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AlphaAsh

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Everything posted by AlphaAsh

  1. v0.9.5.5 now available from SpaceDock. Changelog: - Fixed a bug where the recovery button wouldn't work when at or near a base. Technical Notes: @HarvesteR and other Squad coders. If you don't want custom space centers, just let me know. Otherwise could you expose the SpaceCenter class properly so I don't have to keep poking it with FieldInfo? Or, you could just stop changing it every other version. Thanks.
  2. v0.9.5.4 available from SpaceDock. Changelog: Fixed bug in recovery, where KSC wasn't getting cleaned up and funds was continuously increased. Cleaned up example core static cfgs so that duplication errors aren't logged incorrectly when Round Range is being spawned on game start. Please note that StageRecovery support may well be broken until @magico13 has had a chance to see what's what.
  3. The issue is to do with the custom flag and that you're developing with KK's tools. Whenever you make changes and addtions to any statics, all static cfgs are re-written and then all the pointername cfgs become redundant. As a developer, to completely remove content you must delete both the packs(s) you installed and then any now core cfgs that have been created. Essentially, backup any of your own work then flush everything else.
  4. Ah you just mean with cfgs in general. Yes, MM will work fine. I just got rid of the need for a flag in a static cfg that was added in a recent fix that specifically required MM to op on it.
  5. There's no reason for a static's colliders to be set convex, and any that already have shouldn't be affected anyway.
  6. v0.9.5.3 is now available FOR TESTING. Available from SpaceDock: http://spacedock.info/mod/124/Kerbal%20Konstructs This version is compiled against the pre-release version 1.1 of KSP with a few minor code changes for compatibility with API updates. That means there has been no major overhaul of the GUI and other planned improvements that utilise the Unity update. It does not require module manager. The collider "fix" is now native to the mod and applied automatically to all static objects. All static object colliders are set concave and preliminary testing shows that Unity does still support them. It does seem to work just fine in x64, based on preliminary testing.
  7. I do have plans to continue updating this mod and potentially adding new strategies, yes. I'm also whiteboarding some ideas for (optional) hooking of Strategia.
  8. Eskandare used a few texture atlases IIRC which may complicate the process, but yes, I've been waiting on him to convert everything over to DDS, which he still hasn't.
  9. This is the case. Since all of the operational facility stuff is WIP and was put on hold at the time info about GUI revisions coming in Unity was out, I kinda only got so far with actually configuring KerbinSide facilities.
  10. It's not a bad supposition. It's somewhat simplistic but the principle is sound and it's certainly something I may consider playing with next time I have the time and am fit enough to work on KK. Feel free to take a bash at it. I thought C# would be a pain to move over to but I picked it up quickly enough.
  11. Yep, this. I wouldn't know how to automate the drift correction, since the statics themselves aren't being rescaled. Hmmm, unless they can be using scale factor etc. Never tried that in a KK cfg.
  12. actually, I've already solved compatibility with KSCSwitcher, and since kerbinside uses KSCSwitcher I expect my mod to be compatible as well. I never checked on it tho, but noone complained for now so I'd say that's a good sign. I still am not sure where I should look if I want to know the position of something placed using KK. Could you stir me in the right direction? If you look in the instance cfg of any static you'll see one of these: RadialPosition = -98958.78,-63098.58,589832 If you can figure out the trig/math to automate changing that, then power to you sir. Crack that then you're close to being able to automate the repositioning. Step 2 would be to go poke at KK's code on GitHub and get coding. KerbinSide does not use KSCSwitcher, btw.
  13. Simply put, automating repositioning of statics already placed, such as with packs like KerbinSide, is going to be a nightmare to code. blowfish covered most of the problems associated with it. Unity/KSP's PQS system is problematic on normal scale Kerbin, due to height drift on a spherical body, anyway. Remember, there's no such thing as a flat surface on a spherical body, unless it is manually mapped into the terrain, for example. I'm not even sure they bothered to worry about height drift with the KSC even. That actually has some evidence of the issue when examined closely too. Simple diagram illustrating the 'height drift' issue when using PQS to place statics. Obviously increasing the scale of the body only exacerbates the issue.
  14. All caps is considered shouting and rude. Since you have 93 posts, I can only assume this was an accident. Water launch sites were a part of a pack by another modder that he has yet to update. It has therefore been excluded from recent releases, since the textures are RAM heavy and need optimising. And I am not the cat's father. Either "you" or "AlphaAsh" would be more polite.
  15. My psoriatic arthropathy is in full flare mode, causing normal activities to be exquisitely painful and attempting to make use of all my joints impossible, so thanks to that and the demands of a paying contract I've very little time at the moment. I'll see if I can get some of the other packs updated later this week.
  16. 1- Nope, sorry. 2 - The primary tutorial is the second post of this thread, the post under the OP. Just scroll down. It is a little out-of-date, since KK has been heavily updated since that was written, but should still be helpful. Also it's formatting has gone a bit wonky thanks to the wonders of the new forum software that does a great job of supporting carefully laid out posts like it.
  17. I am not remotely offended. I like how you've expanded on the very bare bones descriptions the bases have. Your contracts pack does a fine job of making the bases more characterful just by what different contracts involve them.
  18. Finally got time to try this out. It's frankly awesome. The amount of detail in these contracts is impressive and not only provides more stuff to do with aircraft but successfully gives Kerbin-Side a lot more purpose too. I totally endorse this mod. If you like Kerbin-Side, get this.
  19. Not yet. I'll see about getting the subsets up on SpaceDock tomorrow.
  20. You need the latest version of Kerbal Konstructs. Cool.
  21. Use the in-game editing tools of KK. Keep in mind any changes made will be specific to the rescale of the planet. So if you go back to standard scale, the objects will be out of position again.
  22. I left the legacy functionality of that in Kerbal Konstructs but it's not been tested recently, so it may well have been impacted. Worth a try.
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