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About AlphaAsh

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    Good News Everyone!

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  • Location United Kingdom
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  1. None taken. KerbinSide's art-pipe was quantity over quality and done in SketchUp
  2. AlphaAsh

    Majestic Trials on Greenlight

    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.
  3. AlphaAsh

    Majestic Trials on Greenlight

    New extended gameplay video for Majestic Trials, based off of the current pre-alpha development build:
  4. AlphaAsh

    Majestic Trials on Greenlight

    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:
  5. 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
  6. AlphaAsh

    [1.1.2] Kerbin-Side (v1.1.0) & Supplements

    A little, yes. There is. KerbinSide Core. Which Ger_Space has rights on too. edit And he ninja'd me about it already.
  7. @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.
  8. 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.

  9. Hello! Sorry to bother you, but I'm inquiring about the Kopernicus mod you made a little while ago, All These Worlds. Do you have any plans to update it or continue work on it, as I sent an atmospheric probe there Galileo-style yesterday and it immediately slowed down to less than 10 m/s on contact with the atmosphere. Oh, and solar panels generate next to no power inside the atmosphere.



  10. Hi, I have a question about Kerbal Konstructs. I looked on the post and did not find anything, so forgive me if this information is already there. How do create new buildings? in the Kerbal Konstructs page it says when you open ctrl -k it opens the instance editor to put in pre-existing assets and pre-existing statics. How do i create my own asset to import? Thanks!

  11. @ozraven I assumed your nick on spacedock would be the same as here. PM me if that isn't the case. Cheers sir.
  12. Congratulations! PC gamer really likes your Stellaris mod!

  13. @ozraven Do you have an account on Spacedock? I can get you added to the permissions for KK so you can publish there.
  14. No, there is no easy way to identify which instance is which. The issue you're having doing it through the editor is that all the instances are saved to core cfgs. Your changes ARE saved, but not to the pointer cfgs, which then take precedence when you restart KSP. Another way you could handle it, is after saving with the editor, exit KSP then delete all the pointer cfgs. This will then leave you with all the instances in core cfgs. Restart KSP and then delete instances you don't want through the editor. Save. Now the core cfgs will be up-to-date. If you then want pointer cfgs, you will then need to create your own with the export features of KK.