Separating a static from a group for KK
eberkain opened this issue ยท 48 comments
NOTE
KK now handles the altitude by itself
This means that now SD will not move those statics as long as you install KKtoSD alongisde KK and SD
Original Issue
I'm testing with 1.3.1 and the base mods for KK, SD, SVT and your KKtoSD mod. Looking to make KerbinSide work with RESCALE! 3.2x. I'm hoping to get all the bases working in the rescale and fix any floating buildings problems. I've made alot of progress to getting it done, but am having an issue as described below.
This code was posted in the forum thread as a fix for the floating radar tower near KSC.
PQSCity_Groups
{
GROUP
{
name = KSCUpgrades2
body = Kerbin
MODS
{
PQSCity = KSCUpgrades_ksideradar3_0
}
}
}
It works perfect and from my understanding this is creating a new group called KSCUpgrades2 and giving it one static. Since no center is defined then the first static in the group is used as the center. This has the effect of moving the tower back to the hilltop because the lon/lat of the terrain feature is the same.
This code does not work however.
PQSCity_Groups
{
GROUP
{
name = DeadkerbalPit2
body = Kerbin
MODS
{
PQSCity = DeadkerbalPit_ksidecontroltower4_0
}
}
}
Looking at the static definition for both the floating radar towers I can not figure out why one works and the other does not. Literally the only difference I see is how the parent group is defined. KSCUpgrades uses CentralPQSCity = KSC and DeadkerbalPit is using CentralLAT and CentralLON
hi, first of all you need to make sure that the name DeadkerbalPit_ksidecontroltower4_0
is the correct name for the specific static you want to edit.
you need to install kittopia and run the game as usual
once in game, hit [CTRL] + [P] , select the correct planet, go to the PQS tab and look for the static you want to exclude from the group
between the informations on that static you should find a name
, this is what you want to use in your cfg.
make sure it's called DeadkerbalPit_ksidecontroltower4_0
otherwise take note of the correct name and change your cfg accordingly
if this still doesn't work, I will need you to upload some files.
here you can find the list of all informations I might need to debug this issue
I will also need a link to the mod that adds that particular static you are trying to affect
Ok, so I checked kittopia looking for just a DeadkerbalPit PQSCity, and there is one called "Deadkerbal Pit". So I tried using that to set the center as the CentralPQSCity = . Its underground, but It no longer has the issue where the buildings were clipping together oddly, which is why I was trying to move individual buildings in the first place.
using LON/LAT settings i get this https://i.imgur.com/NEH00Ua.png
using the CentralPQSCity i get this https://i.imgur.com/A2Oftw6.png
Ignore that one is underground and look at the building arrangement, its just a little different.
Unless I come across another weird one, I think I will be able to finish the configs, just will have to set the fixAltitude for all of them. Is it safe to move an object with kittopia to figure out what that offset needs to be? are the changes saved in the save file so starting a new game will revert it, or is it changing the source files?
what version of SD are you running on?
the antenna in the background should not be floating if you are using the latest SD
This is what my log shows for all the loaded DLLs
ModuleManager v3.0.1.0
CustomAsteroids v1.5.0.0
Atmosphere v1.2.2.1
CelestialShadows v1.2.2.1
CityLights v1.2.2.1
EVEManager v1.2.2.1
PartFX v1.2.2.1
PQSManager v1.2.2.1
ShaderLoader v1.2.2.1
Terrain v1.2.2.1
TextureConfig v1.2.2.1
Utils v1.2.2.1
_BuildManager v1.2.2.1
KerbalKonstructs v2.0.0.0 / v1.2.0.1
Kopernicus.OnDemand v1.0.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.4.0
Kopernicus.Components v1.0.0.0
Kopernicus.Parser v1.0.0.0
Kopernicus v1.0.0.0
KittopiaTech v1.0.6479.31186
SigmaDimensions v1.0.0.0
KKtoSD v1.0.0.0
Kopernicus.Parser v1.0.0.0
Kronometer v1.0.0.0
Sigma88LoadingScreens v0.3.1.0
SigmaBinary v1.0.0.0
Sigma88LoadingScreens v0.3.1.0
I can't really see the version from that.
