFacility/ksp_pad_cylTankDamage Decay: 3Impact Momentum Threshold: 60Repair Cost: 16000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRnDFacility/SmallLabDamage Decay: 3Impact Momentum Threshold: 250Repair Cost: 30000FxTarget: FXTargetDemolition FX Prefab: TS_Dish_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1.5 Collapse Offset: (0.0, -15.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRnDFacility/CentralBuildingDamage Decay: 3Impact Momentum Threshold: 550Repair Cost: 290000FxTarget: fxTargetDemolition FX Prefab: RnD_CentralBuilding_DemolitionFXNumber of collapsible objects: 2 Name: Building Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 3 Collapse Offset: (0.0, -45.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A Name: Bridge Replacement Object: N/A Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -25.0, 0.0) Collapse Tilt Max: (30.0, 5.0, 15.0) Shared With: MainBuilding------------------------------------------------Name: SpaceCenter/KSCRnDFacility/MainBuildingDamage Decay: 3Impact Momentum Threshold: 1125Repair Cost: 360000FxTarget: fxTargetDemolition FX Prefab: RnD_MainBuilding_DemolitionFXNumber of collapsible objects: 2 Name: Building Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 3.5 Collapse Offset: (0.0, -35.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A Name: Bridge Replacement Object: N/A Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -25.0, 0.0) Collapse Tilt Max: (30.0, 5.0, 15.0) Shared With: CentralBuilding------------------------------------------------Name: SpaceCenter/KSCRnDFacility/CornerLabDamage Decay: 3Impact Momentum Threshold: 300Repair Cost: 65000FxTarget: fxTargetDemolition FX Prefab: RnD_CornerLab_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 3 Collapse Offset: (0.0, -30.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRnDFacility/WindTunnelDamage Decay: 3Impact Momentum Threshold: 450Repair Cost: 180000FxTarget: fxTargetDemolition FX Prefab: Rnd_WindTunnel_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -35.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRnDFacility/ObservatoryDamage Decay: 3Impact Momentum Threshold: 400Repair Cost: 185000FxTarget: fxTargetDemolition FX Prefab: RnD_Observatory_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 3 Collapse Offset: (0.0, -35.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRnDFacility/SideLabDamage Decay: 3Impact Momentum Threshold: 400Repair Cost: 145000FxTarget: fxTargetDemolition FX Prefab: RnD_SideLab_DemolitionFXNumber of collapsible objects: 1 Name: Building Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 2.5 Collapse Offset: (0.0, -35.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_SEDamage Decay: 3Impact Momentum Threshold: 15Repair Cost: 8000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 2 Name: ksp_runway_light_large_fbx2 Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -3.0, 0.0) Collapse Tilt Max: (50.0, 0.0, 50.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_01 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_NEDamage Decay: 3Impact Momentum Threshold: 15Repair Cost: 8000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 2 Name: ksp_runway_light_large_fbx4 Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -3.0, 0.0) Collapse Tilt Max: (50.0, 0.0, 50.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_01 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_NWDamage Decay: 3Impact Momentum Threshold: 15Repair Cost: 8000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 2 Name: ksp_runway_light_large_fbx3 Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -3.0, 0.0) Collapse Tilt Max: (50.0, 0.0, 50.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_01 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_SWDamage Decay: 3Impact Momentum Threshold: 15Repair Cost: 8000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 2 Name: ksp_runway_light_large_fbx1 Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -3.0, 0.0) Collapse Tilt Max: (50.0, 0.0, 50.