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About amankd

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    Lemlur Kerman

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  1. im trying to play with the idea of an orbital launch site, placing a konstruct in orbit to launch from but each time i launch it returns to space center, is this a given bug of trying this or some other possible bug?
  2. how would i reference that direct from writing the instancing from the config?
  3. ive been looking to scatter my buildings from my cities mod somewhat randomly within regions that work for them (based on terrain flatness ect) but a majour hurdle im having is the altitude. would it be possible to have a variable setable in the instance section of the config that just says altitude: terrain in which case it spawns the city with the transform at the altitude of the ground at that location (naturally the mod maker would need to position the transform correctly for it to spawn) but it would make kerbin population far more intuituive
  4. I am trying to track down NohArk's source code for the Space Tug, which according to CKAN was for KSP 0.25. I installed the GameData files on KSP 1.4.5 and it caused a "CRASH." I would like to learn more about the whole modding, with Unity, Visual Studio, and so forth. I used to program in C++ when working on my Bachelor in Computer Science. I did not stay with it very much as I continued with more schooling; such as Masters and doctorate. Nevertheless, I have never programmed in real world applications that KSP seems to mimic on a variety of levels. Any assistance you can provide is greatly appreciated.

    Kind regards,


    1. linuxgurugamer


      Are you still looking for this?

      Apparently you have a version , do you know which version it is?  The latest I have from *** malicious site we no longer use *** is 0.4d, there is a dll, but that's easily decompiled

      Let me know



  5. the roads are made via splines and are unique to each terrain, kinda guess work based on altitude and terrain, the end pieces are made custom too based off taking photoes of the positions and heights and angles needed, the cities are proceeduralm in their generation initially but are placed by me flying to the location
  6. been having fun trying out new road systems, trying to produce a simple and rapid methodology to produce smooth flowing roads between cities accross kerbin, needs some work on the smooth but the flowing i think ive got on point!
  8. id appreciate thouse crash folders, it is most likly ram related as the entire city model must be stored in the ram, are you running x64? how about installed system ram? i have 24 gb and havent had a crash in months haha the main issue i can see however is that ksp planets arent standard unity terrain (which is flat) but it would be cool to see if it works
  9. hey there, looking at getting back into ksp with this mod and bda, used tom play with dmp and the weapon synking mod buyt the glitchy flight and unreliable hitboxing made it kinda pointless so i played with ai, does weapon fire and damage cross network reliably now?
  10. Thanks for the update! I'll put togethrr some image icons for you, I look forward to anything you can assist
  11. so after a loooooooong time i decied to repick up my cities mod and with some help from the community finally get the ball rolling, so far i have about 15% of the cities spawned and its really awesome as i keep bumping into them as im flying over kerbin to add more cities, but i have a couple of questions, 1) regarding the map view, is there a way to add a dedicated icon for a city and even maybe a dedicated icon based on the city size ect , 2) also re the map is it possible to add information so that if the item is moused over it can bring up a load of data and information like population, name, quote, mayor ecteventually i hope this might be included in your list of musthave mods for kerbal konstructs but a man can dream lol, after this batch of cities is placed i begine the really hard work, the placement of the highways and roads between the towns and cities for a truly connected kerbin !
  12. so far its working with the full kerbinside mod, havent tried it with ksp++ would have to mod the road direction i assume
  13. just released a new one with 8 more cities to play with, as a precursour to starting to populate
  14. its a fancy game pad with total key control and gyrosopic input and (for ksp) automatic transition from binding modes as you trasnition around the game from editor to flight and map ect, a game pad would be even more bother than its worth especially for playing over the steamlink, it does mostly work with any game, ive been playing bf1 and titanfall with it but im after thant native support since i dont want to spend several days expeirnenting and configureing it when squad has already done so
  15. ergg i came on here to get my steam controler working now look what yall got me doing, 10 more cities coming right up