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Everything posted by AlphaAsh
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Thanks for the useful info to identify and fix a posss... no. Welcome to my ignore list.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Ah. Gotcha. Will fix.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
http://spacedock.info/mod/124/Kerbal%20Konstructs That's the link behind the OP download link. No idea what's going on. Itmakeanosensewhatyousay.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Sloppy doccing on my part. Sorry bout that.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I'll get KK and KerbinSide updated on SpaceDock.info in a bit np- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Sounds like the wrong repo. The up-to-date one is https://github.com/AlphaAsh/Kerbal-Konstructs_DEV- 872 replies
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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.
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- totm july 2019
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I stopped using the medsouz subdirectory a couple of versions back. You only need the dll in GameData/KerbalKonstructs now.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
The two icons and this symptom are usually an indication that you have two or more dlls in your GameData folder, possibly one outdated.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
This isn't a plugin with code, so no. It'll be up on SpaceDock.info in the near future.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 2,488 replies
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Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
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. -
Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
This is assuming that you can get it uploaded anyway. Which is why I won't use Curse. -
Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
Yes he did. I did not donate to a mystical space unicorn. It's valid. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
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.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
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).- 2,488 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Excellent timing. Thank you sir.- 699 replies
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Most of what I was working on for 0.7 made it into the most recent release, 0.6.2.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
@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.- 872 replies
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[quote name='Berlin']Will this work with 1.0.5?[/QUOTE] Try it. I haven't had time to.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
[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- 872 replies