Spike88 Posted December 5, 2016 Share Posted December 5, 2016 On 11/25/2016 at 4:00 PM, SRiley77 said: Sorry for the apparent zombie thread: in 1.2.1, I'm experiencing the same issues that a few folks above had reported. The plateau (with nearly the entirety of the Kosmodrome) vanishes at certain angles. What is usually only visible is the launchpads. The spawn point for the runway is underneath, so attempting to use it may cause the plane to hit the bottom of the runway, causing explosions. I hope that this mod can be updated to work in new versions. It is a nice launch point to have as an alternate to KSC. I think the whole launch pad needs to be moved elsewhere, but I have no idea how to do so. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted December 5, 2016 Share Posted December 5, 2016 (edited) SRiley77 - Yes, I got the similar problem, but can resolved for my game - need to increase VisibilityRange parameter in file Plateau.cfg. "= 1000" m - this is very small, set "= 50000", and all is ok. Also I did lighter sand textures - look in spoiler Spoiler Before - After - 3 new view for compare: Night - Morning - Desert's day - Edited December 5, 2016 by Aerospacer Quote Link to comment Share on other sites More sharing options...
-glenn7252 Posted February 21, 2017 Share Posted February 21, 2017 any possibility of RSS version? just location mainly Quote Link to comment Share on other sites More sharing options...
NISSKEPCSIM Posted March 17, 2017 Share Posted March 17, 2017 Needed a Soviet-style cosmodrome for my 'Kontakt' fanfiction. Installed this, modified it according to @Aerospacer's instructions. Waiting for my KSP to load to see if it works. Quote Link to comment Share on other sites More sharing options...
Cdw2468 Posted April 10, 2017 Share Posted April 10, 2017 On 3/17/2017 at 2:04 PM, NISSKEPCSIM said: Needed a Soviet-style cosmodrome for my 'Kontakt' fanfiction. Installed this, modified it according to @Aerospacer's instructions. Waiting for my KSP to load to see if it works. Did you end up getting it to work? What version? Quote Link to comment Share on other sites More sharing options...
NISSKEPCSIM Posted April 10, 2017 Share Posted April 10, 2017 6 hours ago, Cdw2468 said: Did you end up getting it to work? What version? Yes, it worked, and I now have a fully-functional Baikonur-ish space centre on the other side of Kerbin! As for the version, I just grabbed it straight off the first page. Quote Link to comment Share on other sites More sharing options...
Cdw2468 Posted April 10, 2017 Share Posted April 10, 2017 13 hours ago, NISSKEPCSIM said: Yes, it worked, and I now have a fully-functional Baikonur-ish space centre on the other side of Kerbin! As for the version, I just grabbed it straight off the first page. Works for me too, should be listed as 1.2.2 compatible Quote Link to comment Share on other sites More sharing options...
tjsnh Posted May 25, 2017 Share Posted May 25, 2017 Last time I tried this with 1.22 I had all kinds of problems trying to use the main runway - aircraft would spawn under/inside the runway mesh, etc etc. Can anyone confirm if the runway is working for them? Quote Link to comment Share on other sites More sharing options...
ozraven Posted May 25, 2017 Share Posted May 25, 2017 55 minutes ago, tjsnh said: Last time I tried this with 1.22 I had all kinds of problems trying to use the main runway - aircraft would spawn under/inside the runway mesh, etc etc. Can anyone confirm if the runway is working for them? One of the .cfg files needs a minor change to fix this - once done, it has been working well for me. Please see this post, above. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted May 25, 2017 Share Posted May 25, 2017 1 hour ago, ozraven said: One of the .cfg files needs a minor change to fix this - once done, it has been working well for me. Please see this post, above. Awesome thanks, I'll give it a shot over the weekend. :-) Quote Link to comment Share on other sites More sharing options...
tjsnh Posted May 26, 2017 Share Posted May 26, 2017 Confirmed - working in 1.3 with the visibility range tweak mentioned above. Quote Link to comment Share on other sites More sharing options...
tjsnh Posted May 26, 2017 Share Posted May 26, 2017 On 12/5/2016 at 0:22 PM, Aerospacer said: Also I did lighter sand textures - look in spoiler Hide contents Desert's day - Which texture file did you lighten? Any chance of sharing? I haven't had luck trying to lighten it myself. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted May 27, 2017 Share Posted May 27, 2017 6 hours ago, tjsnh said: Which texture file did you lighten? Any chance of sharing? I haven't had luck trying to lighten it myself. beachlight.dds You can try change it manually or use this: https://www.dropbox.com/s/hkzwtbounslf2nt/beachlight.dds?dl=0 Luck in flight. Quote Link to comment Share on other sites More sharing options...
