blowfish Posted December 18, 2015 Share Posted December 18, 2015 32 minutes ago, Stone Blue said: So this is an "unofficial", community fix? Correct. But AFAIK (and someone should correct me on this if i'm wrong), it will no longer work in KSP 1.1 as Unity 5 only allows convex mesh colliders. Link to comment Share on other sites More sharing options...
blowfish Posted December 18, 2015 Share Posted December 18, 2015 43 minutes ago, Thomas P. said: Not quite. Unity 5, or rather, PhysX 3, doesn't support concave colliders on GameObjects with a Rigidbody attached. Kerbal Konstructs adds static objects, so no rigidbodies. That means, that my Pull Request will work with Unity 5 out of the box, @AlphaAsh just needs to merge it. Ah - very good to know. In that case, I'd say yes, your fix should do the trick nicely. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 19, 2015 Author Share Posted December 19, 2015 (edited) @Thomas P. and @Joshwoo69 I've put the latest source on Git and merged in Thomas P.'s pull. I haven't time myself but feel free to compile and release an interim version. I'll pick KK up again some time, probably after 1.1 is out. And thank you both. Edited December 19, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
Joshwoo70 Posted December 20, 2015 Share Posted December 20, 2015 (edited) you also can take my patch... credits to @Thomas P. Foget to read earlier statement *facepalm* Edited December 20, 2015 by Joshwoo69 Link to comment Share on other sites More sharing options...
amankd Posted December 23, 2015 Share Posted December 23, 2015 On 19/12/2015 at 5:45 PM, Thomas P. said: Awesome! I uploaded an interim release: http://thomasonline.ga/kerbal/Kerbal_Konstructs-0.9.5-INTERIM.zip A ModuleManager patch is NOT included. You have to create one yourself. @AlphaAsh You might want to put that in the OP, for support purposes just a quickey how do you go about making a MM patch? Link to comment Share on other sites More sharing options...
amankd Posted December 23, 2015 Share Posted December 23, 2015 if i take the patch that has been written for the base parts how do i expand it to contain my? the cofig for one of then is as follows // Generated by Kerbal Konstructs STATIC { mesh = hogrun1.mu module = Part static = true author = kdufferskorp DefaultLaunchPadTransform = launchTransform title = section1 of the halo hogrun category = ramps cost = 0 manufacturer = UNSC description = fist ramp name = hogrun1 DefaultFacilityType = None Instances { CelestialBody = Kerbin RadialPosition = 157922.3,-547.024,-578869.7 Orientation = 0,1,0 RadiusOffset = 65.58504 RotationAngle = 257.1992 RefLatitude = -0.05223477 RefLongitude = 285.2596 VisibilityRange = 25000 Group = Ungrouped LaunchSiteDescription = No description available. Category = Other FacilityType = None CustomInstance = True } } i tried copying the part for the base parts and changing the author but it did not work Link to comment Share on other sites More sharing options...
ss8913 Posted December 23, 2015 Share Posted December 23, 2015 I see CKAN has 0.9.5.1 available, is this the official "fixed" version? Link to comment Share on other sites More sharing options...
amankd Posted December 24, 2015 Share Posted December 24, 2015 i managed to fx it with the addition of my own MM config for my parts, it wasnt working cos i hadent installed MM Link to comment Share on other sites More sharing options...
isador Posted December 26, 2015 Share Posted December 26, 2015 On 23.12.2015 at 1:17 PM, Thomas P. said: @amankd Add convexColliders = all to your STATIC { } node to enable the fix. You can also provide a comma seperated list of colliders. I did this in ModuleManager.ConfigCache file and added patch file @Joshwoo69 provided on a previous page to gamedata folder. But it did'nt work. What do i do wrong? Link to comment Share on other sites More sharing options...
Joshwoo70 Posted December 27, 2015 Share Posted December 27, 2015 (edited) 11 hours ago, isador said: I did this in ModuleManager.ConfigCache file and added patch file @Joshwoo69 provided on a previous page to gamedata folder. But it did'nt work. What do i do wrong? change the author to what you put in your config. Edited December 27, 2015 by Joshwoo69 woops accidental addition Link to comment Share on other sites More sharing options...
isador Posted December 28, 2015 Share Posted December 28, 2015 On 27.12.2015 at 6:06 AM, Joshwoo69 said: change the author to what you put in your config. I was completely my mistake. I somehow did not put your MM patch in Gamedata. When i did, it worked like a charm Thank you for your work. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted December 29, 2015 Share Posted December 29, 2015 On 23/12/2015 at 8:47 AM, amankd said: just a quickey how do you go about making a MM patch? use mine instead... change the author in the cfg file to your author in the config file. downlosd module manager latest for 1.0.5. Link to comment Share on other sites More sharing options...
