AlphaAsh Posted January 10, 2015 Author Share Posted January 10, 2015 I seem to be having a bug with the NGS feature. ...I'll take a look at this today and see if I can reproduce it.It may be related to the NGS setting in medsouz/KerbalKonstructs/PluginData/KerbalKonstructs/KerbalKonstructs.cfgFor now, just open that up in a text editor and make sure it looks like this:launchFromAnySite = FalsedisableCareerStrategyLayer = FalseenableATC = TrueenableNGS = TruestaffHireCost = 1000staffRepRequirementMultiplier = 50The important line is enableNGS = TrueThat might not be the fix though. Don't know yet. Just a quick guess. Link to comment Share on other sites More sharing options...
mcirish3 Posted January 11, 2015 Share Posted January 11, 2015 (edited) I love the Idea of this mod. I am not a mod maker but If any mod makers read this, here is what I would love to see happen with this. Combine this mode with a contract pack or even a story line pack and set things up so that parts, when landed, can be converted to a permanent part of the landscape. This would add some real intense end game game play and at the same time reduce PC power need. Edited January 12, 2015 by mcirish3 Link to comment Share on other sites More sharing options...
Maars Posted January 12, 2015 Share Posted January 12, 2015 I love the Idea of this mod. I am not a mod maker but If any mod makers read this, here is what I would love to see happen with this. Combine this mode with a contract pack or even a story line pack and set things up so that parts, when landed, can be converted to a permanent part of the landscape. This would add some real intense end game game play and at the same time reduce PC power need.I second that notion!Great idea Link to comment Share on other sites More sharing options...
DesTroy Posted January 12, 2015 Share Posted January 12, 2015 @AlphaAshNo, it didn't help anything. That boolean just seems to make the NGS window default to on once you open BaseBoss. Nonfunctioning NGS still occurs. Link to comment Share on other sites More sharing options...
AlphaAsh Posted January 12, 2015 Author Share Posted January 12, 2015 (edited) @AlphaAshNo, it didn't help anything. That boolean just seems to make the NGS window default to on once you open BaseBoss. Nonfunctioning NGS still occurs.I've had no luck reproducing the problem Another thing worth checking. See if you've a stray duplicate KerbalKonstructs.dll lurking somewhere in GameData. This does sound like the kind of symptom of something like that and I've had reports of CKAN misinstalling the .dll.Only other thing I can think of to try is the drastic one: back-up your saves, then clean install of everything. Edited January 12, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
veryinky Posted January 12, 2015 Share Posted January 12, 2015 Check out KSC++ by Lack. That's got some statics of that type you might like.Do keep in mind that I can't properly support off-Kerbin bases with KK because of limitations in KSP. If launch-sites bOrk off-Kerbin, there's not much I can do about it.What exactly breaks with off-Kerbin bases? I've wanted an orbital launch site (2,868.75 km alt) space station/shipyard for the longest time. Link to comment Share on other sites More sharing options...
blowfish Posted January 12, 2015 Share Posted January 12, 2015 What exactly breaks with off-Kerbin bases? I've wanted an orbital launch site (2,868.75 km alt) space station/shipyard for the longest time.That should theoretically work. The problem arises when the body you are launching from isn't Kerbin. But KK hasn't been tested with anything that high so unexpected results might occur. Link to comment Share on other sites More sharing options...
Superfluous J Posted January 12, 2015 Share Posted January 12, 2015 What exactly breaks with off-Kerbin bases? I've wanted an orbital launch site (2,868.75 km alt) space station/shipyard for the longest time.That should theoretically work. The problem arises when the body you are launching from isn't Kerbin. But KK hasn't been tested with anything that high so unexpected results might occur.Oh that would be sweet. A site in Keosynchronous orbit with the implication that it's the top of a space elevator If you do it right you could even "land" on it as your orbital speed would match its "orbit." Too bad (I assume) you can't have docking ports on these buildings. Link to comment Share on other sites More sharing options...
veryinky Posted January 13, 2015 Share Posted January 13, 2015 Oh that would be sweet. A site in Keosynchronous orbit with the implication that it's the top of a space elevator If you do it right you could even "land" on it as your orbital speed would match its "orbit." Too bad (I assume) you can't have docking ports on these buildings. I was thinking of using something more like Space Station V from 2001: A Space Odyssey, a very large space station. Well, 300m x 150m. Not nearly as big as michaelhester07's Torus/biodome parts. I'm going to test this out, seems to be a way around the whole "not launching from Kerbin" problem... I'm wondering what happens when a ship spawns in exactly geosync orbit. Link to comment Share on other sites More sharing options...
mcirish3 Posted January 13, 2015 Share Posted January 13, 2015 (edited) I second that notion!Great ideaI think My Idea is a tough one to deliver on, because it would require combining this mod with a mod like extraplanetary launch pads, a mod like karbonite or Kethane, a mod like MKS, and some sort of integration to allow docking, or integration, (some sort of range detection at least so that the program knows what components have been added and where to put them relative to the other components and to add functionality to the new base as parts are delivered) which has never been made and I am not sure it even can be made ( though brilliant mode makers have proven every assumption including, squad's, about this game wrong upto this point) . I Like the Idea, not sure It can ever get off the ground. Edited January 13, 2015 by mcirish3 Link to comment Share on other sites More sharing options...