Jhorriga Posted September 19, 2017 Share Posted September 19, 2017 Do the launch towers retract and raise. Quote Link to comment Share on other sites More sharing options...
MK3424 Posted April 1, 2018 Share Posted April 1, 2018 I hope this great mod will be resurrected... with the implementation of the new launchsites in making history dlc... Quote Link to comment Share on other sites More sharing options...
AwesomeDude3664 Posted April 3, 2018 Share Posted April 3, 2018 1.4.x compatible? Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted April 3, 2018 Share Posted April 3, 2018 3 minutes ago, AwesomeDude3664 said: 1.4.x compatible? Yes Quote Link to comment Share on other sites More sharing options...
AwesomeDude3664 Posted April 3, 2018 Share Posted April 3, 2018 Just now, Bottle Rocketeer 500 said: Yes thx Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted April 3, 2018 Share Posted April 3, 2018 Just now, AwesomeDude3664 said: thx You're welcome Quote Link to comment Share on other sites More sharing options...
guifon Posted April 15, 2018 Share Posted April 15, 2018 How can I relocate the launch site for 45º ? Somebody has the cfg files ? Quote Link to comment Share on other sites More sharing options...
Salticus Posted January 20, 2019 Share Posted January 20, 2019 This is for 1.0.5 but works for 1.6. Great Job! Looks great. Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted June 10, 2020 Share Posted June 10, 2020 I've moved the Kosmodrome up to the Woomerang launchsite to better represent where Baikonaur is. Haven't quite settled on the alignment yet (runway north/south or east/west?). I would very much like to also use AlphaMansae's Modular Launch Pads but the gantries in Kosmodrome are part of the KK models and get it the way. Am I going to have to learn modding to strip those out of there to have just bare platforms? Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted June 11, 2020 Share Posted June 11, 2020 So, I have figured out a little bit of Blender and can load up the models, delete the doohickies that get in the way, and resave them. The problem is that the spawn point is in the middle of the model. When the AlphaMansae's Modular Launch Pads platforms spawn, the support legs clip through the platform causing the whole thing to disassemble violently. I can move the spawn point up but that doesn't seem to change anything. How can I get the platforms to spawn on top of the Kosmodrome platforms instead of inside them? Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 12, 2020 Share Posted June 12, 2020 8 hours ago, CaptKordite said: So, I have figured out a little bit of Blender and can load up the models, delete the doohickies that get in the way, and resave them. The problem is that the spawn point is in the middle of the model. When the AlphaMansae's Modular Launch Pads platforms spawn, the support legs clip through the platform causing the whole thing to disassemble violently. I can move the spawn point up but that doesn't seem to change anything. How can I get the platforms to spawn on top of the Kosmodrome platforms instead of inside them? I don't know much about KSP statics ot Kerbal Konstructs, but I do know that launch clamps anchor themselves to the launch pad collider and not the surrounding terrain. That collider may have a specific name that's used by the launch clamp module, but that's a guess. The position of the collider may be important too. And I would also say that the position of the spawn point is imporant too, it appears it's too low, but I would not know what the specific height would be needed. Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted June 12, 2020 Share Posted June 12, 2020 The first thing I tried was moving the spawn point up but that didn't seem to work. Next, I went to the Proton launch pad and removed the concrete platform, leaving the plug and spawn point at the center. I duplicated that plug and placed it in the holes of the Soyuz and Kourou launch pads. That was apparently enough because, after that, the Launch Platforms spawned on top of the platforms. I'm guessing the plug acts as a new, higher collider and supersedes the original one. Not going to obsess over it because it works. YAY!!! The next thing is to figure out why the larger craft on the Proton launch pad wobble so much and eventual break off of the attachment node to the launch platform. I had this behavior with larger craft on the stock launch pad (KSC or Woomerang) but found that adding struts between the rocket and the launch clamps stabilized the situation. On the Kosmodrome pad, though, the wobble gets worse and worse until it disconnects. I've added some flags and things around the Kosmodrome to make it a little more lived in. My next project (aside from trying to not have my rockets fall apart) is to change some colors a little. I'd like the platform to be green to match the surrounding terrain at Woomerang rather than the original desert location. I'd like to change the buildings to give them a little texture. Quote Link to comment Share on other sites More sharing options...
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