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_01 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/End09Damage Decay: 3Impact Momentum Threshold: 5000Repair Cost: 32000FxTarget: fxTargetDemolition FX Prefab: RunwayEnd_DemolitionFXNumber of collapsible objects: 2 Name: End09_Mesh Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (1.0, 0.0, 10.0) Shared With: N/A Name: End09_lights Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/End27Damage Decay: 3Impact Momentum Threshold: 5000Repair Cost: 32000FxTarget: fxTargetDemolition FX Prefab: RunwayEnd_DemolitionFXNumber of collapsible objects: 2 Name: End27_Mesh Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (1.0, 0.0, 10.0) Shared With: N/A Name: End27_lights Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/Section1Damage Decay: 3Impact Momentum Threshold: 5000Repair Cost: 32000FxTarget: fxTargetDemolition FX Prefab: RunwaySection_DemolitionFXNumber of collapsible objects: 2 Name: Section1_Mesh Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (1.0, 0.0, 10.0) Shared With: N/A Name: Section1_lights Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/Section2Damage Decay: 3Impact Momentum Threshold: 5000Repair Cost: 32000FxTarget: fxTargetDemolition FX Prefab: RunwaySection_DemolitionFXNumber of collapsible objects: 2 Name: Section2_Mesh Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (1.0, 0.0, 10.0) Shared With: N/A Name: Section2_lights Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/Section3Damage Decay: 3Impact Momentum Threshold: 5000Repair Cost: 32000FxTarget: fxTargetDemolition FX Prefab: RunwaySection_DemolitionFXNumber of collapsible objects: 2 Name: Section3_Mesh Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (1.0, 0.0, 10.0) Shared With: N/A Name: Section3_lights Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCRunway/Section4Damage Decay: 3Impact Momentum Threshold: 5000Repair Cost: 32000FxTarget: fxTargetDemolition FX Prefab: RunwaySection_DemolitionFXNumber of collapsible objects: 2 Name: Section4_Mesh Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (1.0, 0.0, 10.0) Shared With: N/A Name: Section4_lights Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCSpacePlaneHangar/TankDamage Decay: 3Impact Momentum Threshold: 50Repair Cost: 15000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, 0.0, -15.0) Collapse Tilt Max: (10.0, 10.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCSpacePlaneHangar/ksp_pad_cylTankDamage Decay: 3Impact Momentum Threshold: 60Repair Cost: 16000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCSpacePlaneHangar/ksp_pad_waterTowerDamage Decay: 3Impact Momentum Threshold: 80Repair Cost: 22000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tower Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 3 Collapse Offset: (0.0, -70.0, 0.0) Collapse Tilt Max: (10.0, 0.0, 10.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCSpacePlaneHangar/mainBuildingDamage Decay: 3Impact Momentum Threshold: 875Repair Cost: 450000FxTarget: FXTargetDemolition FX Prefab: SPH_DemolitionFXNumber of collapsible objects: 2 Name: model_runway_new_fx_flare_wide_02 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A Name: model_sph_exterior_holder Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 5 Collapse Offset: (0.0, -90.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCTrackingStation/dish_array/dish_southDamage Decay: 3Impact Momentum Threshold: 250Repair Cost: 80000FxTarget: FXTargetDemolition FX Prefab: TS_Dish_DemolitionFXNumber of collapsible objects: 1 Name: Foundation Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -15.0, 0.0) Collapse Tilt Max: (20.0, 0.0, 20.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCTrackingStation/dish_array/dish_northDamage Decay: 3Impact Momentum Threshold: 250Repair Cost: 80000FxTarget: FXTargetDemolition FX Prefab: TS_Dish_DemolitionFXNumber of collapsible objects: 1 Name: Foundation Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -15.0, 0.0) Collapse Tilt Max: (20.0, 0.0, 20.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCTrackingStation/dish_array/dish_eastDamage Decay: 3Impact Momentum Threshold: 250Repair Cost: 80000FxTarget: FXTargetDemolition FX Prefab: TS_Dish_DemolitionFXNumber of collapsible objects: 1 Name: Foundation Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 2 Collapse Offset: (0.0, -15.0, 0.0) Collapse Tilt Max: (20.0, 0.0, 20.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCTrackingStation/MainBuildingDamage Decay: 3Impact Momentum Threshold: 500Repair Cost: 110000FxTarget: FXTargetDemolition FX Prefab: TS_DemolitionFXNumber of collapsible objects: 1 Name: model_tracking_exterior_main_v30 Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 2.2 Collapse Offset: (0.0, -20.