AlphaAsh Posted January 15, 2015 Author Share Posted January 15, 2015 (edited) I Make Statics. How Do I Make my Fuel Tanks, erm, Tank?Snippet of a cfg file:STATIC{ name = ksidetanks13 mesh = ksidetanks13.mu module = Part category = none author = AlphaAsh static = true scale = 0.1 rescaleFactor = 1 cost = 0 subcategory = 0 title = Fuel Tanks manufacturer = KashCorp description = Tanks with fuel attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashTolerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1[B] LqFMax = 5000 OxFMax = 5000 MoFMax = 5000[/B] Instances { CelestialBody = Kerbin RadialPosition = 23753.98,590139.3,-105991.7See the three fields in bold. That's all there is to it. KK currently only supports the three main KSP fuels. Just add one of those fields, or two, or all three. Sup to you.Design Notes*Static persistency is keyed by the static's position (cos that is very unlikely not to be unique). If you move a static, you change its key and invalidate its persistency (you reset it as if it were new).*KSP's persistency is a PITA to work with, so I ended up using my own persistency file. That means no support of quick loads and flight reverts. That means you can merrily abuse them to get spent money back and not lose purchased fuel. After the hell of trying to use KSP persistency and practically losing the will to live, I don't care. Abuse as you wish. Edited July 7, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
Olympic1 Posted January 15, 2015 Share Posted January 15, 2015 Very cool, no need to recover and launch a craft again to refuel it Link to comment Share on other sites More sharing options...
colmo Posted January 15, 2015 Share Posted January 15, 2015 Looking good!Two quick questions:- Does placing assets incur an in-game cost?- Are there any plans to have a build timer on placed assets, much as an RTS game would do?I'm guessing electric charging points will be coming soon. Link to comment Share on other sites More sharing options...
AlphaAsh Posted January 15, 2015 Author Share Posted January 15, 2015 ...- Does placing assets incur an in-game cost?- Are there any plans to have a build timer on placed assets, much as an RTS game would do?I'm guessing electric charging points will be coming soon.- No. You don't currently found or upgrade bases with Kerbal Konstructs' strategy layer and integration. That's still the editor. I do have plans for founding and upgrading bases though.- Also see previous answer. Currently don't know. Time is not really a resource in KSP, so I doubt it though.- Electric charging points is on the list for working facilities, yup. Link to comment Share on other sites More sharing options...
Sampa Posted January 15, 2015 Share Posted January 15, 2015 intrigueing... *places mod onto possible test list* Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted January 15, 2015 Share Posted January 15, 2015 - No. You don't currently found or upgrade bases with Kerbal Konstructs' strategy layer and integration. That's still the editor. I do have plans for founding and upgrading bases though.- Also see previous answer. Currently don't know. Time is not really a resource in KSP, so I doubt it though.- Electric charging points is on the list for working facilities, yup.I thought I read somewhere else in the thread that implementing bases on bodies other than Kerbin might be very difficult - sorry if this has been asked 1,000 times, but is it simply difficult, or is there something in the game that absolutely prevents you from, say, establishing a launchpad on the Mun (and maybe somehow using RocketParts from a nearby somethingorother to create stuff, or whatever kind of construction process)? Link to comment Share on other sites More sharing options...
AlphaAsh Posted January 15, 2015 Author Share Posted January 15, 2015 I thought I read somewhere else in the thread that implementing bases on bodies other than Kerbin might be very difficult - sorry if this has been asked 1,000 times, but is it simply difficult, or is there something in the game that absolutely prevents you from, say, establishing a launchpad on the Mun...Start with this post: http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1589207&viewfull=1#post1589207and then go from there. It has come up a few times, yup. Link to comment Share on other sites More sharing options...
