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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey


AlphaAsh

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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.

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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.

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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?

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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

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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?

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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 by Joshwoo69
woops accidental addition
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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 :D

Thank you for your work.

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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.

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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 :)

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// 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

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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.

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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.

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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...

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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 by visivante
Clarification
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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

 

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