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCVehicleAssemblyBuilding/ksp_pad_cylTankDamage Decay: 3Impact Momentum Threshold: 60Repair Cost: 16000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, -10.0, 0.0) Collapse Tilt Max: (15.0, 0.0, 15.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCVehicleAssemblyBuilding/TankDamage Decay: 3Impact Momentum Threshold: 50Repair Cost: 15000FxTarget: FXTargetDemolition FX Prefab: FuelTank_DemolitionFXNumber of collapsible objects: 1 Name: obj_tank Replacement Object: Wreck Collapse Behaviour: Collapse Collapse Duration: 1 Collapse Offset: (0.0, 0.0, -15.0) Collapse Tilt Max: (10.0, 10.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCVehicleAssemblyBuilding/mainBuildingDamage Decay: 3Impact Momentum Threshold: 1200Repair Cost: 480000FxTarget: FXTargetDemolition FX Prefab: VAB_DemolitionFXNumber of collapsible objects: 3 Name: model_vab_exterior_main_v30 Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 4 Collapse Offset: (0.0, -110.0, 0.0) Collapse Tilt Max: (5.0, 0.0, 5.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_02 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A Name: model_runway_new_fx_flare_wide_03 Replacement Object: N/A Collapse Behaviour: Disable Collapse Duration: 0 Collapse Offset: (0.0, 0.0, 0.0) Collapse Tilt Max: (0.0, 0.0, 0.0) Shared With: N/A------------------------------------------------Name: SpaceCenter/KSCVehicleAssemblyBuilding/PodMemorialDamage Decay: 3Impact Momentum Threshold: 20Repair Cost: 10000FxTarget: fxTargetDemolition FX Prefab: Generic_Small_DemolitionFXNumber of collapsible objects: 1 Name: building Replacement Object: wreck Collapse Behaviour: Collapse Collapse Duration: 1.5 Collapse Offset: (0.0, -3.0, 0.0) Collapse Tilt Max: (30.0, 0.0, 30.0) Shared With: N/A------------------------------------------------Modifying the max tilt is fun.EDIT: Just going to use this post as an information dump.For now I'm only going to add support for the stock demolition FX (smoke and fire). The following FX are available:Admin_DemolitionFXAC_DemolitionFXGeneric_Small_DemolitionFXFuelTank_DemolitionFXLaunchpad_DemolitionFXMC_DemolitionFXTS_Dish_DemolitionFXRnD_CentralBuilding_DemolitionFXRnD_MainBuilding_DemolitionFXRnD_CornerLab_DemolitionFXRnd_WindTunnel_DemolitionFXRnD_Observatory_DemolitionFXRnD_SideLab_DemolitionFXRunwayEnd_DemolitionFXRunwaySection_DemolitionFXSPH_DemolitionFXTS_DemolitionFXVAB_DemolitionFXThe following repair effects are available:Repairs_Thump_SmallRepairs_Thump_MediumEDIT 2: Anyone have any ideas on how we should repair buildings? Repairing from the space center screen doesn't really work when something is on the moon. Edited October 19, 2014 by medsouz Link to comment Share on other sites More sharing options...
Spacepetscompany Posted October 19, 2014 Share Posted October 19, 2014 We could have a stock toolbar button available at the Space Center Scene, with a drop down menu of broken statics with a repair button next to each one! Not sure if it's possible for things on other celestial bodies, but it's worth a try! Link to comment Share on other sites More sharing options...
AlphaAsh Posted October 19, 2014 Share Posted October 19, 2014 (edited) New screen for KK would do the job chap. Something activated in the flight scene (by a toolbar button). Checks for statics in a certain range, lists them, allows you to pay there and then to fix them. If you want to avoid immersion breaking magic spawning buildings, just flag the static as repaired then do the actual repair next time the player returns to the Space Centre.EDIT - Heck, you could easily extend this screen to any other kind of static interaction you want. Call it the Base Manager. Edited October 19, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 19, 2014 Share Posted October 19, 2014 For the repairs, I think first: you change nothing.If someone want to launch from a damaged building, on Mun for example, there is an "error message" showing repairs are needed first to launch something.Then... maybe going to the buildings, show the damage (far far later it could be from a meteor rain ) and the price and the usual "yes/no".no => launch impossible, go back to KSC (maybe).yes => repair "anim" + launchWhat do you think guys ? Link to comment Share on other sites More sharing options...
