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Razchek

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    Hubs' Electrical CEO

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  1. Currently rebuilding the launch-site selector code and tidying up bugs I've found reading through this thread. I do not appreciate the implementation applied by the person who picked up the project. Although sometimes hacking at the code like that to get things working is necessary, so in retrospect I guess I can respect that just a little lol. I also need to set up a new server seeing as the company that was previously hosting all this content has decided to change owners and has since gone downhill. Scams, no customer support, no access to Plesk/cPanel.. etcetera. :\ At this time I have no new features to announce.
  2. I really want to come back and work on this project, and all the other projects left behind. Especially the control room addition we almost had into the game. Someone keep the mojo flowing!
  3. I've been so busy with my company as of late, I have not had any luxury time. I'm exhausted. I've been recovering this week thankfully. I will try my best to make time for this project over the weekend and try to get some KSP time in as well, so I can update it and fix any bugs that have been reported. Before that time, I'll take a look over the posts that have been made and work from that. Hopefully when business settles down a little I can start doing this again with the dedication I once was. Until then~!
  4. Well.. that cat's out of the bag now. So yeah.. KerbTown will eventually allow people to create "new scenes" to play inside. For now though I'm reserving it for this project! We have a large schedule ahead and hope to acquire the support of the community along the way! Besides.. I need to rework the serializer code I wrote for my business to make it work for KSP anyway haha. Not everyone has access to their business's license for Unity.
  5. In that log you hadn't clicked Save Session at all. Could you do the following: 1. Select your model in the KT GUI and click Create. 2. Deselect your static object. 3. Click Save Session. 4. Exit to Space Center 5. Reload the database. 6. Enter flight-scene. 7. If your objects are not there, ALT+F4 and send me the output_log.txt again please. @ThatNoob; This ^ would be handy. Thanks for pointing out where that is skykooler.
  6. Yeah, been having issues with Mac installs it seems. Is there another log that contains a stack trace on the mac (like there is on Windows)? I don't own a Mac, so fixing it would be a lot easier if I can narrow down the issue.
  7. Update 0.13 Beta Released Added native module: TimeOfDayController for those lovely night-time emissive animations. Added feature: per-persistence instances for scenarios and saves. Added a "Initialize" button which will call OnFirstSetup() on the static object when clicked. Fixed script reference destructor. Other minor changes and fixes. I really do need to update the manual at this point.. Something I don't like doing lol. But i'll get onto it soon. TimeOfDayController module is as follows: MODULE { namespace = KerbTown name = TimeOfDayController } It currently supports only one animation per static object instance. This animation will be played depending on the position of the Kerbin Sun. The animation time line is animated from start to finish: Start of Animation: 0% - Complete Daylight. End of Animation: 100% - Complete Darkness. How you transition in between all this is up to you - play around with your keyframes and curves until you are happy. The per-persistence feature is undocumented and you should not use it until I have documented it in the manual. You've been warned. If you are feeling brave then backup your saves first. The initialize button you will see now in the Existing Assets window is for sub-mod developers. I will document this later also. New video and Easter Egg coming soon. There are bound to be bugs. Please report them following the bug report steps from the first post.
  8. If you could provide me the KSP_Data/output_log.txt file I can see if I can determine what the issue is.
  9. @1096bimu: Have you reloaded either the database or the game before the next flight scene as per instruction? - Didn't read the edit: Good work finding the issue, spaces have not caused any for me - but some names are not acceptable ('LaunchPad' or 'Runway' are two examples). If you could provide me the KSP_Data/output_log.txt file I can see if I can determine what the issue was.
  10. Greys one is a nice runway, it's several pages back - but worth looking at. Chapter 2 of the manual goes over what you need to do to get your objects in-game. If you can create a part for KSP then you can create a static object for KSP. It is almost an identical procedure, and the rest is also covered in the manual. You need to be able to model your own objects to put into the game.
  11. I am actually in the process of setting one up. When it is available you will find it here: http://kt.hubs.co.nz (place-holder content) I'll be sure to update the main post when I've gone ahead and finished the actual repository. Look forward to seeing the end result. That's a pity. Hopefully they adapt their code for the unix file system. First rule of KerbTown: Go nuts. There are no 'standard' assets distributed by me. Sorry. Kerbals are roughly 1 meter tall. Yes. You can place these objects on any celestial you want. The next update is just under going some testing then I'll push the release through (probably some time tomorrow). Two new notable features are: - Per save/scenario statics. - Animation control for time of day objects (lights when it's dark). I am also working on two new pieces of stock content (as well as updating the Eve EE) that will be coming in a future update. There will be a new very large ruin to explore. As a part of that project I will be showing off the upcoming Level of Detail implementation. Which handles level of detail on multiple descendant objects of your root static objects. There are a bunch more changes which I will post in the change log on release. Thank you everyone for the support developing this mod. I will ensure to continue it's growth!
  12. Easter Egg on Eve (part of KerbTown Content)
  13. Interesting bug. Could you check the debug log for me? Are there any errors that occur when you click the Craft Load/Save options? I don't have Linux copy of KSP to test this with so I'm hoping I can help from looking at the logs. If anything does occur in the debug log, please send me the KSP_Data/output_log.txt file. Also.. try it without the sub-assembly mod and let me know the results there as well.
  14. I do hope you post this up for people to use. I need another reason to visit those icy places. Perhaps you might want to write an optional module as well: to adjust the friction of the wheel colliders that enter a trigger collider around the icy runway. Then simply revert the changes when the wheel colliders leave the runway. Would be a nice surprise. Good thing the ice doesn't melt between launches.
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