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AlphaAsh

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Everything posted by AlphaAsh

  1. Can I ask for some clarification on this? That template suggests that you plan to have a slideshow of Dark Multiplayer... sorry, featured mods, sitting over the mod image on a mod's page?
  2. Serious Kerbal Business. And I'd be remiss if I didn't also recommend Strategia by @nightingale. Because it's very good.
  3. It's an obscure bug in Kerbal Konstructs that was fixed in one of the latest versions for KSP 1.1. I do not plan to make fixes backwards compatible for older versions of KSP.
  4. You need to be able to version a mod and identify the version of KSP a mod is for asap. The whole mod submission process could probably do with an overhaul too - less experienced modders are going to be confused by that unintuitive tabbed form.
  5. Cheers. You might want to look into it still. It was an issue for most registering with SpaceDock (anecdotal - @VITAS can confirm or deny).
  6. What's the ETA on the email to validate registration? I'm concerned you've hit the same issue as SpaceDock did, that your e-mail handler is going 'nope, that's spam, ain't sending that to no-one'.
  7. Yes I'd use the site. As long as it's reliable in that I can upload and manage uploads quickly and easily and that players can find mods quickly and quickly download them. Stay on purpose. Keep it simple stupid. Make it work first, usable second, pretty third. I believe it's a good thing to have choices and anyone who thinks another mod site for KSP is redundant, is wrong. Haven't checked yet. Hope it is. Get back to you. EDIT - Yes and very yes. I don't like the arbitary categories but then most of the mods I make don't really fit into an arbitary category. Plus, it's a lot like Curse. Yuck. Use the forum search Luke. Ugh. Okay, yeah that could do with rethinking. Because it's horrible. Sticking a K in front of a word does not make me automatically think KSP. I don't care. Dunno yet. Get back to you. EDIT - As RoverDude suggested, that API thingy would be handy. And if you don't work with the CKAN team to get them and the site handshakin', you're not going to make a lot of modmakers or players very happy with such a glaring omission.
  8. Test run complete. Everything looks good with one exception. After hiring staff to a barracks or terraced housing or similar, those staff then can be assigned to a facility such as an office estate, through that facility's GUI (look for the Assign button). Staff are pulled automatically from barracks etc. The more staff assigned, the greater that facilities 'production rate', whether it be funds, science and so on. With some judicious use of time-warp you should over time see the 'bank' of a facility 'fill up' and then you can withdraw from that. You may find some facilities aren't implemented yet though. There's an Industrial Estate at KSC that doesn't do anything yet, for example.
  9. I went AFK on Thursday for a holiday. There's a good chance that a new pre-release version has been released that b0rked KK. I don't know yet, I just sat down at my PC. More likely is that: - KerbinSide and/or Kerbal Konstructs isn't installed properly. - Or the KSP install is in a Windows protected directory, which will cause merry hell on multiple mods. - Or that the version of Kerbal Konstructs is out-of-date. KK gets updated far more regularly than the static packs, such as KerbinSide, that include it. Rather than release new versions of those every time I update KK, I leave it to the user to keep their KK up-to-date. EDIT - I just did a pretty thorough test-run of the latest version of Kerbal Konstructs for the latest pre-release version of KSP and everything critical passed. So it's one of the above or - You're trying to use a version of Kerbal Konstructs that isn't compatible with the version of KSP you're using. For example, the latest release is for 1.1 PRE. If you use that with KSP 1.0.5 or earlier, it ain't gonna take it capn (Scotty accent).
  10. RefLatitude and RefLongitude are only calculated and written out to an Instance when necessary - usually when opening a tracking station. Regarding RemoteTech, I actually have KK now dynamically updating the RT cfg's groundstations when they are opened and closed. Unfortunately, I've not yet been able to get RemoteTech to then re-read its config. It's only loaded and groundstations generated on gamestart/main menu. I am in contact with the RT team to see if I can get some support from their API for making groundstation availability real-time. Kerbal Foundries hovercraft's generate a large collider beneath them in recent versions. Try an older version. The issue here is Kerbal Foundries and it's one that was discussed some weeks ago, so worth doing some forum trawling for more info. I've been AFK for a few days because of a long needed holiday and it may well be that there's been a KSP release that's gone and b0rked up KK again. I'll be investigating today. With regards to installation and 'it don't work': 1 - I have addressed installation issues numerous times in this thread, worded in more ways than meals I've had since birth it seems. I am not going to repeat myself yet again. Search the thread, apply brain-power, figure it out, ask other thread-dwellers. 2 - If you can't be bothered to include more information beyond 'it don't work' I'm not even going to bother acknowledging such a post. EDIT: @lude Obviously not directed at you chap. I just hooked this response off your post because it was the last relevant.
