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KSP2 Release Notes
Everything posted by AlphaAsh
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I sure as heck hope they're involved in the porting to a considerable degree, even if it does impact the development of the PC version. And anyone with any experience of this process knows that a decent port requires a lot of input from the original developers. Otherwise you don't get a decent port.
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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
Kerbal Konstructs is not HyperEdit. The reason it took a long time to move your object in to space is because you didn't increase the increment in the Instance Editor. The reason your collision meshes let things through that then explode is because Kerbal Konstructs was never designed with the support for putting honking great models in orbit of Kerbin. Your colliders on such a huge object are likely giving KSP's physics fits. The longer the edges are on colliders, the more likely floating point errors and such creep in. KSP's physics miscalculates collider boundaries, seeing gaps and massive jags and dents that aren't there. It's one of several reasons why planet terrain is divided up in to quads. It makes colliders on terrain work properly. Yes. Search the thread. Here's a very simple question for you. Let's say you made and maintain Kerbal Konstructs. A player comes along and posts this to your thread. Do you feel able to immediately help figure out what's gone wrong? Or do you feel that you are going to have to repeat yourself asking for more information? Or do you feel like posting a cheeky response and possibly even flipping the middle finger at the player? Or just sighing, shrugging and not even bothering to reply? Chap, sit back, take a looong breath, collect your thoughts and then post. Go see this: http://forum.kerbalspaceprogram.com/threads/105247-1-0-4-Kerbal-Konstructs-v0-9-2-3_EX-This-One-Hurt-My-Brain#Troubleshooting- 872 replies
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We'll be too busy completely re-writing GUi code to have time to worry about 64bit support anyway. It's going to be a slog to just get front-ends working again.
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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
Technical Notes for v0.9.2.3_EX One of the things I continue to struggle with when coding for KSP (no not persistence this time) is the fact that there's more than one co-ordinate system and the sometimes complex math necessary to work with them. I'm a scripter not an engineer and this often results in hours of frustration where expecting something to work a way is not enough for it to work that way. medsouz, bless his cotton socks, seems to have made the same wrong conclusions I initially made when it came to the group caching system in KK. This puts every static assigned to a group in to a group when you fire up the game and hit the main menu, and calculates the center of the group and the maximum visibility range of the group. 10 points for guessing where the problem is with this? It's that calculation for the center. Once you get in ya plane or rocket, that there center ain't right anymore. Anyway, long story short, until I implement a solution I actually want to do (base 'cores'), there's an interim solution in place. The visibility range calculation works. I just get the first object in every group every frame and treat that as the center for determining if the group is active. This has almost the exact same CPU hit that medsouz's check to the broken center had but gets real-time info about the group's position. It seems to be working pretty damn well and the benefits from grouping statics are now there.- 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
v0.9.2.3_EX available from KerbalStuff. Please note there's a typo in the version number on KerbalStuff. It's v0.9.3.3_EX on there. Changelog: A newly spawned launchsite's DefaultLaunchPadTransform is now correctly written to the LaunchPadTransform setting in the instance. Added a display field to the Launchsite Editor to show the launchsite's LaunchPadTransform. More error checking on model and config loading. If you're a modder trying to use KK to put statics in the game and you're having problems, check your KSP.log to see if KK is telling you something. 99% of issues with statics are down to a dodgy .mu, dodgy .cfg or a dodgy _spawn transform on the model (or lack of one). Completely re-wrote the group caching code. It never actually worked. Now it does. This will now reduce impact on the krakensbane as it should have, but may exacerbate the frame skipping issue in the flight scene that many have experienced (it is Unity's crappy garbage handler). I'll keep working on it regardless. Custom statics that should appear in the Space Center scene MUST, for now, be placed in the group KSCUpgrades. This is a necessary requirement for optimising Kerbal Konstruct's handling of active statics between game scenes. Added a DebugMode to the KerbalKonstructs.cfg. Don't switch it to true unless you're helping me track down an issue and I've asked you to. Otherwise, writes to your log will lag the game. Added a DevMode to the KerbalKonstructs.cfg. This makes it easier for me to ship a version with incomplete features. If you do turn it on, please don't expect the features then enabled to actually work properly. They won't. And you void the warranty on your savegames.- 872 replies