I would need the files listed here
Sorry for being such a pain and not following instructions for the first time. Thank you for taking a look at whats going on and helping me figure this out. My goal is to play a 3.2 rescale with the stock system + OPM and use KK + KerbinSide to have all those launch points.
I have collected everything you asked for and its here. https://drive.google.com/open?id=15IKSJW20RnahurtnByy5tI-HTGLkp-B6
You got it, I had the wrong name. Thank you for pointing me to kittopia, I had not seen it before.
The other thing I need to figure out how to get to work is moving just a single static in a group up or down without changing its lon/lat position relative to the other nearby statics.
I feel like this should work...
GROUP
{
name = DeadkerbalPit3
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit
}
MODS
{
PQSCity = DeadkerbalPit_ksidemountaindoors2_0
PQSCity = DeadkerbalPit_ksidecawler1_0
}
MOVE
{
fixAltitude = -30
}
}
But that does not seem to do anything. So I tried it without specifying the center. That moved those two buildings off a ways, back to the first ones original lon/lat im assuming. So them I tried this...
GROUP
{
name = DeadkerbalPit
body = Kerbin
CENTER
{
CentralLON = -127.7
CentralLAT = 14.68
}
//looks good
}
//lower the mountian door and crawler because its clipping with the launch spawn
GROUP
{
name = DeadkerbalPit3
body = Kerbin
CENTER
{
CentralLON = -127.7
CentralLAT = 14.68
}
MODS
{
PQSCity = DeadkerbalPit_ksidemountaindoors2_0
PQSCity = DeadkerbalPit_ksidecawler1_0
}
MOVE
{
fixAltitude = -30
}
}
But that somehow makes everything in the DeadkerbalPit group lower, not just those two buildings.
You got it, I had the wrong name. Thank you for pointing me to kittopia, I had not seen it before.
glad you solved your problem!
The other thing I need to figure out how to get to work is moving just a single static in a group up or down without changing its lon/lat position relative to the other nearby statics.
it is not possible to change the position of just one single building, you will need to create a new group with a different name, with the same center as the original group, but with a different "MOVE" node
like you do in your second example.
you say that everything is moved which is weird. I will take a look to see what's going on.
btw, in your first example CentralPQSCity = DeadkerbalPit
still needs to use the proper name of one of the PQSCity.
don't worry, I'll take a look at your files when I have some spare time ๐
could you also link me to the dewnload page of the version of kerbinside you are using? so that I can test it on my pc
version 1.4 from here https://spacedock.info/mod/1347/Kerbin-Side%20Complete%20continued
the main problem with DeadKerbalPit seems to be that the antenna (circled in red in the pic) is included in the group. since it's the first static of the group uses that antenna as the "center" of the group, which means the rest of the buildings are moved inside the ground.
the majority of the issues can be solved by removing that antenna from the group.
this is what it looks like on 3.2x with the antenna group changed:
as you can see, the buildings are still floating a bit (green circle), so you might want to correct the altitude using a cfg, you might also want to remove the building in the yellow circle from the group, otherwise it will be moved down with the other buildings and disappear inside the ground
actually, this cfg will fix the altitude issue and also put the buildings in a better position
keep in mind that you will still need to change the group of the tower and the antenna (yellow and red circles from the prev image)
PQSCity_Groups
{
GROUP
{
name = DeadkerbalPit
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit_ksidemountaindoors2_0
}
}
}
for the tower I suggest something like this:
PQSCity_Groups
{
GROUP
{
name = DeadkerbalPit_Tower
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit_ksidemountaindoors2_0
}
MODS
{
PQSCity = ################ (name of the tower)
}
MOVE
{
fixAltitude = ######### (desired offset)
}
}
}
for the antenna you just need this instead:
PQSCity_Groups
{
GROUP
{
name = DeadkerbalPit_Antenna
body = Kerbin
MODS
{
PQSCity = ############## (name of the antenna, it might be a PQCity2 I am not sure)
}
}
}
The issue im having is that the mountian door model is clipping through the launchpad and alot of times when you try to use it, the craft just explodes.
