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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
lol Brilliant. The way KSP's physics handles a static's animation with colliders versus craft is indeed comedy gold. EDIT - In the second shot the kerbal on the left has either wandered away with embarrasment or is taking a sneaky pee over the verge. Because no-one does that.- 2,488 replies
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They don't have to wait. There's dozens of Space Invaders rip-offs already This just happens to be the one that we made.
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@Moderators: I'm not too clear on forum policy regarding this kind of post in this sub-forum so just buzz me if there's a problem. The wife and I have finally released our first independently developed game. It's a modern update of the original arcade classic and playable on just about any android device. Except a phone. The screen's too small. It's really good on the TV and a decent-sized tablet. My other-half is busy prepping a Windows Store release but it's already available from Google Play and Amazon. And yes, it's as cheap as chips. Drop by dialienscum.com to find how to get it. Hope you enjoy the game and feel free to PM me if you hit any issues and we'll get them sorted for you asap.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I am speechless. That mobile church is just genius. Bravo pk.- 2,488 replies
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I liked this idea.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Kerbin-SideJobs v1.5 now available from KerbalStuff. Changelog: Added some contracts that do not require a visit to space. These are offered by a new agency, KSP Kommercial. Tweaked some parameter titles to make them shorter. Re-organised contract groups. Please note all contracts have tech requirements and most have rep requirements. If contracts aren't showing up, you haven't met the requirements and/or RNG hates you. This contract pack is best served with KerbinSide Complete. Visiting bases that don't exist is daft.- 2,488 replies
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Then I have no idea. That first video shows exactly the symptom of z-fighting. And yep, I meant shadow cascade. Sorry chap, that's all I got
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That is definitely z-fighting. If there's only one model there, then the model itself has one or more dodgy faces. It's the same issue I just fixed on KerbinSide's shipping crates. There's a textured face on top of or almost directly on top of another textured face. If it isn't that, the only other thing to try is maxing out shadow quality to see if that solves it. I don't think it is the infamous shadow-draw issue though. That's KSP. Happens on stock Kerbin too.
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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
It's a KSP bug I still haven't been able to work-around. After setting up a new launchsite, a restart of KSP should fix the issue.- 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
Thank you both pk and Bob for the video goodness. I'll get these hooked up in a few places asap.- 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
Aye, that was a release error in fact. I'll get that fixed. Thanks for the heads-up. ... Fixed.- 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
KerbinSide Kampus v1.1.1 is now available from KerbalStuff. IMPORTANT: Before installing this update please make sure you delete the following sub-folder and its contents - GameData/KerbinSide/MainBases/KSCUpgrades. You may then install this update on top of your KerbinSide install as usual. If you do not delete the subfolder first then any removal/replacement of old assets in this update won't be applied and your Kampus will have old assets merged in with new. It'll look very silly. Changelog: Improved verges. Improved road textures. Updated a number of the static assets. Made verge texturing consistent. Added road-humps to reduce collider seams/gaps/bumps where some roads connect. Slow down. Or don't. Added a new car park behind one of the office blocks. Added corner signs and walls to a number of bends. Fixed Z tearing on top of shipping containers. Added another security checkpoint. Chompy gates are comedy gold. More streetlights. Changed the road layout slightly to improve access to apartment blocks. Moved the helipad on to the correct roof-top.- 2,488 replies
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Excellent. 10/10 would illuminate launchpad again.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Pretty much this yep. That's on the back-burner for now. PQS system just doesn't do well with accurate point connections the way it does with parts. Notepad++ dump, in no particular order of what I may or may not be doing. - Wider runways - Landing guidance - Landing lights at KSC with a gap down the middle - Contracts without suborbital or orbital requirements - Operational fuel tanks for custom resources - Operational facilities in Sandbox mode - Supplement - Area 110011 - Supplement - Arakebo - Facilities at other bases - More bases - Base founding - Settings for remote control of probes with/without connections to a tracking station/crewed craft - Integration of v1.1 comms into Ground Control - Mining and refining facilities - Facility supply - Facility experience - Facility upgrades - VAB/SPH craft construction facilities - More tracks for Air-Race - Air-Race sub-game with contracts and records and leagues etc.- 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
So do I. Very nice. Release now kthx Some extra documentation is coming after I've finished up an art-pass on Kampus. So soon.- 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
Any object you want to appear in the Space Center scene must be placed in a group called KSCUpgrades.- 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
Kampus is a re-release of the KerbinSide extension to the KSC, with some changes to the layout. There's only a couple of 'new' assets. There's some new ones coming - this approach to releases doesn't just make things easier for players to pick and choose what content they want, it also makes it easier for me to organise where I put my creative energies.- 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
There's an Imgur album in the information tab of the KerbalStuff download.- 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
My current active project is an art-pass on all of the Kampus assets, which does include some improvements to the verged roads.- 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
That's hard-coded at the moment, so no, not yet.- 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
LOL. Would rep again but I have to spread it around. Thank you for the afternoon nose clearing by tea pk.- 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
Operational facilities other than fuel tanks aren't supported in Sandbox mode. At the moment, anyway. Hangars is about the only other one that might be useful in Sandbox mode, so I'll add it to the todo list.- 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 FAQ in the OP has been updated, concerning installation issues and ActiveTextureManager. Any further support requests in this thread, by PM, e-mail or whatever regarding ActiveTextureManager will be completely ignored by myself.- 2,488 replies
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