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There's a tutorial linked in the OP of the KK thread for both setting up a spawn point in Unity and writing a config for a static. If you're working with legacy statics by someone who has "no idea what they are doing in Unity" (hey Chris, no offence intended chap) then rather than sending vague panicked PMs for help to me, it might be worth checking against those and consulting other members of your team first. @ _Augustus_
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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 add it to the list. However, my focus is on other bugfixing then completing other features I committed myself to. With the current uptake of the mod's editing tools, I'm getting bug reports from all directions for bugs that I've either not noticed or worked around and they take precedence over everything else.- 872 replies
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This. I'm currently working on bugfixing this problem to see if I can eliminate the need to restart KSP. It's worth trying a revert to launch in the flight scene too, if the launchsite doesn't render. One other thing to bare in mind as well is that the default launchpad transform isn't always being written correctly to an instance. This can result in you being launched from the origin of the model, not the actual _spawn transform and if they don't match... erm, yeah, kaboom. I'm working on that bug as well. The work-around is after spawning a launchpad and configuring it through the editor, shut down KSP, open the cfg of your launchsite in a text editor and make sure the LaunchPadTransform setting of the instance matches the DefaultLaunchPadTransform setting of the model.
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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
v0.9.2.2 available from KerbalStuff. Changelog: Downlink improvements. You can now scan for a target vessel or station. The strongest signal found will be connected. Links now have a Boost and Clean toggle. These improve a signal at the cost of more EC. Connections now draw power from the controlled vessel. The amount is based on the device used, active links, active relays, boost and clean functions. Comms Devices, Target, Signal and Power Draw panels can be folded in or out to manage space on the board better.- 872 replies
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Yes, quite. I've never stated that Kerbal Konstructs doesn't support RSS. To clarify, I won't support issues with RSS and I won't be attempting to make KK automatically adjust statics placed in stock. From the KerbinSide FAQ: With KerbinSide's updated licence, there's nothing to stop someone using KerbinSide assets in RSS and then releasing a config pack.
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When you first began KSP what gave you the most difficulty?
AlphaAsh replied to JackBush's topic in KSP1 Discussion
I'm gluten-intolerant, so yeah wheat gives me trouble. I'm also lactose intolerant. Which is problematic since I dropped a saw on my foot and cut off a couple of digits a few years back. I also can't eat dairy. But more seriously, docking. Did it once myself. Now MechJeb does it. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
KK isn't particularly robust when it comes to errors in the cfgs. When you see an issue like you had, be sure to isolate the issue by removing every static and its config except the one you think is the problem. This way you can quickly confirm if it's that one that is the issue. Keep on learning chap. You're welcome.- 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've successfully spawned the launchpad. I did have to exit KSP and ensure that this was in the instance: LaunchPadTransform = rocket_spawn as KK has an intermittent bug where it doesn't write the default launch transform correctly into the instance. I've restarted KSP and have successfully launched a rocket off the launchpad. There have been no exceptions generated in the log. This leads me to believe there's an issue with your KK install, as everything looks good with your static asset and config. Uninstall KK. Reinstall KK making sure it's installed correctly, as explained in the first post of this thread. Check your KSP install is not in a Windows secured path.- 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
Package your mu, textures and cfg in a zip. Host somewhere private online. PM me the link. I'll take a look at that first. EDIT - Also I'm fairly certain there were some minor changes to KSP's API going from 1.0.3 to 1.0.4 and KK is compiled against 1.0.4. It shouldn't matter but it's something to keep in mind.- 872 replies
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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
Yesssss. It's time to drive! -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
From the FAQ in the first post of this thread: Q - The icons in the tracking station and map are just little black squares. A - There's two other mods that can cause this. ActiveTextureManager and TextureReplacer. If you have the former installed, you can find a fix in the first post of this thread. If it's the latter, then sorry, no known fix. Please let the TextureReplacer devs know about 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
