lextacy Posted April 24, 2016 Share Posted April 24, 2016 3 minutes ago, blowfish said: Are you using RSS-specific content? Because Kerbinside and all the other content packs for the stock solar system won't work with RSS. Anyone else trying to use RSS with this ? Im on 1.1 now and this will not work when RSS is installed. When I remove RSS I get KK to work. Is there something need to edit to get this to work with RSS? Nope, the bare install thats included in the KK install. I wont even mess with Kerbin SIde untill I get a stable 1.1 install going. Link to comment Share on other sites More sharing options...
blowfish Posted April 24, 2016 Share Posted April 24, 2016 33 minutes ago, lextacy said: Anyone else trying to use RSS with this ? Im on 1.1 now and this will not work when RSS is installed. When I remove RSS I get KK to work. Is there something need to edit to get this to work with RSS? Nope, the bare install thats included in the KK install. I wont even mess with Kerbin SIde untill I get a stable 1.1 install going. So what's not working then? Does the game crash? Kerbal Konstructs doesn't really do anything by itself, it's just a plugin that allows statics to be added. Link to comment Share on other sites More sharing options...
lextacy Posted April 25, 2016 Share Posted April 25, 2016 41 minutes ago, blowfish said: So what's not working then? Does the game crash? Kerbal Konstructs doesn't really do anything by itself, it's just a plugin that allows statics to be added. I'm getting the same issues others have when you try to click the KK icon in the vab and then no base menu shows up. control K is also disabled when on the pad Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 8 hours ago, lextacy said: Anyone else trying to use RSS with this ? Im on 1.1 now and this will not work when RSS is installed. When I remove RSS I get KK to work. Is there something need to edit to get this to work with RSS? IIRC, RSS moves the KSC and I can see that causing conflicts with Kerbal Konstructs. Both mods rely on the PQS functions of KSP's API. I've always wanted to page this chap: @NathanKell may be able to shed more light on this. And btw, is the Kell BTech inspired? Link to comment Share on other sites More sharing options...
NathanKell Posted April 25, 2016 Share Posted April 25, 2016 @AlphaAsh Yep! From a very marysueish MW2ed character I made in middle school. If KK is adding new PQSCities it should be fine in RSS, I think? Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) 11 minutes ago, NathanKell said: @AlphaAsh Yep! From a very marysueish MW2ed character I made in middle school. If KK is adding new PQSCities it should be fine in RSS, I think? (Heh. Guess what inspired the name of my 'studio') That's what I thought too. I do hack launchsites in as a temporary replacement for KSC for purposes of recover but it's only temporary. I thought perhaps that might rub RSS up the wrong way, since it moves the KSC? Kinda clutching at straws on where to start tracking a possible problem down. Quote Im on 1.1 now and this will not work when RSS is installed. When I remove RSS I get KK to work. Is there something need to edit to get this to work with RSS? * shrug * Pick a mod. Edited April 25, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
Phineas Freak Posted April 25, 2016 Share Posted April 25, 2016 (edited) Kerbal Konstructs probably expects the homeworld name to be "Kerbin" but in RSS this is changed to "Earth". The weird thing is that the latest version of KK for KSP 1.0.5 did not have this problem... Edit: more specifically: [ERR 16:34:24.561] KK: Couldn't find body "Kerbin" Edited April 25, 2016 by Phineas Freak Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) 10 minutes ago, Phineas Freak said: Kerbal Konstructs probably expects the homeworld name to be "Kerbin" but in RSS this is changed to "Earth". The weird thing is that the latest version of KK for KSP 1.0.5 did not have this problem... Edit: more specifically: [ERR 16:34:24.561] KK: Couldn't find body "Kerbin" Good catch chap. I'll have a dig through the code as this might be easily fixed. Edited April 25, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
Phineas Freak Posted April 25, 2016 Share Posted April 25, 2016 @AlphaAshif that helps, there is a point at the code that specifically asks for "Kerbin": KK source code Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 2 minutes ago, Phineas Freak said: @AlphaAshif that helps, there is a point at the code that specifically asks for "Kerbin": KK source code Exactly where I'm looking at. Nice that this co-incided with some over-due code reviews. Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 25, 2016 Share Posted April 25, 2016 @AlphaAsh since forum links are broken I cant link to find a tutorial on how to make a part in ksp a static for kerbal konstructs. Can I get a quick run down on how to do that? Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) 3 minutes ago, TMasterson5 said: @AlphaAsh since forum links are broken I cant link to find a tutorial on how to make a part in ksp a static for kerbal konstructs. Can I get a quick run down on how to do that? There's no tutorial. Statics are models just like parts. Have a look at an example of a config in a statics pack. Try replacing the .mu reference. Fire up KSP. Fire up the KK editor. If your .mu, textures and static config are in the right place together, then your model should now be listed to be placed. Edited April 25, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 25, 2016 Share Posted April 25, 2016 22 minutes ago, AlphaAsh said: There's no tutorial. Statics are models just like parts. Have a look at an example of a config in a statics pack. Try replacing the .mu reference. Fire up KSP. Fire up the KK editor. If your .mu, textures and static config are in the right place together, then your model should now be listed to be placed. and that cfg can then be placed in any folder correct? Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 Just now, TMasterson5 said: and that cfg can then be placed in any folder correct? Anywhere in GameData. It's good practice to have it with your .mu and textures. KerbalKonstructs also has a new config feature, pointername, which allows a config to reference another config. That's getting pretty advanced though, so just start with a standard .cfg and go from there. Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 25, 2016 Share Posted April 25, 2016 (edited) 15 minutes ago, AlphaAsh said: Anywhere in GameData. It's good practice to have it with your .mu and textures. KerbalKonstructs also has a new config feature, pointername, which allows a config to reference another config. That's getting pretty advanced though, so just start with a standard .cfg and go from there. Okay so any idea why this breaks kerbal konstructs then? To clarify, by break, I mean it wont let me open anything kk related via the actual button in toolbar or via ctrl+k. I removed the cfg from the game and kk worked again. kk cfg: STATIC { mesh = hanger.mu module = Part static = true author = Rob Forrest/TMasterson5 title = ITLTHanger category = Airbases cost = 0 manufacturer = Role Play Inc. description = N/A name = itlhhanger } Edited April 25, 2016 by TMasterson5 Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 Zip that up and PM me a link. I can better diagnose the problem then. Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 25, 2016 Share Posted April 25, 2016 6 minutes ago, AlphaAsh said: Zip that up and PM me a link. I can better diagnose the problem then. done Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 1 minute ago, TMasterson5 said: done All good here. Sorting a screenshot. One thing - for the part you rescaleFactor = .075. Statics don't support that, so this thing is HUGE as a static. Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 25, 2016 Share Posted April 25, 2016 (edited) 1 minute ago, AlphaAsh said: All good here. Sorting a screenshot. One thing - for the part you rescaleFactor = .075. Statics don't support that, so this thing is HUGE as a static. Odd. Soooo why isnt it working any my end then? Any ideas? Also how did you folder it? Edited April 25, 2016 by TMasterson5 Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 I dropped your Hanger directory into GameData. That's it. Nope, I have no idea why it isn't working your end. Frankly, KK working without it, then not working with, has me mystified. It's all good here. Link to comment Share on other sites More sharing options...
TMasterson5 Posted April 25, 2016 Share Posted April 25, 2016 1 minute ago, AlphaAsh said: I dropped your Hanger directory into GameData. That's it. Nope, I have no idea why it isn't working your end. Frankly, KK working without it, then not working with, has me mystified. It's all good here. can it be both a part and a static? Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) Here it is: Yes it can be a part and a static. You might want to formalise the actual size in your modelling package and Unity though, if you want it to be both. Edited April 25, 2016 by AlphaAsh Link to comment Share on other sites More sharing options...
lextacy Posted April 25, 2016 Share Posted April 25, 2016 UPDATE!! The problem I was having went away after deleting the folder called "statics" located at GameData\KerbalKonstructs\Statics. After taking a look inside some of the statics I noticed the line concaveColliders = all being spammed ....here is the actual snippet from one of the included statics STATIC { mesh = kkcontroltower1.mu module = Part static = true concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all DefaultLaunchPadTransform = concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all concaveColliders = all Then I also saw that the instance = Kerbin I changed that to Earth when testing out Bacons stuff and now it works! So definitely the included statics were made for stock kerbin. I had to change some values and BAM! Works. I hope this helps other out if they are using RSS. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 25, 2016 Author Share Posted April 25, 2016 concaveColliders has been deprecated. You might want to check you've removed the MM config that was needed with the community interim fix, as that's likely to be what's writing that parameter back. Link to comment Share on other sites More sharing options...
lextacy Posted April 25, 2016 Share Posted April 25, 2016 9 minutes ago, AlphaAsh said: concaveColliders has been deprecated. You might want to check you've removed the MM config that was needed with the community interim fix, as that's likely to be what's writing that parameter back. ditto! Link to comment Share on other sites More sharing options...
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