With this config
GROUP
{
name = DeadkerbalPit
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit_ksidemountaindoors2_0
}
}
//fix the floating radar tower
GROUP
{
name = DeadkerbalPit2
body = Kerbin
MODS
{
PQSCity = DeadkerbalPit_ksidetrackingdish11_0
}
}
//fix the control tower
GROUP
{
name = DeadkerbalPit3
body = Kerbin
MODS
{
PQSCity = DeadkerbalPit_ksidecontroltower4_0
}
}
I get this result... https://i.imgur.com/vxRHoMn.png
which is bad because it has the ramp for the mountian door model more than half covering the launch pad. So I either need a way to raise the launch pad, lower the mountian door, or move them farther apart, while also retaining their adjusted relative starting positions.
yes I see what you mean now, I need to check a couple of things in the code to understand what is going wrong. the position of each piece relative to each other should not change if the code works correctly, but this is definitely not the case here it would seem
in the meantime you can use something like this:
PQSCity_Groups
{
// Move the buildings near the mountain side
GROUP
{
name = DeadkerbalPit
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit_ksidemountaindoors2_0
}
}
// Fix the LaunchPad
GROUP
{
name = DeadkerbalPit_LaunchPad
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit_ksidemountaindoors2_0
}
MODS
{
PQSCity = ######## (name of the launchpad)
}
MOVE
{
fixAltitude = ######### (desired offset)
}
}
// Fix the Tower
GROUP
{
name = DeadkerbalPit_Tower
body = Kerbin
CENTER
{
CentralPQSCity = DeadkerbalPit_ksidemountaindoors2_0
}
MODS
{
PQSCity = DeadkerbalPit_ksidecontroltower4_0
}
MOVE
{
fixAltitude = ######### (desired offset)
}
}
// Fix the Antenna
GROUP
{
name = DeadkerbalPit_Antenna
body = Kerbin
MODS
{
PQSCity = DeadkerbalPit_ksidetrackingdish11_0
}
}
}
the antenna and the tower will always need to be fixed separately, but the launchpad should not have a different position compared to the doors, so that's something I will try to fix in SD code
this seems to be ok, the launch pad is clear if you use "Deadkerbal Pit" as the central point.
GROUP
{
name = DeadkerbalPit
body = Kerbin
CENTER
{
CentralPQSCity = Deadkerbal Pit
}
MOVE
{
fixAltitude = -60
}
}
I've nearly gotten them all done now. The biggest problem is Ben Bay. https://i.imgur.com/KIvpm21.png
There are 17 different statics spread around this coastal area in a few little clusters, I've got a list of all the names but no idea which goes with which. I wish I could mouse over or click on a static to see its PQSCity name.
I wish I could mouse over or click on a static to see its PQSCity name.
I think you can do that with DebugStuff
to get the LodnieIsles group to reposition correctly you need to exclude the ground control antenna
the one defined in the cfg at GameData\KerbinSide\GroundControl\LodnieIsles\ksidetrackingdish11.cfg
if you do that the rest of the buildings are repositioned correctly, you might still need to fix the altiude
I'm down to just a couple left to finish. I did get Ben Bay sorted. However I cannot get LodnieIsles to do anything. I've quadruple checked and the KK group name is LodnieIsles and I've tried to assign a center every way I can think of and it never does anything, (acting like I have the wrong group name). I even tried making a new group that included every static in that KK group individually, and that even does nothing. Could these statics be flagged in some way that prevents them from being moved? If so is that something that can be MM patched?
You can see the current state of the config here. https://drive.google.com/open?id=1vqMUb4fgm9wvTGn4me2FKoVTXxU53F9Y
I feel like I have a good handle on how it works now, but this one group just does nothing for me nad is really working my nerves tonight.
I tried a number of different things this morning.