Excellent. Once they've got terrain flattening a working feature, that's going to be very very useful.- 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
Latitude and longitude is displayed in the Instance Editor, by the Nav Guidance System and as a reference in the instance definition in a config. IIRC the reference co-ords in the config have the most decimal places. EDIT - 5 decimal places in the configs. Look for RefLatitude and RefLongitude. But it's only defined for bases and any instances I've edited since I added that output feature. It was added specifically to support displaying lat and lon for bases in the Base Manager.- 2,488 replies
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Finally managed a Wheesley run in a dual engined quad-repulsor in 3min 49.82 secs. My latest design is a beaut. Litterally minutes of blood and sweat and decades of engineering experience went in to designing this both innovative and not butt-ugly craft. Designed around a cheap 0.625 KashCorp cockpit that should have really been scrapped, the tiny control compartment is completely surrounded by a 1.25 tank of liquid death. Slapped to the back are two pushy-forward things that glow and slapped to the side are four pushy-down things that also glow. Slung under-side and clipped into the tank of liquid death is an auxiliary 0.625 tank of liquid death supporting an array of excessive power storage and SAS, providing ridiculous control authority and extremely short-lived energy supply for the pushy-down things. So yeah, I used some KAP parts and offset a lot. Here's the run. Check out Gate 5 for my self-nomination for the "Luckiest B*****d Still Alive" award.
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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 not heard from medsouz for months. Eskandare and SPC have also been out of contact for several weeks.- 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
Downlink User's Manual (Basic Edition) [TABLE=width: 790, align: left] [TR] [TD][/TD] [TD] List of comms devices on the vessel. Settings are persistent per device per vessel. Click the device you want to work with. To select a target vessel press this button. A target selector dialog will pop-up. See note A. To select a target station press this button. A target selector dialog will pop-up. Auto-scan for a target. WIP/not yet implemented. The selected target. Speaks for itself. This button allows you to set the target vessel as a relay or to disconnect the current relay. A relay vessel does exactly what it sounds like - it relays the signal to and from the current vessel to the actual target which you can then set separately. Also see note B. The current relay vessel. The videolink screen. The audiolink speaker. Toggle the videolink on and off. Toggle the audiolink on and off. Toggle the datalink on and off. Toggle the textlink on and off. The data and text link output screen. Immediately refresh the output screen by pressing this button, or change the time for auto-refresh with the two controls next to it. Signal strength. The more green bars the better. Signal delay. The less red bars the better. Automatic mode is enabled when a vessel has no crew. Diagnostic mode is enabled for lots of reasons but they're all to do with the comms board and connections not working for one reason or another. Check the datalink output for clarification. It's usually occlusion. Reboots the board and clears all persistence of the currently selected device. Note A Targets must have their comms registered. To register a vessel's comms, just take control of the vessel, switch on the downlink and configure each comms device. Note B Extended relay networks aren't currently possible yet. Only one relay vessel can be set per connection. Tracking stations cannot currently act as a relay. The relay and target can be the same vessel - all this does is create a dedicated connection that has a slightly stronger signal. [/TD] [/TR] [/TABLE]- 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
'WORKING' TRACKING STATIONS [TABLE=width: 790, align: left] [TR] [TD][/TD] [TD] In the Tracking Station or Map View, open the KK Base Boss app. A toolbar appears that allows you to toggle the icons on Kerbin that represent the locations of bases and facilities. Make sure you have tracking stations on. Click on one of the icons on the planet. The Facility Manager displays information about the facility you've selected. [/TD] [/TR] [/TABLE] [TABLE=width: 790, align: left] [TR] [TD][/TD] [TD] In order to use a tracking station, you'll need to pay to open it. You can always close it again in the future for a small refund. Select the type of target you want to track by clicking this button. Keep clicking it to rotate through the target types available. To change the target you want to track, click this button. This dialog appears. Click the button of a target you want to track. Then click this button to select it. Tracking status will be indicated here. You can reset the station by clicking this button. In a future version of KK you'll need to manage the staff of the station and will be able to upgrade it. [/TD] [/TR] [/TABLE]- 872 replies