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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
A lot of KerbinSide content hasn't been updated to make use of the new facility features in KK yet. I'm working my way through it still. - - - Updated - - - You can do it from the Inflight Base Boss when you're close enough to a base. Doing it this way is also 50% cheaper than doing it through the Base Manager.- 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
EVA the crew. You can't hangar a craft with crew in it.- 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'll take a look sure. For now, shut down KSP and delete the instance out of the config by hand.- 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
The involvement of kerbals in attendance (and I mean actual kerbonauts) is at the top of my requirements.- 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
No need for a spec/project plan. That's something I always do, a habit of my profession. I always stick to the KISS principle for game-mechanics design. I like a certain amount of 'real' in my KSP but I also prefer a certain amount of abstraction in any game. The core mechanic of any base 'foundation' and 'expansion' will be: Mine for Ore. Refine/convert ore to Processed Ore. Use Processed Ore to construct stuff.- 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
Regarding recent installation issues being reported. This is what you should see in GameData of your KSP install, regardless of what KerbinSide content is installed. One KerbinSide directory, one KerbalKonstructs directory. If you have a medsouz directory in here, delete it and its contents. Depending on what KerbinSide content you have installed, this is what it should look like in the KerbinSide directory. All KerbinSide releases use the same file structure, so that they can install on top of each other. The same files can appear in more than one release - this is what makes it possible for a release to stand-alone. CoreAssets The models, their config files and textures will be in here. Flags The conventional pimpage of my KSP related IP and brands goes in here. MainBases The configuration files for the various bases and their components goes in here. Sometimes an individual release won't use the MainBases directory. AirRace and GroundControl are two examples. This is so that if particularly specialised content is no longer wanted, it is easily removed.- 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
No, just incomplete testing on my part. Industrial/manufacturing facilities aren't finished yet. I was fairly certain I'd tied that stub of code off. - - - Updated - - - You still have two versions of KK in GameData somewhere. The latest version of Kerbal Konstructs installs to GameData/KerbalKonstructs. GameData/medsouz/KerbalKonstructs needs to be removed. If you mean you removed KerbinSide, then installed KSC2, then yes, you won't have Kampus. KerbinSide is being split up in to a number of supplements. They all install on top of each other. If you just want everything, you install Complete. If a supplement is released after the latest update of Complete, you can install that on top of that. You only need to uninstall KerbinSide when you're updating Complete. This is the release model that has been most requested.- 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
Now available from KerbalStuff. KSC2 is a supplement for KerbinSide, but it can also stand-alone. The original Kerbal Space Center, sometimes called 'The Old KSC' is updated into a large spaceplane base with two runways. The old launchpad is available for rocket-launches again as well. KSC2 requires Kerbal Konstructs. The latest version is included. And yes, I finally did add a drawbridge. No it doesn't actually work.- 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
That makes sense. I've never actually included anything in KK specifically to support planetary or kerbol system rescales or changes. If it works, then great- 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
I've checked the downloads. They're fine. 1 - Delete your KerbinSide folder and contents. 2 - Delete your Kerbal Konstructs folder and contents. 3 - Install what's in GameData of either download in to GameData of your KSP install. 4 - Do the same with the second download, over-writing any files when requested. Finally, check the version of Kerbal Konstructs and update that if necessary. The version of KK shipped with KerbinSide supplements tends to become out-of-date fairly quickly. Kerbal Konstructs goes directly in to GameData now. There's no medsouz directory.- 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
Dedicated to pandoras kitten, just cos I can. Now available on KerbalStuff. Skyways is a supplement for KerbinSide but it can also stand-alone. Included is a stream-lined set of core assets and bases, providing basic airstrips and helipads scattered across Kerbin, with about a quarter of the RAM foot-print of the complete KerbinSide... What you get: Runways Helipads Control Towers Fuel Tanks Radar Stations Taxiways Hangars And nearly all the airbases and helibases you'd find in the complete KerbinSide, including the multi-launch sites. Kerbal Konstructs is required and the latest version is included.- 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
Had some time to mull this over. KSC2/The Old KSC is going to be getting a stand-alone (re) release in the vein of Kampus. The rest I can put together in a single stand-alone pack, although I want to brand it a little differently from 'lite' or 'essentials'. Something will pop into my head this evening.- 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 some new contracts coming that don't require suborbital or orbital trips. No. And KerbinSide has a large memory foot-print. It makes no difference to how KSP consumes RAM. It's the same as any mod.- 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
Yeah I've been scratching my head about how to fix that. Certainly. Two thinks to keep in mind. 1 - I plan to expand Kampus further but it won't be for a few weeks. 2 - TOBG is planning to do an alternative set-up at KSC that will be compatible with KSC++. Keep an eye on that. I'm looking forward to seeing what he does. - - - Updated - - - I'll review my position on RemoteTech once I've got the v1.1 features integrated with Ground Control. No promises. Thank you for being an ambassador for this chap.- 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
The colours on the graph match those of the key of versions beneath it. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Working on that for the next update of Kampus. The new lights weren't quite ready for this one.- 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
Response to a PM better addressed in the thread. Base 'founding' has been something I've wanted to do for a while but I was never able to find a decent technical solution. Thanks to the work on the custom instance importer, I now have something to adapt to a solution to being able to save and load static instance data per save game. Of course the actual game-mechanics and interfacing with appropriate static models still needs to be coded up, but at least the main obstacle has finally been cleared.- 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
Half-done. I still need to do some new models for these types of facilities before finishing up some code.- 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
Sorry, I don't know. It's not something I want to do anyway. New feature, so no. When/if magico13 gets to take a look, maybe we'll figure something out. I don't know. Probably but it's not something I want to pursue.- 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
Now available from KerbalStuff. KerbinSide Kampus is a supplement for KerbinSide but it can also stand-alone. Operational hangars, apartments and a business park are added to your KSC. You can utilise these new facilities in a career game through the Inflight Base Boss. Requires the latest Kerbal Konstructs, which is included. Plans: More facilities. More roads. An extended, working campus and village at KSC.- 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
Eskandare's not had time to update it to DDS textures, is all. It should still work in KSP 1.0.4 under the latest version of Kerbal Konstructs but I haven't tested it in a while. Since it's not optimised, it's a memory footprint hog, hence it's temporarily dropped from KerbinSide All in 1.- 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
Ola chap. I've got a couple more tutorials I'm putting together that'll cover the new stuff. DefaultLaunchSiteLength and DefaultLaunchSiteWidth are the model's defaults that'll be displayed in the Base Manager for a launchsite. They're a guide for players to determine whether their monstrosity will fit on the launchsite. An instance of the launchsite can have these over-ridden with the settings LaunchSiteLength and LaunchSiteWidth. For example, say you have a runway model that in one case, you cover up part of it for some reason. Then that instance's length and width is effectively less than the default. You'd put this in the instance to over-ride the default normally displayed in the Base Manager. LaunchSiteLength = X LaunchSiteWidth = X X being the alternative dimension (in meters). These are float values, so don't suffix with an m. It's implied. pointername is used by the custom instance importer. It points to the 'name' of a core config that the instances are for. So for example, if a cfg has a setting of pointername = thismodel the instances in the cfg will actually be created for the model cfg with the setting name = thismodel.- 872 replies
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I'll throw some MM files together.
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1 - Good idea. 2 - Not sure what you mean. 3 - Good idea.