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  • About me
    Good News Everyone!
  • Location
    United Kingdom
  • Interests
    Many stuff and thing

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  1. Cheers for picking this up @NathanKelland co.
  2. Apologies for the necro moderators, but I just wanted to let everyone know that I've been playing KSP again, and plan to produce a few more comics for the series. These will be posted to my patreon over the next few weeks/months, and are available to all, not just patrons. Cheers!
  3. Whilst using a single collider mesh should theoretically eliminate some issues (holes), it is in fact, a bad way to go. I always divided larger models up with each mesh with its own collider and put up with the other issues this creates (lips). Why? Make a 6000+m runway with a single mesh and a single collider, and go drive on it. You'll find out. There is definitely an issue with the engine and massive colliders - they end up with tears in them, which are often bigger than any hole you might have made yourself. And they are intermittent, suggesting it's the physics calculations between small part colliders (usually wheels, undercarriage etc.) and the massive collider that are the problem, and bugger all you can do anything about. edit - And yes this applies to low-face meshes, like a basic block, as well. And no the tears don't always seem to appear on edges either.
  4. I never could track this down when I was working on KK. I've always suspected it's a conflict with garbage handling and video drawing. The common symptom was you'd make a base, go to KSC, select the base and then promptly spawn on an invisible runway, where the colliders worked fine. Only a restart of KSP sorted the issue. @Ger_space may have more up-to-date info on this, if it is related. This is extremely insightful and I'm pleased to see you have formalised it from a technical perspective. This issue is something all static modellers should be aware of, especially when making larger statics, such as runways. It's also why sometimes it is better to break up a larger model into multiple meshes.
  5. Beg pardon? I amended the licence so that @Eskandare can reverse-engineer old art-assets. I'm happy to extend that exception to the OP. Whether they do or not, is not up to you. Many of the old art-assets are sloppy models anyway, and best binned. Don't be a douche.
  6. Yes you can. You have my permission. Link this post if that's queried. I am happy for you to re-use the models and textures and any other element of the artwork, modified or unmodified.
  7. None taken. KerbinSide's art-pipe was quantity over quality and done in SketchUp
  8. We've got a beta of a demo being released to a Steam group for testing later today or more likely tomorrow. If you're reading this, and you like turn based tactical games in fantasy settings, I'm 99% certain that you're exactly who we need in that group so let me know if you want to help and I'll get you hooked up.
  9. New extended gameplay video for Majestic Trials, based off of the current pre-alpha development build:
  10. Greetings fellow Kerbal maimers. Some of you are probably aware I've been crazy busy working on mods for annuver space game, Stellaris, and now, finally, I've started work on a second indie release, this time a PC game (because no bugger bought that game I made for mobile platforms). It's got wizards in it. So, yeah no space. Or kerbals. But, yeah, wizards. It's on Steam Greenlight and I would love your support in getting it greenlit. Assuming you like wizards. You like wizards right? Wizards. There's a video on YouTube here:
  11. Welcome to paaaaaaaaaiiiiin. Do a forum search for my attempts to get RT and KK to like each other and feel free to raid my GitHub for some dodgy hacks that don't work
  12. A little, yes. There is. KerbinSide Core. Which Ger_Space has rights on too. edit And he ninja'd me about it already.
  13. @Ger_space PM received. Posting here for certification. Please do and with my blessings. Thank you for picking up the baton. RE: Kerbin-side All art assets are copyright myself, but I give YOU, only you, permission to modify and distribute your modifications of Kerbin-Side. This does not dissolve the copyright and you must include credit and retain the current licencing. Have fun! EDIT - Link this post if you run into any conflicts regarding licence transfer or copyright.
  14. Can I use the Kerbinside assets in making my own Konstructs static?

    I think it would be neat to have a shared repository of common assets that people can use to make their buildings and sites with that would keep things consistent and use less memory. There was something like this for the old kerbtown plugin if I remember correctly but I don't think I have them saved anywhere.

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