mcirish3 Posted January 15, 2015 Share Posted January 15, 2015 Changelog:Added the first 'working facility' feature - fuel tanks. Order, store and transfer fuel from tanks at bases using the Base Boss Facility Manger.Added exclusive static assets for Kerbal Konstructs, including: rocket fuel tanks (liquidfuel and oxidizer), runway, helipad, rocketpad, large hangar, control tower, VAB, taxiways and a crawlerway.Added an exclusive example base, Round Range, using only the new assets.Various bug fixes.See the three fields in bold. That's all there is to it. KK currently only supports the three main KSP fuels. Just add one of those fields, or two, or all three. Sup to you.Design Notes*Static persistency is keyed by the static's position (cos that is very unlikely not to be unique). If you move a static, you change its key and invalidate its persistency (you reset it as if it were new).*KSP's persistency is a PITA to work with, so I ended up using my own persistency file. That means no support of quick loads and flight reverts. That means you can merrily abuse them to get spent money back and not lose purchased fuel. After the hell of trying to use KSP persistency and practically losing the will to live, I don't care. Abuse as you wish.So my Idea is not as far out of the ballpark as I thought but is still along way off. Solving the KSP persistency file problem is a big hurdle I hope someone can solve for you. Thanks for a great mode Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted January 16, 2015 Share Posted January 16, 2015 (edited) Start with this post: http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1589207&viewfull=1#post1589207and then go from there. It has come up a few times, yup.Huh, so what I gather from that is that, for example, it might be vaguely possible to somehow make it so that you can place static, non-spawn/non-launch-point objects off of Kerbin using EPL resources (integrating the two just a little bit for certain cases, like: find a container with RocketParts within X kilometers and deduct some), but using an EPL part as an actual launch point near those static objects might be less bounce-y or less problematic than spawning directly from the VAB at a KK site and somehow magically requiring nearby RocketParts to do that, assuming that could be done as well... Edited January 16, 2015 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
colmo Posted January 16, 2015 Share Posted January 16, 2015 Playing around with the editor, I intuitively tried to click and drag statics to reposition them fast - doing it with the arrows is like typing with a remote control.I'm hopeful some serious modellers start developing some properly pretty, yet efficient (thinking of Bac9's greatest gift to us, the new KSC) statics for DIY bases.One set of stock statics I'd really like are bridge parts. I'm sad that Kerbin City's bridge has lain unfinished so long. Link to comment Share on other sites More sharing options...
AlphaAsh Posted January 16, 2015 Author Share Posted January 16, 2015 (edited) ...Solving the KSP persistency file problem is a big hurdle I hope someone can solve for you...It's the hooks and the way they dump everything into persistent.sfs. I can't be selective about what to write to it and don't have the advantage of using those hooks the same way you can with parts. After so many attempts to find a way to get my data to actually 'stick' in persistent.sfs I finally had to give up and use my own db. At least I learnt how to use the living c*** out of ConfigNode during all that.I'm hopeful some serious modellers start developing some properly pretty, yet efficient (thinking of Bac9's greatest gift to us, the new KSC) statics for DIY bases.Read this initially as a thread dump then realised that it's you colmo TBBH, I stick to simple modelling because A) Unity/KSP struggles with too much detail in a scene a lot more than 'more advanced' game engines and I'm not getting paid to make models in KSP. I save my best work for professional contracts. I have to.One set of stock statics I'd really like are bridge parts. I'm sad that Kerbin City's bridge has lain unfinished so long.Eskandare likes bridges. Go talk to him in the Cities of Kerbin thread. I do believe he shares your disappoint Edited January 16, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
Wabbit Posted January 16, 2015 Share Posted January 16, 2015 Thanks for this! Brings so much to the game, especially in the sense of not having to fly a craft over, put its coordinates in hyperedit and save it, this actually adds an actual BASE! Consider this a subscribe. Link to comment Share on other sites More sharing options...
Tw1 Posted January 17, 2015 Share Posted January 17, 2015 (edited) Re my problems from the other thread, moving where it was installed seems to have fixed it.It seems to be running smoothly. Though it did onec say this in the log::[Warning]: File 'C:/Users/Thomas/Downloads/KerbalSpaceProgram/KSP 0.90/KSP_win/KSP_Data/../saves/OoECoM/KK.cfg' does not existAnd this: [Log]: KK: KerbalKonstructs.updateCache could not determine playerPos. All hell now happens.I am getting some crashes when switching to space center, but that's still under investigation, and seems to happen even if KK is not there. Edited January 17, 2015 by Tw1 Link to comment Share on other sites More sharing options...
AlphaAsh Posted January 17, 2015 Author Share Posted January 17, 2015 (edited) ...[Warning]: File 'C:/Users/Thomas/Downloads/KerbalSpaceProgram/KSP 0.90/KSP_win/KSP_Data/../saves/OoECoM/KK.cfg' does not existExpected behaviour. Kerbal Konstructs will create it. You can ignore this message generated by KSP.[Log]: KK: KerbalKonstructs.updateCache could not determine playerPos. All hell now happens.Shouldn't happen. Either Kerbal Konstructs still isn't installed properly or your KSP installation is plain broken. Reproduce the error then I need your KSP.log. I'd also appreciate a directory listing of your GameData folder and a subdirectory breakdown of GameData/medsouz.EDIT - Also I'm concerned that Windows may restrict access to dlls installed to that path. In fact I'm now thinking that first warning might in fact be KK not being able to generate a file because of Windows security restrictions on that path.EDIT 2 - I am now 99% positive that all of your KSP issues are going to be to do with Windows security on that install path. Move your KSP install somewhere sensible. Edited January 17, 2015 by AlphaAsh Link to comment Share on other sites More sharing options...
Beetlecat Posted January 17, 2015 Share Posted January 17, 2015 Is this the future? This is a tremendously fun idea and execution.Am I wrong to assume this only works on Kerbin? I'd love for this to allow building up bases on Mun, Minmus and beyond!--also, I'd love for them to be hidden/unusable until they're discovered by flying around/scansat. Link to comment Share on other sites More sharing options...
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