AlphaAsh Posted December 11, 2014 Share Posted December 11, 2014 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.No skin implementation yet chap. I'll make the window a little bigger for the next version. It's probably just not scaling well to your screen resolution. Link to comment Share on other sites More sharing options...
ITAsimo456 Posted December 11, 2014 Share Posted December 11, 2014 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-FaultHow i can remove the launch sites and keep only the objects? I don't need these. Link to comment Share on other sites More sharing options...
Loriot Posted December 11, 2014 Share Posted December 11, 2014 Is there a way to rotate the Model more than one way? Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 11, 2014 Share Posted December 11, 2014 v0.6.5 available from KerbalStuff.Changelog:Nav Guidance System (NGS) now fully operational.Tweaked the Instance Editor to make it a touch larger and less of a squeeze for the controls. Link to comment Share on other sites More sharing options...
CalculusWarrior Posted December 14, 2014 Share Posted December 14, 2014 Here's a suggestion I've been thinking about, medsouz/AlphaAsh. What if you could extend this mod out into colonization? The main problem with base building right now is that any significant base made of parts size becomes terribly laggy over time, and is rather difficult to set up.What if you could ship material to a location (on Kerbin or off), then choose to construct a base from it? This would allow much more satisfying bases, and wouldn't be too much of a performance hit.Is this feasible to accomplish with Kerbal Konstructs? Link to comment Share on other sites More sharing options...
medsouz Posted December 16, 2014 Author Share Posted December 16, 2014 @AlphaAshLet me know if you want any help moving to 0.90 or if you want me to throw something together for the plugin. I've been devoting the free time I have to StarSystems but I haven't forgotten about this. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 16, 2014 Share Posted December 16, 2014 @AlphaAshLet me know if you want any help moving to 0.90 or if you want me to throw something together for the plugin. I've been devoting the free time I have to StarSystems but I haven't forgotten about this. I'm testing KK under 0.90 today. I expect it not to work and expect PQS to have been heavily revised again. tldr: I will probably need your help Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 16, 2014 Share Posted December 16, 2014 Kerbal Konstructs does not currently work under 0.90. medsouz and I will both be looking at getting it compatible. Whilst statics may appear correctly using the latest KK, launching from custom sites is most definitely b0rked. Also, with the merging of the VAB and SPH into a single scene (WARNING technical stuff), features like filtering in the launch selector won't be working either.Can't give an estimate on when we'll get KK fixed for 0.90 just yet. So, "when it's done" is all I've got at the moment. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 16, 2014 Share Posted December 16, 2014 Quick technical update (and whinge).Squad have made several changes to PSystemSetup again. The function to spawn at a 'custom spawn point' relies on being able to 'register' spawn points. Since there is no documentation for these changes, that leaves fishing in the dark with a dodgy torch you have to shake constantly, in order to figure out what to fix.Sorry folks, I don't like fishing in the dark. I've handed this off to medsouz for now to see if he does. Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 16, 2014 Share Posted December 16, 2014 Would it work without launch points? for example, adding runways, buildings, etc without assignment any launch points apart from the stock KSC? Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 16, 2014 Share Posted December 16, 2014 It's looking very much like code has been added by Squad to make sure the launch site is part of KSC.This kills the mod as far as I am concerned. I'll start clearing my desk then. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 16, 2014 Share Posted December 16, 2014 Well, that's annoying. Would be a real shame to lose launch site ability and with it, the direction you were going with KK and everything, but it'd still be nice to keep the 'spawn static objects' bit around. Kerbin (and KSC) just feel and look so bare without it :/ Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 16, 2014 Share Posted December 16, 2014 Sorry OWK. With the ridiculous difficulty curve just retroed into career mode (play it for a bit and you'll see - 18t restriction remaining on the VAB at tier 2. Really???) and this, I'm giving it 48 hours to see if medsouz can find a work-around and then I'm off to play some other games. Link to comment Share on other sites More sharing options...