GROUP
{
name = LodnieIsles
body = Kerbin
CENTER
{
CentralPQSCity = Lodnie Isles
}
}
//fix the radar
GROUP
{
name = LodnieIsles2
body = Kerbin
MODS
{
PQSCity = LodnieIsles_ksidetrackingdish11_0
}
}
result -> https://i.imgur.com/qoWT2MQ.png
GROUP
{
name = LodnieIsles
body = Kerbin
CENTER
{
CentralLON = 14.200
CentralLAT = 29.740
}
}
//fix the radar
GROUP
{
name = LodnieIsles2
body = Kerbin
MODS
{
PQSCity = LodnieIsles_ksidetrackingdish11_0
}
}
result -> https://i.imgur.com/VeOganJ.png
GROUP
{
name = MyLodnieIsles
body = Kerbin
MODS
{
PQSCity = Lodnie Isles
PQSCity = LodnieIsles_ksideapproachlights_0
PQSCity = LodnieIsles_ksidebarracks3_0
PQSCity = LodnieIsles_ksidecontroltower4_0
PQSCity = LodnieIsles_ksidedetached1_0
PQSCity = LodnieIsles_ksidedetached1_1
PQSCity = LodnieIsles_ksidefueltanks3_0
PQSCity = LodnieIsles_ksidefueltanks3_1
PQSCity = LodnieIsles_ksidefueltanks3_2
PQSCity = LodnieIsles_ksidehangar2_0
PQSCity = LodnieIsles_ksidehangar2_1
PQSCity = LodnieIsles_ksidehangar2_2
PQSCity = LodnieIsles_ksidehangars1_0
PQSCity = LodnieIsles_kshelipadbasic_0
PQSCity = LodnieIsles_ksideofficeestate1_0
PQSCity = LodnieIsles_ksideofficeestate3_0
PQSCity = LodnieIsles_ksideradardish_0
PQSCity = LodnieIsles_ksidetaxiway2_0
PQSCity = LodnieIsles_ksidewatertower_0
}
}
//fix the radar
GROUP
{
name = MyLodnieIsles2
body = Kerbin
MODS
{
PQSCity = LodnieIsles_ksidetrackingdish11_0
}
}
result -> https://i.imgur.com/GFWvm0a.png
Based on my experience doing all the other bases, any of these methods should do something, but the buildings just sit there doing nothing, taunting me. I have a feeling that these last few bases are going to be problem children.
I'm down to 4 bases left and they are all acting this same way. KrakensBelly LodnieIsles KSC2 RoundRange
Which really is confusing, because I know KSC2 was working at some point, and i skipped over it cause it seemed to have so many issues.
I'm creating a new save every time i check in game, and even tried clearing out the MM cache, but nothing seems to make a difference.
I think I'm going to setup a clean install with only the couple mods needed for this and see if somehow something is interfering.
this cfg did the trick for me
PQSCity_Groups
{
GROUP
{
name = LodnieIsles2
body = Kerbin
MODS
{
PQSCity = LodnieIsles_ksidetrackingdish11_0
}
}
GROUP
{
name = LodnieIsles
body = Kerbin
CENTER
{
CentralPQSCity = LodnieIsles_ksidetaxiway2_0
}
}
}
I saw you are looking for the old ksc lat/lon
You don't need those coords. You can use CentralPQSCity like you do for KSC
You just need to find the name of the old ksc
Same goes for ksc2, which is named "KSC2"
I put that into my config and it didn't do anything. So I tried it in a seperate file and removed my config, it worked. So I split all my groups off into their own files. Tried it and it didn't work.... So I've got something in one my my configs that is jacking things up for other configs. The only thing I can think is to start from scratch, adding them in one at a time and checking until I find one that breaks the LodnieIsles group. //comments are safe anywhere in a config right?
//comments are safe anywhere in a config right?
not everywhere-everywhere, but mostly yes
just don't put them between a node and its brackets
EXAMPLE
{
// you can put comments here
CORRECT
{
// or here
}
WRONG
// don't put comments here
{
}
}
So, I binary searched down and found the problem config, if I load everything but the config for KKVLA then the LondieIsles config works. KKVLA (below) is long, but nothing looks wrong to me. I wasn't really happy with it anyhow so I'll try a different approach. Its a tough once because they have train tracks and getting those to look any kind of way decent is next to impossible.
