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Mod Notes
- You only need to define one runway per base as the runway location.
- Make sure the path between your runways and the Terminal location is easy to drive to on the ground and can fit aircraft of a variety of sizes.
- At a minimum you should define a facility for refueling at each base location
- All other Kerbal Konstructs facilities are optional
- If you don't like playing with waypoints visible during missions you should place a distinctive KK static near to where the terminal location is defined. This way you will have a visual clue to where the location is.
There are lots of mods that provide Kerbal Konstructs statics for use in base creation. Even mods that are designed to be only for stock Kerbin can be used. The following are examples of the mods I use for statics only.
- Kerbinside Remastered - You need to delete the Example Bases folder. Then you can build with the remaining statics.
- Omega's Stockalike Structures: No Textures Required - Use as is
- Ordinary Konstruction Co. - Delete the Bases folder.
- Kerbinside Core (from CKAN) - This is just a collection of the statics from the older Kerbinside mod. No bases are included.
I am a big fan of using life support mods in my career games for space travel missions, however for GAP style flights on the home world it can present a problem. If you use a life support mod that enforces spawned Kerbals to consume resources even if they are on the Home World then you should note of the following.
Kerbals that are spawned on the map for missions have no resources with them and they will perish after the Life Support mod determines that the starving Kerbal dies.
This will cause any contract the Kerbals are associated with to fail. If your game experiences this, you will need to quickly complete any mission with a Kerbal spawned on the map or at least get that individual on a vessel with access to life support, before the starvation death occurs.
An exception to this is the USI Life Support mod. This mod does not enforce Life Support on the home world up to an altitude of 25 km. Spawned Kerbals seem to have figured out how to pop down to the local market and stock up on snacks all on their own.
The first thing you need to do is place a way-point at each end of the runway in the centre of it as shown in the picture.
The data from the way-points can then be used to create Module Manger patches for fight guidance mods. The way-point data is as follows
- LAT: -0.0502662017742282
- LON: -74.4895975546071
- Heading: 270
- Altitude: 68.9365570971277
- Glideslope: 3
- LAT: -0.0485669398842699
- LON: -74.7274874821721
- Heading: 90
- Altitude: 69.3240343627986
- Glideslope: 3
This mod provides HSI and Instrument Landing System for both standalone and RPM. It comes with Stock runways defined, but a player can use the mod's UI to create custom runway definitions
To create a custom runway definition you need to position a Kerbal or a probe at one of the runway way-points you created earlier. Once there, use the mod's UI Icon to open up the mod settings.
- [Right Mouse Click on Icon].
- Click on Custom Rwys button.
- Fill in the information from your runway waypoint.
- Do not select the Auto Hdg or Auto Alt settings.
- Select the marker settings if you want audible indications when you reach the outer, middle, and inner markers during landing
- Press the Create Runway button.
- Your new runway settings have been captured.
You new runway information will be saved to the folder GameData/NavInstruments/PluginData in a file called customRunways.cfg.
You want to copy this information from customRunways.cfg and make it into a Module Manager patch file.
Save your new NavUtilities Updated patchfile where you normally store your Modual Manager patches.
When you have copied the information to your patch file you can select the runway you just made from the mod's UI and delete it.
Repeat this process for all the runways you want this navigation feature for.
For mechjeb2 the way-point data can be used to create a Module Manger patch for each runway.
- Runway 09 starts at the 09 way-point and ends at the 27 way-point
- Runway 27 starts at the 27 way-point and ends at the 09 way-point
- The touchdown point for large runways is generally set at 100. For shorter runways 60 or 50.
The final result can be a patch file that allows you to auto land at either of the runways.
Click to download MM patch for Mechjeb2 LandingSites.txt
I am particularly fond to this mod and I use it in all of my GAP related configurations. It is slightly more complex to set up however.
Firstly you will need to use a piece of python code that was written by Scott Stone in 2018 and posted on the Kerbal Forums. I still use an old python 2.7 install to run it. Essentially you plug the information from the way-point into it and generate a flight plan that starts at 12000 meters until touchdown. Very useful for landing space planes.
The command line calls look like this;
python fpgen.py -p="Kerbin" -r="600" --name="KSC ILS 27" --description=by"Kerbin Space Center Airport" --latitude="-0.0502662017742282" --longitude="-74.4895975546071" --heading="270" -a="68" -g="3" -d
python fpgen.py -p="Kerbin" -r="600" --name="KSC ILS 09" --description="Kerbin Space Center Airport" --latitude="-0.0485669398842699" --longitude="-74.7274874821721" --heading="90" -a="69" -g="3" -d
You can get full details of available features by using python fpgen.py -h
The output of the command line will generate lot of information you only need to copy the flight plan elements to make a patch file.
Click to download MM patch for KramaxAutoPilot.txt
This file contains the fpgen.py script fpgen.zip