medsouz Posted December 16, 2014 Author Share Posted December 16, 2014 I just updated KerbalKonstructs for KSP 0.90.You can download 0.6.6 on KerbalStuffNow I can finally play Elite: Dangerous. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 16, 2014 Share Posted December 16, 2014 Sorry OWK. With the ridiculous difficulty curve just retroed into career mode (play it for a bit and you'll see - 18t restriction remaining on the VAB at tier 2. Really???) and this, I'm giving it 48 hours to see if medsouz can find a work-around and then I'm off to play some other games.Fair enough, I can respect that (though I can't rep it yet, dang). Would be a shame to lose your contributions to KK. Link to comment Share on other sites More sharing options...
medsouz Posted December 16, 2014 Author Share Posted December 16, 2014 Would be a shame to lose your contributions to KK.Psssst, look at the post above you. Link to comment Share on other sites More sharing options...
tygoo7 Posted December 17, 2014 Share Posted December 17, 2014 The new version makes all the tiers of the buildings complete when I start a new career mode? Link to comment Share on other sites More sharing options...
medsouz Posted December 17, 2014 Author Share Posted December 17, 2014 The new version makes all the tiers of the buildings complete when I start a new career mode?...crapIt tries to check for upgrades in the custom sites and breaks the whole upgrade module, I'll see what I can do. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 17, 2014 Share Posted December 17, 2014 Checked over the latest commit medsouz and yeah, this might be salvageable. Good stuff chap. I should have time this evening to merge this and take a look at the upgrade module b0rkery too. Looks like you have a better handle on it though. My enthusiasm for 'edit, test, edit, test' is pretty much nill right now though. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 18, 2014 Share Posted December 18, 2014 v0.6.7 available from KerbalStuff.Changelog:Added some textures and a cfg update that got missed because I forgot to update GIT. Sorry medsouz, sorry downloaders. I blame 0.90. Link to comment Share on other sites More sharing options...
Olympic1 Posted December 18, 2014 Share Posted December 18, 2014 v0.6.7 available from KerbalStuff.Changelog:Added some textures and a cfg update that got missed because I forgot to update GIT. Sorry medsouz, sorry downloaders. I blame 0.90.I just literally downloaded this mod 10 min ago Link to comment Share on other sites More sharing options...
Kesselya Posted December 18, 2014 Share Posted December 18, 2014 Everything seems to be working just fine - I added one of the KerbinSide launch pads and used the mod to raise its altitude slightly (the base was clipping into the mountainside - probably some kind of 0.90 refinement). I'm able to launch vessels from the new site without any difficulties now.The only thing is - the toolbar icon is just this blank white square. Anyone else having this problem? Does this require the Toolbar_000 mod for these buttons? Link to comment Share on other sites More sharing options...
ozraven Posted December 20, 2014 Share Posted December 20, 2014 (edited) I started a new career and found that my KSC facilities were already upgrade to level 3. (Windows 7 x64, KSP 0.90 *32-bit*, KK 0.6.7) I checked the log and an NRE was reported just after ScenarioUpgradeableFacilities so I suspected something was having trouble during the scenario loading and began removing the DLLs for mods I figured most likely and after narrowing it down, KK was the sole DLL that when used, causes the issue. I then copied the medsouz and KerbinSide directories to a dev copy of KSP and reproduced the issue.Logs and mod list from my full install, plus logs from my minimal dev install are available on Dropbox. I'm happy to provide any further detail - just ask. If I have a chance, I'll grab source and do some debug logging tomorrow.BTW, I love this mod, thanks! Edit: I tried setting disableCareerStrategyLayer = True in KerbalKonstructs.cfg, but the problem persisted.Edit: An apparent work around seems to be to begin a new career without KK installed, then exit, install KK and start KSP. When the career save loads, the facilities remain at level 1 and the log is clean. Edited December 20, 2014 by ozraven Additional details and possible work around? Link to comment Share on other sites More sharing options...
blowfish Posted December 20, 2014 Share Posted December 20, 2014 I started a new career and found that my KSC facilities were already upgrade to level 3.Known bug, you need to start your career game without KerbalKonstructs/Kerbinside installed and then re-install it. Link to comment Share on other sites More sharing options...
ozraven Posted December 20, 2014 Share Posted December 20, 2014 Known bug, you need to start your career game without KerbalKonstructs/Kerbinside installed and then re-install it.Ah, thanks! Sorry to medsouz and AlphaAsh for the repeat of a known issue. Link to comment Share on other sites More sharing options...
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