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AlphaAsh

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Everything posted by AlphaAsh

  1. Snowy Mountain used to have snow on the plateau and peak. If it doesn't now, that's a change of the terrain map and nothing to do with KerbinSide.
  2. Thanks for the useful info to identify and fix a posss... no. Welcome to my ignore list.
  3. http://spacedock.info/mod/124/Kerbal%20Konstructs That's the link behind the OP download link. No idea what's going on. Itmakeanosensewhatyousay.
  4. I'll get KK and KerbinSide updated on SpaceDock.info in a bit np
  5. Sounds like the wrong repo. The up-to-date one is https://github.com/AlphaAsh/Kerbal-Konstructs_DEV
  6. I wouldn't. How do you think services like Curse get started? @VITAS - A non-profit service does not exclude the generating of revenue in order to cover the salaries of employed staff. This is considered to be part of the running service. Services like Curse are a middle-man to what should be free stuff and ultimately deny modders any kind of revenue stream. Many start seemingly innocent but then ads appear, a premium service appears and at some point the term 'non-profit' stops being used. If you choose to go this route I won't be hosting mods with SpaceDock.info.
  7. I stopped using the medsouz subdirectory a couple of versions back. You only need the dll in GameData/KerbalKonstructs now.
  8. The two icons and this symptom are usually an indication that you have two or more dlls in your GameData folder, possibly one outdated.
  9. v1.0.6 of Kerbin-Side Complete is now available from SpaceDock.info. It's v1.0.5 but with the interim release of Kerbal Konstructs included to address issues with colliders in KSP 1.0.5.
  10. I have had little time for KSP modding lately due to actual paying work. This coincided with changes in KSP 1.0.5 breaking static colliders and thus compatibility of Kerbal Konstructs with that version of KSP. Members of the community and fans of the mod have put together an interim version to work with 1.0.5, which I've left with them to support, although I am hoping to find time this week to get the version on SpaceDock.info updated to the one they've graciously put together. I am waiting on KSP 1.1 before doing anything more with Kerbal Konstructs. KSP 1.1 is likely going to need a major overhaul of Kerbal Konstructs, especially the GUI. If I have more free time then I fully intend to carry on working on KK. The very latest source for Kerbal Konstructs is on GitHub and that's where you should start to get your head around KK's admittedly messy API.
  11. This isn't a plugin with code, so no. It'll be up on SpaceDock.info in the near future.
  12. Please see three post up from yours. Welcome to the forums. Please note it's good forum etiquette to check a few earlier posts to see if your question was recently answered and often searching a thread will provide an answer to regularly re-asked questions. Same response to phreakshow. Please search the thread and check recent posts. This is a known issue with 1.0.5 and has been addressed with an interim fix.
  13. One persons rhetoric is another persons anecdotal. Or sumfin. In my personal experience, attempting to upload larger files compared to smaller files is unreliable. To the point where it would take dozens of attempts and hours of my time.
  14. This is assuming that you can get it uploaded anyway. Which is why I won't use Curse.
  15. Yes he did. I did not donate to a mystical space unicorn. It's valid.
  16. https://kerbalstuff.com/ Unfortunately Kerbal Stuff is gone for good. Since I absolutely refuse to use Curse (it's not fit for purpose), I'll look at finding another host during the week. Here's hoping we get another community solution for mods as good as Kerbal Stuff in the future.
  17. Waiting for 1.1. I've left it with the community to sort out 1.0.5 compatibility and they've drummed up an interim fix. If by 6.4x compatibility, do you mean 64 bit? If so, yes that's likely to happen IF 1.1 has proper 64bit support (which it should have for Unity 5).
  18. Most of what I was working on for 0.7 made it into the most recent release, 0.6.2.
  19. @Thomas P. and @Joshwoo69 I've put the latest source on Git and merged in Thomas P.'s pull. I haven't time myself but feel free to compile and release an interim version. I'll pick KK up again some time, probably after 1.1 is out. And thank you both.
  20. [quote name='Berlin']Will this work with 1.0.5?[/QUOTE] Try it. I haven't had time to.
  21. [quote name='Thomas P.']I have submitted a [URL="https://github.com/AlphaAsh/Kerbal-Konstructs_DEV/pull/3"]pull request[/URL] to your repository, AlphaAsh. The changes I've done should fix the issue with the colliders, though the current configs will need adaptions. Basically, the .mu loader of 1.0.5 forces every collider to be convex, because in Unity 5, concave colliders won't be supported anymore for objects who have rigidbodies attached. That may be useful for parts, but for static assets it is totally useless. So I introduced a new config variable that goes directly into the STATIC { } node, named "concaveColliders". This value takes a comma-seperated list of collider-names that should be forced back to concave mode. You also have the ability to set "concaveColliders" to "all", then it'll change all colliders in the asset. Adapting the packs would be a bit of work, but I think that is better than redoing every single collider. For example, here's a ModuleManager script that I used to convert all assets by AlphaAsh back to concave colliders [CODE] @STATIC:HAS[#author[AlphaAsh]]:NEEDS[KERBALKONSTRUCTS] { concaveColliders = all } [/CODE] Cheers! Thomas[/QUOTE] Lovely. Thank you. [COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='amankd']so this seriously fixes it? wow im impressed, would tis work in unity 5 as well or is it just a tempory hack?[/QUOTE] It's a temporary hack. I'll look to getting this implemented soon. Probably when I get bored with Fallout 4 early next week :D
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