Menelcar Posted January 1, 2016 Share Posted January 1, 2016 Hello. Could anyone please give me a step by step guide on how to get the workaround fixed? I have been trying to get my KK to work with Kerbinside for a while all to no avail, I'm not the most tech savvy person in the world so if anyone could instruct me as to how exactly should I proceed that would be wonderfull Link to comment Share on other sites More sharing options...
amankd Posted January 3, 2016 Share Posted January 3, 2016 // Generated by Kerbal Konstructs STATIC { convexColliders = all mesh = paris.mu module = Part static = true author = kdufferskorp title = paris category = ramps cost = 0 manufacturer = kerbls description = part of the lovly city of paris, try not to crash in to anything important DefaultFacilityType = None DefaultLaunchPadTransform = Instances { RadiusOffset = 62.82335 CelestialBody = Kerbin Group = Ungrouped RadialPosition = 159550.3,-2448.017,-578409.7 RotationAngle = 0 Orientation = 0,1,0 VisibilityRange = 25000 LaunchPadTransform = CustomInstance = True FacilityType = None RefLatitude = -0.233762587018681 RefLongitude = 285.421151395416 LaunchSiteDescription = No description available. } } this is my cofig for an absolutly massive part ( a city section) but nothing i can do is fixing the colliders, its working on other parts in the save just not this one Link to comment Share on other sites More sharing options...
amankd Posted January 4, 2016 Share Posted January 4, 2016 ive found the linmit of KK, i had to deleate colliders as it was making them convex cos i had too many Link to comment Share on other sites More sharing options...
Guest Posted January 8, 2016 Share Posted January 8, 2016 @AlphaAsh, the spawn details link, and all links, were broken by the forum update. Can you update it, please? Link to comment Share on other sites More sharing options...
TeTra26 Posted January 9, 2016 Share Posted January 9, 2016 Me and my friends are doing a save trade war game and I was wondering exactly how to fix Kerbal Konstructs. Do you put the line: "convexColliders = all" into all of the static configs in the KK folder and Kerbin side folder or is there something else you have to do, I have been going through the forums for about an hour or two with no luck. Link to comment Share on other sites More sharing options...
Guest Posted January 9, 2016 Share Posted January 9, 2016 45 minutes ago, TeTra26 said: Me and my friends are doing a save trade war game and I was wondering exactly how to fix Kerbal Konstructs. Do you put the line: "convexColliders = all" into all of the static configs in the KK folder and Kerbin side folder or is there something else you have to do, I have been going through the forums for about an hour or two with no luck. There's already been an interim patch released, though it's not official, it is endorsed by AlphaAsh. Link to comment Share on other sites More sharing options...
TeTra26 Posted January 9, 2016 Share Posted January 9, 2016 Thanks, I m installing it now Link to comment Share on other sites More sharing options...
sarbian Posted January 9, 2016 Share Posted January 9, 2016 On 12/19/2015 at 6:45 PM, Thomas P. said: Awesome! I uploaded an interim release: http://thomasonline.ga/kerbal/Kerbal_Konstructs-0.9.5-INTERIM.zip A ModuleManager patch is NOT included. You have to create one yourself. @AlphaAsh You might want to put that in the OP, for support purposes I am not seeing any PR on github ? If so it means no source are available... Link to comment Share on other sites More sharing options...
visivante Posted January 9, 2016 Share Posted January 9, 2016 (edited) On 12/19/2015 at 9:45 AM, Thomas P. said: Awesome! I uploaded an interim release: http://thomasonline.ga/kerbal/Kerbal_Konstructs-0.9.5-INTERIM.zip A ModuleManager patch is NOT included. You have to create one yourself. @AlphaAsh You might want to put that in the OP, for support purposes Sorry, I've read through the past few pages but I'm still a bit confused as to what I need to specifically do to get Kerbal Konstructs working in 1.0.5. I've downloaded this interim release and replaced the old Kerbal Konstructs with it, now I need to create a ModuleManager patch... for.. what? I'm sorry but this is where I'm confused. Some of you guys are referring to a patch, specifically Joshwoo69's, but I don't see a link to it anywhere... What am I missing? Thanks in advance! Edit: Is this the patch? https://copy.com/qWBTwzk3e3dniDaD Edit 2: Yes that is the patch. Now I'm curious how to get the Oceania aircraft carrier to work with the latest version of KK. The Oceania v1p3 zip seems to be structured differently to how KK is currently structured. Edit 3: Got it working by dumping the contents of the zip and then updating the author so that the MM patch will reconfigure them. Sweet! Edited January 9, 2016 by visivante Clarification Link to comment Share on other sites More sharing options...
amankd Posted January 10, 2016 Share Posted January 10, 2016 On 09/01/2016 at 0:52 AM, TeTra26 said: Me and my friends are doing a save trade war game and I was wondering exactly how to fix Kerbal Konstructs. Do you put the line: "convexColliders = all" into all of the static configs in the KK folder and Kerbin side folder or is there something else you have to do, I have been going through the forums for about an hour or two with no luck. You need the community fix a page or so back Link to comment Share on other sites More sharing options...
sashan Posted January 10, 2016 Share Posted January 10, 2016 Okay, interim release does work. What's confusing me is that there are no buildings in space center view at all. Link to comment Share on other sites More sharing options...
njmksr Posted January 13, 2016 Share Posted January 13, 2016 Ok, this might be a silly question, but how do you install the patch? Link to comment Share on other sites More sharing options...
Cdodders Posted January 24, 2016 Share Posted January 24, 2016 On 13/01/2016 at 9:56 PM, njmksr said: Ok, this might be a silly question, but how do you install the patch? Something I would like to know too Link to comment Share on other sites More sharing options...
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