Gaalidas Posted October 19, 2014 Share Posted October 19, 2014 @AlphaAsh and Gaalidas: I suggest going back to the basics on reporting issues and give a step by step way to get it consistently.That's just the problem. There are no steps other than: 1) install mod. 2) run game. 3) notice the launch selector images sitting too far to the right and being cut off.It should be noted that this was not always the case with this mod. This issue has popped up in the last few versions of this mod. The images and launch locations are both stock-KK and Kerbin Side. No alteration has been made to any of the images or configurations. Link to comment Share on other sites More sharing options...
medsouz Posted October 20, 2014 Author Share Posted October 20, 2014 That's just the problem. There are no steps other than: 1) install mod. 2) run game. 3) notice the launch selector images sitting too far to the right and being cut off.It should be noted that this was not always the case with this mod. This issue has popped up in the last few versions of this mod. The images and launch locations are both stock-KK and Kerbin Side. No alteration has been made to any of the images or configurations.I've never seen the issue myself which makes it a little difficult for me to fix. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 20, 2014 Share Posted October 20, 2014 That's just the problem. There are no steps other than: 1) install mod. 2) run game. 3) notice the launch selector images sitting too far to the right and being cut off.It should be noted that this was not always the case with this mod. This issue has popped up in the last few versions of this mod. The images and launch locations are both stock-KK and Kerbin Side. No alteration has been made to any of the images or configurations.Again, back to the basic: mods list, etcthere is at least Kerbin Side, which version ?Mods can messed up with each other in some cases (messing with some global objects for example). Link to comment Share on other sites More sharing options...
SuperNova2015 Posted October 22, 2014 Share Posted October 22, 2014 Is there a way to place objects in the air or clip them through the terrain?I'm trying to place a runway onto the side of a mountain, but it keeps dropping onto or falling through the ground. The only way I see around this is to make a really tall platform with no collider underneath to make it look like everything is touching the ground.Or could I be doing something wrong? Link to comment Share on other sites More sharing options...
medsouz Posted October 22, 2014 Author Share Posted October 22, 2014 Is there a way to place objects in the air or clip them through the terrain?I'm trying to place a runway onto the side of a mountain, but it keeps dropping onto or falling through the ground. The only way I see around this is to make a really tall platform with no collider underneath to make it look like everything is touching the ground.Or could I be doing something wrong?Did you try changing the altitude value? Link to comment Share on other sites More sharing options...
SuperNova2015 Posted October 22, 2014 Share Posted October 22, 2014 (edited) Did you try changing the altitude value?Problem fixed!After placing my object, then hitting ctrl + k to exit the menu, it was dropping about 50 meters for some reason (probably had something to do with the origin point of the model).Anyway, after editing the altitude value a second time it held its position. I thought it was falling until it collided with the ground, but I was wrong. It was just falling. lol Edited October 22, 2014 by SuperNova2015 Link to comment Share on other sites More sharing options...
Justin Kerbice Posted October 22, 2014 Share Posted October 22, 2014 I have two graphics issues:- sometimes, map icons stay on screen (on KSC and inside VAB/SPH) => going to map again and close it "clean" the screen,- (maybe linked) sometimes, buildings doesn't appears on space center scene, sometimes they're back (maybe after a flight).I'll try to get some useful logs. Link to comment Share on other sites More sharing options...
comham Posted October 24, 2014 Share Posted October 24, 2014 This is a long shot, and probably requires a separate plugin, but can you instantiate custom models as asteroids? I'm thinking large, deep space starship wreckage. Link to comment Share on other sites More sharing options...
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