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[1.12.x]Launch Sites Appended - a Kerbal Konstructs Scenery Pack
AlphaAsh replied to tg626's topic in KSP1 Mod Releases
Lovely work OP, and it makes me very happy to see KK still making this and many other projects like it possible. -
"Honestly, I think this was a mistake, since this is no longer an indie game." Cherry picking chap. Please don't misquote me.
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I'm not on the KSP2 team. I do have quite a bit of experience in the games industry though so I'm quite happy to admit this, based on that experience: Internal QA and testing needs employees. Early access is a way to reduce those costs, by asking fans to step up and help with bug finding, reporting, and thus ultimately prioritising through repeated reports. Honestly, I think this was a mistake, since this is no longer an indie game. It is unusual to see such early early access for this case, I feel. Especially at the price being asked. However, that price should have helped put off casuals with too high expectations, which it did not. This may not be an indie game anymore, but you should expect a lot of unhappy casuals with too high expectations leaving you poor reviews. I suspect this was expected, and hopefully the financers agree. The games review industry should also know better than to crucify the game at this point. RPS is certainly on my list right now. I believe that the dev team and the publisher agreed that a similar dev and release cycle to that of KSP1 would be appropriate. I don't agree... as this is not an indie game anymore. I'm not enjoying KSP2 right now. It is a buggy, unstable mess. But I won't be refunding and will be keeping a close eye on the game's development. I don't have much faith in the publisher/financer, but I do in the dev team. I just hope one does not stop the efforts of the other.
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AlphaAsh changed their profile photo
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Thankfully I don't need your recommendation OP, since I spent a few years enjoying the ride that was early access for KSP 1, with a dev team dedicated to providing hours and hours and hours of intelligent fun. I expect the same from the team with KSP2, which is why I just threw them £45 without reading any reviews. Not in this case, it seems.
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Ben J. Kerman started following AlphaAsh
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[KSP 1.8+] Kerbal Konstructs (Continued)
AlphaAsh replied to NathanKell's topic in KSP1 Mod Releases
Cheers for picking this up @NathanKelland co. -
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!
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KSR Airports for Kerbinside Remastered
AlphaAsh replied to AdmiralTigerclaw's topic in KSP1 Mod Development
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. -
KSR Airports for Kerbinside Remastered
AlphaAsh replied to AdmiralTigerclaw's topic in KSP1 Mod Development
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. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AlphaAsh replied to Ger_space's topic in KSP1 Mod Releases
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. -
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.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AlphaAsh replied to Ger_space's topic in KSP1 Mod Releases
None taken. KerbinSide's art-pipe was quantity over quality and done in SketchUp -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AlphaAsh replied to Ger_space's topic in KSP1 Mod Releases
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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.
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New extended gameplay video for Majestic Trials, based off of the current pre-alpha development build: