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Everything posted by AlphaAsh
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
All of these contracts have a tech requirement and/or high rep requirement before they appear.- 5,206 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. Search the thread, it's a regular question. Short answer: Yes. However KSP may have issues with it. I don't officially support issues that arise from having launchsites on planets other than Kerbin.- 872 replies
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An Open Letter to Flying Tiger Entertainment
AlphaAsh replied to BagelRabbit's topic in KSP1 Discussion
I wasn't particularly articulate either chap. My point is that it shouldn't be unfair. Uh huh. I disagree that it's outdated or that it isn't the best viewpoint. And I live in a modern world too. -
An Open Letter to Flying Tiger Entertainment
AlphaAsh replied to BagelRabbit's topic in KSP1 Discussion
"Lots of other games release as 1.0 full of bugs, so it's fine if we do too. Because customers expect and accept that." Obviously not an actual quote. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I don't know about performance, but the hit on your brain is pretty high.- 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
10 quid on the way chap. Thanks for the hosting. -
I did manage to finish a BSc (Honors) in Computer Science many years ago. I feel old thinking about it. Currently finishing up a BEd that I started years ago and have been pursuing on and off. I've been lecturing and teaching on and off, hence wanting the formal qualification, when I'm not consulting in IT or dipping in and out of the gaming industry. And then next up is a Masters in something. I haven't decided exactly what yet but if I can find something in literature or creative arts I'll do that. Big believer in always learning.
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[1.0.5] FASTCORP Roads 2.2a Colliders Hotfix
AlphaAsh replied to fast_de_la_speed's topic in KSP1 Mod Releases
Ola chap. There was some discussion recently in the KK thread regarding the issue of gaps appearing between models. Starts with this post. It's an issue with the PQS functions of KSP and it's a limitation KK can't actually work around, not a bug as such. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
No. See the FAQ in the OP. Probably after KSP 1.1. I want to integrate the new stuff coming in that first. However, getting operational stations in Sandbox is probably a very quick job so I may do that sooner. - - - Updated - - - It probably is doable, according to an earlier poster. I'm not doing it and suggested the poster did. He/she has not responded to that suggestion. (I don't like back-seat modding. If you want something, claim to know how to do it, then bloody do it yourself.) - - - Updated - - - Not at the KSC specifically though. It's not hard to do this yourself with KK's editor though Rehty77. There's some good tutorials linked in the OP of the Kerbal Konstructs thread. Take a look at the second post of that thread to get some guidance on using the editing tools. It's a little out-dated but should still apply.- 2,488 replies
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Slight drift happens with stock wheels/undercarriage too. I've always chalked it down to the rotation of the planet and that KSP's physics doesn't properly model down-force. The planet is literally moving under you. You can see this more prominently at the points of rotation, the North and South pole. Just a theory though.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I do want to extend the Air-Race app and integrate some contracts at some point. Have a proper little racer sub-game going on in KSP. But that's way down the list of things I have planned chap. - - - Updated - - - I've lost a lot of SketchUp and Unity source for the various runways but yes, greater width is something I do want to do with any future runways. Kerbal Konstructs has you covered. In flight, open the KK Base Boss and look for NGS, ATC and Downlink toggles. Toggle the NGS on. Setting a target for the NGS can be done a couple of ways. Click the button marked NGS next to a base in the Bsse Boss, or switch to Map Mode and click on a base icon.- 2,488 replies
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medsouz kept rolling some code from KerbTown into Kerbal Konstructs that supports a couple of modules for triggers. I can't recall the specifics but I've kept to that tradition with that code. I did rip out KerbTown's old Easter Eggs though. I'll check the code and see if it is actually still useable or whether it's been impacted. Get back to you when I know more.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
The transition will indeed be the tricky part. It's not difficult to determine when to display or not display the massive static but it is going to be tricky to make its disappearance smooth. The only code in place so far is a min visibility range for the static, as well as the usual max visibility. - - - Updated - - - On it. Thanks for the heads-up.- 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
So after a massive splurge of Kerbal Konstructs development and associated releases, I finally had some time for a proof of concept for a new way to have city lights on Kerbin visible from space. I'd say concept is proved.- 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 (All Of It in 1) v1.0.4 now available from KerbalStuff. Changelog: Please completely uninstall/delete any previous version of KerbinSide before updating to this version. Re-organised the mod to take advantage of the new import features of Kerbal Konstructs. The mod is now organised in to a set of core assets and a set of custom instance configs that reference those assets. This makes it a lot simpler to remove bases that you don't want. Included the latest version of Kerbal Konstructs (v0.9.3.5). KerbinSide Ground Control IS included. Do NOT re-install the current version (v0.1). KerbinSide Air-Race is NOT included. Be sure to re-install it after you've installed this version of KerbinSide. It goes on top of the new version of KerbinSide as usual. Overwrite existing files when prompted. Eskandare's Oceania is NOT included. He's busy optimising and updating it.- 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
Nope. There is a new All in 1 coming soon, which is the Core plus the bases.- 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
v0.9.3.5 now available from KerbalStuff. Changelog: The custom instance importer now does its thang at the right time - just before the Main Menu appears on loading the game. The custom instance importer now checks for duplicate instances. If a custom instance being imported is the same model, at the same position, with the same rotation, with the same offset, it will be skipped and not imported. If you make and export custom bases for distribution, this should eliminate the issue of duplicate instances on loading when you haven't removed your own exported configs from GameData. Look for the following message in KSP.log to see the importer in action: "KK: Attempted to import identical custom instance to same RadialPosition as existing instance. Skipped. Check for duplicate custom statics you have installed. Did you export the custom instances to make a pack? If not, ask the mod-makers if they are duplicating the same stuff as each other."- 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 Just the assets, none of the bases. KerbinSide Core is for use as follows: You don't want the bases included in KerbinSide. You do want the static assets to make your own bases for your own personal use. You make and distribute bases using the assets in KerbinSide. You point to this as a requirement for your base pack/mod. You've been pointed to KerbinSide Core as a requirement for a base pack/mod you want to use. KerbinSide Core is NOT for use as follows: You make and distribute bases using the assets of KerbinSide. You include KerbinSide Core in your own pack/mod. You remove some of the assets in KerbinSide Core and distribute that. Please don't do this. You're violating the licence and potentially putting more than one version of the KerbinSide assets out in the wild, making my life difficult and confusing players. If this happens, I'll restrict licences and if you make and distribute bases, you won't be able to any more. If you would like a modified or pared down version of KerbinSide Core available for your base pack/mod then contact me by PMing me or posting in this thread. I'll then consider releasing a version of the Core just for you. KerbinSide Core requires Kerbal Konstructs. It's not included. You will need to go and get the latest version.- 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
I'm going to be releasing a version of KerbinSide soon with just the static models and no instances in the configs. This should make it easier for you to do this p.k. using the latest export features in Kerbal Konstructs. Hold off until I get the KerbinSide Core out, then I'd be very happy for you to go ahead and release your Lite version. If you want your players to be able to pare down the actual models installed, PM me an index of the statics you use and in this particular case, I should be able to do something to cater for that.- 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
How to Export Custom Base Packs So you've made an awesome base with Kerbal Konstructs, using, let's go with KerbinSide statics as an example for this tutorial. How can you create a pack with your base that you can make available for others to download? Without having to include the original static assets or configs? First, you need to make sure it's actually okay to distribute a "modification" to another mod. So, check that before you put in a bunch of work before you discover that actually, no, that mod's statics you're using, they don't want you releasing any kind of mod that uses their mod. Once you're sure you aren't just wasting your time, fire up KSP, go control a kerbal or craft near the base you want to export and open up the KK editor. You're going to want All Instances open to be able to use the export features. If you're just going to export one group, then apply a filter for that group. You did put all the components of the base in a group, right? No? Go do that then come back here. Apply the filter. Don't just filter for part of a group name. Filter for a whole group name. The Export Group function needs a complete and valid Group name in the filter. Give your pack a name. If you're just exporting a group, click this. If you're exporting all your custom instances in one go, without concern for what groups they are in, click this. Your exported configs will end up in medsouz/KerbalKonstructs/ExportedInstances. You should see a directory with the same name as your pack. Stick that in a zip. Add a licence. Release it. It really is that straightforward. Your players can put it anywhere in GameData that you tell them to. Kerbal Konstructs will auto-magically add your custom instances to the standard instances of the static content pack you're using. Of course you'll need to tell them to install the static content that your custom instances need. Okay, it is simple buuuuuut there is one caveat (for now). Which you don't need to worry about with the latest version of KK. I Now Have Duplicate Instances On Top of Each Other!!! If you made a base and exported it then yes, this is going to happen next time you run KSP. Unless you have v0.9.3.5 or better, which now handles this. It's happening because you've got the original instances and the now exported instances both in GameData. Kerbal Konstructs is loading both sets of configs. You have a few choices here: - Manually delete all the original instances in KSP or out of the original configs in a text editor. - Remove your new pack from GameData. Not delete. Remove. - Do one of the above and wait until I add the next feature to KK that will manage this for you too.- 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
v0.9.3.4 available from KerbalStuff. I bumped the version number to avoid confusion resulting from the typo of the previous version. Changelog: Any static instance that you change or add with the editor will have an additional instance property, CustomInstance = true. You can export all these custom instances with an assigned pack name. You can export a group of custom instances in the same group, with an assigned pack name and the group name. An exported config will have an additional model property, pointername. This points to the actual model config that the instances will be created for. The exported config will have a name property unique from the required config name, so KSP will load both configs reliably. Kerbal Konstructs will automatically import custom instances, regardless of where they are in GameData. The config must have a file suffix of .cfg. Because of this simple method, no manual import is needed. Custom instances will not be merged with standard instances. When you don't want the custom instances anymore, you just delete the relevant mod out of GameData as normal. For an example of how these features can be used to produce packs that you can distribute separately from the static content they need, please see this thread right here where a tutorial will be posted shortly. This one is for base makers who want to distribute their custom bases made with statics from other mods. Obviously, you should make sure you have permission to do so and follow any requirements that mod may have, such as using their licence or linking to their mod or being first point for support of your mod.- 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 chap, did you read all of my post? I don't have enough information to help you.- 872 replies