  11. Ah, yes there is that. What I'll do is introduce a new cfg parameter for switching off the auto-concaving. That should at least give you some flexibility on a per model basis and avoid the need for module managering. However, I'd still recommend using concave colliders where possible, and remember a primitive cube could easily avoid the issue you highlighted in this case, which is concave. EDIT - Unlike parts, it isn't necessary to try and restrict yourself to one collider for a static model. That does sound like legacy functions have been impacted. I'll take a look at the code but I can make no promises at finding fixes as Unity and KSP animations have advanced way past that old KerbTown code. I'll do a test run over those operational facilities since this may be a case that they've been broken and this is the first time I'm reading about it. Good report thank you. I'll take a look at this.
  12. Does the roof face have any depth? Kerbal Konstructs automatically switches all colliders on a static to concave on game load. Might be a simple case of restarting KSP after placing your static, so that collider fix gets applied.
  13. Nothing game impacting yet. I'd intended to add features once RoverDude's new stuff got in to KSP, but that's been delayed. Right now I'm finally caving to demands for RemoteTech integration but I've quickly discovered I was right about the limitations that had been putting me off doing it. Other than that, I've some ideas about probe control and science transmission but that's going to mirror at least some of what RemoteTech does, except with my philosophy being don't start from the position of no link = no control. I don't like it.
  14. I agree with @cxg2827 and I agree with what was quoted from @CobaltWolf. Perhaps something the OP keeps missing is that some modders have an ego, want to have an ego, may have a huge ego (here) and use their ego as part of their motivation to do what they do. In fact, that doesn't just apply to modders. Ego gives me a passion to make something not just for myself but to then consider and often go ahead making it for others and finding an audience. Hell, I usually want an audience. There's been plenty of projects I've just straight-out abandoned because that reward ultimately wasn't there. This doesn't mean I still don't mod for me first. I still do. As for the rest, well I think what I disagree with is pretty clear by now.
  15. Each dish is recognised as an individual tracking station. I plan to introduce tracking arrays at some point, which group dishes together for greater range etc.
  16. Yes, he can. And with all due respect to Vanamonde, understood, however I would like to answer directly to the OP as follows: Don't use any of my mods. And welcome to my ignore list.
  17. Here we go. KSC++ cfgs updated for the latest Kerbal Konstructs. Just over-write the existing configs in LackMisc with what's in here: http://www.alphastrikegames.com/FileDepot/KSCPlusPlusCFGFixes.zip
  18. The cfgs probably just need some updating. KK's had a lot of updates since the last release of KSC++ and I've not bothered to check the impact on every statics pack. I'll have a look at KSC++ today and see if I can save Lack some work.
  19. v0.3 of Kerbin-Side Ground Control available from SpaceDock. Compatible with KSP 1.1. Untested in earlier versions of KSP. Changelog: Included the most recent release of Kerbal Konstructs, that includes the fixes necessary for tracking stations to not disappear in the map view or tracking station. Updated the cfgs so that the now fixed KK actually recognises tracking stations and correctly saves their persistent data in a career game.
  20. v0.9.5.8 available from SpaceDock. Changelog: Fixed disappearing tracking stations in map view/tracking center. Fixed Round Range operational facilities not being operational. Please note that if you've been using the various operational facilities in a career game, this update is likely to break their persistency. If you look in the KSP/saves directory and then in the relevant save folder you will see: KK.cfg KKBack.cfg KKFacilities.cfg KKFacilitiesBack.cfg It's the last two of concern. Delete those and KK will regenerate them next time you start this career game. Unfortunately it does mean having to re-open the facilities.
  21. Alrighty, this was a nasty bug and it looks like I'm going to need to roll out a new version of KK and KS.
  22. Founding new bases isn't implemented yet. Opening a base at a base, you need to be within 2km. Thanks sjwt. I shan't forget soon. Making bases: Ctrl+K to open the editor tools. Which the reviewer tells you in that video linked. Also one of the first things you learn when you're using the introductory tutorial that's the second post of this thread. Also note how it says Kerbal Konstructs under that video, not Kerbin-Side. Makes you wonder if there's a distinction and perhaps that'll be explained in the video too. Alternatively you can have a tantrum, resulting in a moderator dumping your crap on me and forcing me to have to deal with it otherwise I look like a mean stand-up guy. Oh wait. Too late.
  23. That's... large. Be sure to give your colliders a thorough testing because KSP doesn't manage large colliders well.
  24. No need, it's definitely a thing and I'm busy tracking down the bug now.
  25. Yup, confirmed. Sorry about this. My testing procedure is sorely lacking because... well, Kerbal Konstructs is a pretty big bit of software. I do rely on bug reports otherwise stuff like this can remain broken for a while. Thank you for letting me know chap.
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