AlphaAsh Posted November 30, 2014 Share Posted November 30, 2014 Numberous problems with the new v .6 1. The alternative launch pads Kraken the ships2. Causing hard locks , mostly when trying to go into tracking station3. Map view sometime will make all other vessels disappearReproduce a problem, grab the ksp.log and let me see it. If I can't reproduce a problem here then I need more information. Link to comment Share on other sites More sharing options...
lextacy Posted November 30, 2014 Share Posted November 30, 2014 Reproduce a problem, grab the ksp.log and let me see it. If I can't reproduce a problem here then I need more information.Ive reproduced problem , happened again . Did revert to an older version of a mod that I thought was holding it up, but found out mod is not the problem. I guess its up to the log file to see where the problem lies.....https://www.dropbox.com/s/e1u45y14f50s1t0/KSP.log?dl=0 Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 30, 2014 Share Posted November 30, 2014 Ive reproduced problem , happened again . Did revert to an older version of a mod that I thought was holding it up, but found out mod is not the problem. I guess its up to the log file to see where the problem lies.....https://www.dropbox.com/s/e1u45y14f50s1t0/KSP.log?dl=0This log terminates almost immediately after completion of loading and reaching the main menu. That is indicative of exceeding KSP 32 bit's memory limit of approximately 3.5 Gb and doesn't give me any useful information about the three issues that you listed. I would agree that KK is not the problem, based on this log. Link to comment Share on other sites More sharing options...
lextacy Posted November 30, 2014 Share Posted November 30, 2014 This log terminates almost immediately after completion of loading and reaching the main menu. That is indicative of exceeding KSP 32 bit's memory limit of approximately 3.5 Gb and doesn't give me any useful information about the three issues that you listed. I would agree that KK is not the problem, based on this log.im running the 64 bit version Link to comment Share on other sites More sharing options...
Gaalidas Posted November 30, 2014 Share Posted November 30, 2014 It'd be really great if the OP title could be updated for the newest release. I've been checking the forums for a while now and only just decided to see if someone was forgetting to update the post title. Apparently I was right. Link to comment Share on other sites More sharing options...
AlphaAsh Posted November 30, 2014 Share Posted November 30, 2014 im running the 64 bit versionTry KK in 32 bit. If you can't reproduce the issue, then the problem is 64 bit KSP and there's nowt I can do.It'd be really great if the OP title could be updated for the newest release. I've been checking the forums for a while now and only just decided to see if someone was forgetting to update the post title. Apparently I was right.medsouz is the thread author. I can't change the title. Are you following KK at KerbalStuff? You'd get an e-mail when the mod is updated. Link to comment Share on other sites More sharing options...
lextacy Posted November 30, 2014 Share Posted November 30, 2014 Try KK in 32 bit. If you can't reproduce the issue, then the problem is 64 bit KSP and there's nowt I can do.medsouz is the thread author. I can't change the title. Are you following KK at KerbalStuff? You'd get an e-mail when the mod is updated.I cant run it in 32 bit because it crashes immediatley , this is why I use 64 bit in the first place! Link to comment Share on other sites More sharing options...
blowfish Posted December 1, 2014 Share Posted December 1, 2014 I cant run it in 32 bit because it crashes immediatley , this is why I use 64 bit in the first place!Did you try using ATM, setting -force_opengl, or uninstalling some mods? Unfortunately mod developers can't provide support unless the bug is reproducible on 32 bit KSP because the 64 bit version is an unstable mess, particularly in 0.25. Link to comment Share on other sites More sharing options...
lextacy Posted December 1, 2014 Share Posted December 1, 2014 moot the posts I made, I found the problem..... I had 2 KSP installs mixd up and had an old version of the mod installed, LOL im so dumb sometimes Link to comment Share on other sites More sharing options...
drtedastro Posted December 1, 2014 Share Posted December 1, 2014 Interesting way to make 64 bit work... Run two instances of 32 bit....32+32...64.....LoL...Glad you found the problem.... Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 1, 2014 Share Posted December 1, 2014 ... you'll have to accept it or not in the main branch of code or offer a forked/alternative version with this.I've had some time to think about this and blow off some steam that would have resulted in this possibly coming off more hostile. Anyway...To be honest Justin I'm rather fed up with your attempts at back-seat modding. If you want to contribute to the project, pull your finger out and contribute to the project, instead of trying to manipulate me into doing something you want. I don't have to do anything I don't want to. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 2, 2014 Share Posted December 2, 2014 v0.6.1 now available from KerbalStuff.Changelog:Persistence now correctly handled for career mode when switching between saves.Launch site selector doesn't keep forgetting the selected launch site in career mode now.Lots of improvements to error-handling to make KK more robust.Now I can miss a model when I do a release of KerbinSide and KK won't just give up loading statics.Re-wrote the app button handling to be more reliable.Fixed a few other bugs no-one noticed and probably created a few that everyone will notice. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 6, 2014 Share Posted December 6, 2014 (edited) v0.6.3 now available from KerbalStuff.Changelog:Mostly editor improvements this time.The Instance Editor has some very useful new features.You can copy the position of an instance to a clipboard.Then when you spawn or select another instance you can paste the position. The instance will be immediately moved to that position.Snap to Surface is now correctly called Snap to Terrain because that's what it actually does.No more manually editing visibility range in the config file. You can do it in the editor.You can enable and disable the colliders of an instance on the fly. Be very careful with this. It can be useful in certain circumstances. Probably not when moving a launchsite with a craft on it.You can now duplicate the selected instance. This immediately spawns a new instance of the same model with the same position and switches selection to that new instance.Make Launchsite is smarter now. It's disabled when an instance can't be a launchsite.The Launchsite Editor has been streamlined. Redundant settings that have to be edited in the config file (like the spawn transform and preview screenie) aren't displayed anymore.8. You can now set the site category in the editor.9. The annoyingly difficult to maintain (for me) drop-down for selecting site type has been replaced with just as good buttons.10. To support the new career mode feature, you can now set the open cost and close value of a launchsite in the editor. Edited December 6, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Citizen Joe Posted December 6, 2014 Share Posted December 6, 2014 Not to nitpick here boss, but I think you may have forgotten to include the plugin part of the plugin with the latest release Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 6, 2014 Share Posted December 6, 2014 (edited) Good catch. Fixing that now And done. Edited December 6, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 10, 2014 Share Posted December 10, 2014 Fantastic mod and I've been having a lot of fun with it! This is probably a stupid question. But there are 40+ pages of thread I don't want to sift through to see if someone else has asked this. Does this mod support making locations on bodies other than Kerbin? Mainly I ask because although I love building bases on the Mun, Minmus (and further afield, like Duna and Laythe), after you add more than a few modules, things start to get laggy. It would be nice to be able to have the option to make one or two locations - say maybe just on the Mun or Minmus - into more permanent facilities for launch. The low gravity and vacuum would make launching some more complicated (re: non-aerodynamic) ships a somewhat less involved process. Link to comment Share on other sites More sharing options...
blowfish Posted December 10, 2014 Share Posted December 10, 2014 Fantastic mod and I've been having a lot of fun with it! This is probably a stupid question. But there are 40+ pages of thread I don't want to sift through to see if someone else has asked this. Does this mod support making locations on bodies other than Kerbin? Mainly I ask because although I love building bases on the Mun, Minmus (and further afield, like Duna and Laythe), after you add more than a few modules, things start to get laggy. It would be nice to be able to have the option to make one or two locations - say maybe just on the Mun or Minmus - into more permanent facilities for launch. The low gravity and vacuum would make launching some more complicated (re: non-aerodynamic) ships a somewhat less involved process.You can make static sites on other planets, but spawning from them is questionable and not officially supported. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 10, 2014 Share Posted December 10, 2014 You can make static sites on other planets, but spawning from them is questionable and not officially supported.This blowfish asked about this himself and Beale did a good job of checking it out here: http://forum.kerbalspaceprogram.com/threads/93699-0-25-WIP-Kerbal-Konstructs-v0-6-3-%28Dec-6%29-Static-Objects-and-Launch-Sites!?p=1560595&viewfull=1#post1560595I love this community. blowfish, if I could rep you again I would but you got my last rep Thanks chap for helping with support. That's the sort of thing that saves me some time. Link to comment Share on other sites More sharing options...
blowfish Posted December 10, 2014 Share Posted December 10, 2014 I love this community. blowfish, if I could rep you again I would but you got my last rep Thanks chap for helping with support. That's the sort of thing that saves me some time.No problem Always happy to help for one of my favorite mods Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 10, 2014 Share Posted December 10, 2014 Thanks guys! That helps explain things! Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 10, 2014 Share Posted December 10, 2014 v0.6.4 now available from KerbalStuff.Changelog:Base Boss in the Tracking Station and Map View now displays information about a selected base (click on the base's icon). In career mode, you can now open and close bases in the Base Boss in the tracking station or map view.Base Boss in the flight scene now includes a simple 'Nav Guidance System (NGS)'.This indicates the selected target, distance to the target and whether you are closing towards or heading away from the target. When closing the central indicator turns green and the turn markers go out. When heading away, the central indicator turns red and the turn markers come on. The turn markers do not currently indicate which way to turn. This feature is proving very fiddly to get right and will be released when it works.You can set the target base for the NGS in the flight scene Base Boss (click the NGS button)......or alternatively in the map view by clicking on a base's icon. Link to comment Share on other sites More sharing options...
ITAsimo456 Posted December 10, 2014 Share Posted December 10, 2014 (edited) Where i can find the static objects and how i can use this mod? Edited December 10, 2014 by ITAsimo456 Link to comment Share on other sites More sharing options...
MK3424 Posted December 10, 2014 Share Posted December 10, 2014 Where i can find the static objects and how i can use this mod?Most of the models are from the Kerbinside mod:http://forum.kerbalspaceprogram.com/threads/82785-0-25-Kerbin-Side-v0-39-1-It-s-Scott-Manley-s-Fault Link to comment Share on other sites More sharing options...
theonegalen Posted December 10, 2014 Share Posted December 10, 2014 blowfish, if I could rep you again I would but you got my last rep I repped him for ya. Link to comment Share on other sites More sharing options...
drtedastro Posted December 10, 2014 Share Posted December 10, 2014 (edited) How do i delete an object if i have changed my mind? old version had a delete...thanks.EDIT: Ok, I have gone back through and found in the forum about the delete. It is not visable on my version. The "Delete Instance" only has the top 10% of the button visable...So, I guess question should be, how do i change the skin so that I can see the bottom button.???Thanks. Edited December 11, 2014 by drtedastro Link to comment Share on other sites More sharing options...
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