PQSCity_Groups
{
//=====================================================================
// KKVLA & AREA 110011 - READY!
//=====================================================================
GROUP
{
name = KKVLA
body = Kerbin
CENTER
{
CentralPQSCity = KKVLA_ksiderailbridge_0
}
MOVE
{
fixAltitude = -10
}
}
GROUP
{
name = KKVLA2
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidehangars1_0
PQSCity = Area 110011
PQSCity = KKVLA_kside110011lift_0
PQSCity = KKVLA_ksideobservatory1_0
PQSCity = KKVLA_ksidemountaindoors_0
PQSCity = KKVLA_ksidemountaindoors_1
PQSCity = KKVLA_ksidearcology_0
PQSCity = KKVLA_ksidetanks13_0
PQSCity = KKVLA_ksidevabsph1_0
}
}
GROUP
{
name = KKVLA3
body = Kerbin
MODS
{
PQSCity = KKVLA
}
}
GROUP
{
name = KKVLA_0
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_0
}
}
GROUP
{
name = KKVLA_1
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_1
}
}
GROUP
{
name = KKVLA_2
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_2
}
}
GROUP
{
name = KKVLA_3
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_3
}
}
GROUP
{
name = KKVLA_4
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_4
}
}
GROUP
{
name = KKVLA_5
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_5
}
}
GROUP
{
name = KKVLA_6
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_6
}
}
GROUP
{
name = KKVLA_7
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_7
}
}
GROUP
{
name = KKVLA_8
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_8
}
}
GROUP
{
name = KKVLA_9
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish2_9
}
}
GROUP
{
name = KKVLA_10
body = Kerbin
MODS
{
PQSCity = KKVLA_ksidekkvladish1_0
}
}
KKVLA_ksidekkvladish1_0 was a bad name, fixing that seems to have fixed the problem with the other configs... dont ask me.
What could I do about these? https://i.imgur.com/tmaxrCo.png
I'm pretty sure the floating radar dish is one of the stock CommNetDish, and there are multiple with the same name.
no that's not a stock one
that is probably from the "GroundControl" folder in KerbinSide
if you install DebugStuff you should be able to get the name via mouseover
Is there a way to adjust spawn points for some of the pads?
https://i.imgur.com/iVaXh7f.png
as far as I know the spawn point is hardcoded inside the model
you may have some luck asking the KK dev
Hi, @Sigma88, I'm trying to make KktoSD configs for the SM_Statics mod, and the problem I'm running into is that multiple instances of the same static have the same name in KittopiaTech, so I don't know which one to use as the center, or exclude from the old groups.
KK should automatically generate different names, I don't think SD has the ability to distinguish between statics with the same name
I'll go back and take a look at the code, but I'm 90% positive this will require different names for the statics
@GER-Space didn't KK used to name statics so that every added PQSCity had a different name?
they should be named by
the lone exception are launchsites which need to be named diffrently, because of some KSP internal black magic. (I'm still need to figure out why)
I cannot imagine a reason why the names should not be unique
So, it turns out that when I changed the group of the SM_statics from KSCUpgrade to KSCUpgrade_SM, some of the boats ended up with the same name. When I changed the group back to KSCUpgrade, they had individual names again.
Also, when working with the BADT airfields and arenas Statics, whenever I set the central pqs group to anything besides a launch site, they would be scattered across the landscape. Which makes it impossible to actually line up most of those airfields.
Sure. I mostly gave up in frustration yesterday, but I can do that later tonight.
Have you decided what you're going to do about SD, etc, for 1.4?
@theonegalen could you please run the system while adding debug = true
inside the SigmaDimensions
node?
then provide me the files listed [here[(http://forum.kerbalspaceprogram.com/index.php?/topic/140580-0/&page=27#comment-2793409)