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AlphaAsh

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Everything posted by AlphaAsh

  1. In order to better support custom changes and additions made with KerbinSide's assets, there's an export/import feature in the works for Kerbal Konstructs. The export feature is sort of workng, in that any changes or additions you make can be exported out to a specific folder in Kerbal Konstructs. The import feature will take anything in the export folder, compare it with any currently loaded instances and then merge the exported instances in. The comparison will be keyed to RadialPosition and the imported instances will take priority (in case you've just rotated something, for example). The export/import should thus make it a lot simpler to make custom bases and the like and distribute them, without worrying about what existing instances someone already has. - - - Updated - - - Sorry chap, that won't be KerbinSide.
  2. Ack no, sorry. Just after a massive push to actually get something out the door, my code tends to be a royal mess. I'll get the latest build on Git anyway. - - - Updated - - - Nice idea. I'll add it to the 'want this feature' list. - - - Updated - - - Sorry chap, that one I probably won't do. I like what RoverDude has planned for KSP 1.1. It's way more in line with what I want to do with the new features and it's that that will get integrated.
  3. v0.9.2 now available from KerbalStuff. Changelog & Notes Lots of progress made on adding and improving new features. Support for 'working' tracking stations. Inflight Base Boss has a new feature, the Downlink. This allows communication between vessels and tracking stations. There's no real gameplay affect or impact from these features yet but there will be in future versions. Lots of plans to expand these features. To make the most of the new features you'll need some static content that supports them. Try Kerbin-Side Ground-Control, which includes this version of KK. There'll be documentation to help make the most of the new features in this thread soon. More work on the codebase for proper OO implementation. More work on the persistence systems necessary for more planned features. A few bug-fixes.
  4. It's very early days to be thinking about that. I've a lot of features planned and that includes utilising the relevant features coming in v1.1 which are more in line with what I want to do than RT.
  5. Now available from KerbalStuff. Ground-Control is a supplement for KerbinSide, but it can also stand-alone. It makes use of the latest features of Kerbal Konstructs to update some of the facilities provided by KerbinSide, so that they can function as tracking stations, and as receivers for communications from vessels in the Kerbol system, using a Downlink. Installation: If you have KerbinSide installed, just install what's in the zip over-the-top - that is, merge and replace existing KerbinSide content with this content. Also update Kerbal Konstructs with the version included in Ground-Control. If you don't have KerbinSide installed, you can still enjoy this mod without it. Just put everything in the GameData folder in the zip in the GameData folder of your KSP folder, as-it-is. Ground-Control requires the latest version of Kerbal Konstructs and it's included. It's in GameData/medsouz and that's where it should go in your KSP install. User Manual: Coming soon. Plans: Power requirements and draw for a downlink. Extended relay networks. Linking of multiple comms devices to improve a connection. More interactive communications. Chatterer support(?) to improve audio feature. 'Clean' option to make static less annoying. 'Boost' option to improve a signal with more power. Difficulty settings for making occlusion softer or harder. Additional gameplay impact and affect. More reasons to use stations and downlinks. Station XP, upgrades and staff management. Integration with science transmission functions. Integration of the new features coming in KSP v1.1.
  6. Aye, that's one of the more annoying things about the PQS functions of KSP and I suspect it's actually a combination of floating point issues and the curvature of the planet's surface. Since all objects are initially orientated to the planet's surface, those irregularities creep in between objects and it's more noticeable with larger ones. For example, place two long objects side by side and you'll notice there's a discrepancy at the ends of the objects. It's the curve of the planet causing it. If you look at the KSC you'll see how they 'merge' objects slightly in to each other to reduce the issue. It's a technique I also use a lot - I curve off edges and/or have slight ramps and verges so that there's less reliance on precise edge matching. EDIT One solution to the problem I've used is to actually put all the objects together in Unity to create one object. This is a technique that was also used in the KerbCity project. Unfortunately this then makes it very difficult to compensate for terrain that is rarely flat in any given area.
  7. Delete the entire KerbinSide directory. Install the KerbinSide directory from Air-Race. Done. I'd guess a clipping issue with the parts on the craft. There's no such collider on any of the statics. - - - Updated - - - Not anymore. Air-Race now includes dedicated launch points so it can stand-alone without KerbinSide All in 1.
  8. A good question in a polite PM that I wanted to address in the thread. Why does content get cut sometimes? Something you have to learn being a prolific and very productive artist in the games industry is that not everything you produce is "good". Sometimes you need to be honest with yourself and admit when something is not your best work and actually kind of bleargh or even probably utter crap. It's even truer when you're doing something for bucks. Good games designers and producers won't hesitate to tell you something is garbage and you won't always be able to revise a piece of work. Sometimes you just have to scrap it and start again. I've made the hard-choice to scrap a number of assets a few times for this project for a few reasons: They were poorly optimised. They were bloody ugly. If I still had the source, I got fed up trying to revise it and gave up. Or I lost some source to one of half a dozen hard-disk failures I've had since I started this project. If there's something you particularly miss the good news is you can probably find it in an older version of KerbinSide and I think you can get them from KerbalStuff. You'll have to make the effort to identify the right files but if you do get stuck just let me know and if I can find some time, I can probably help.
  9. WIP on the Downlink feature for Kerbal Konstructs. In this example the Munbase is connected to a station in Kerbin orbit. The signal strength drops enough to lose the video connection, requiring cutting of other channels in order to keep the videolink up. Do I get a redundancy prize for losing video in a video of losing video in a video game?
  10. You have. Everything in the GameData folder of the zip archive goes in the GameData folder of your KSP install, just as it is. Then grab the latest version of Kerbal Konstructs and copy that over the top of the existing one. CKAN is notorious for installing KerbinSide and Kerbal Konstructs incorrectly and sounds like that's still the case.
  11. Ah, sorry. I was working on it well before you asked anyway and I'm not good at secrets. - - - Updated - - - You already can
  12. I was testing the point lights on top of the pylons to see if they provided any real illumination. Alas no. Lighting in Unity is a pain in the beepside. I need to rethink the beacons you wanted. They may end up as a separate track-side object.
  13. v1.6 of Kerbin-Side Air-Race available from KerbalStuff. Changelog: Made some improvements to the track at Dundard's Edge. Added several large bridges allowing easy crossing of the river canyon by ground vehicles as well as providing additional race hazards in the river canyon. Lots of ways to fly under the bridges. Also added some ruined bridges that can be used as ramps by repulsor/anti-grav craft to get out of and across the river canyon. Included the latest Kerbal Konstructs (v0.9.1).
  14. I present the Repulsive Leopard 2000. Two turbo-jets make this an insanely difficult thing to fly. And when I say fly, I mean there are a couple of places where I actually struggled to get it back on the ground. 2 mins 40.44 secs. So Judge LitaAlto, legit, because I genuinely tried to keep it on the ground and did hit the ground between every gate, or disqualified because of the excessive air-time at Gate 10?
  15. Models + textures = RAM footprint. Number of unique models on screen + number of unique textures (ie not per model) on screen = Draw-calls. (This is a simplification.) Draw-calls is what determines a GPU's performance. The more draw-calls, the lower performance. The better the GPU, the more draw-calls it can handle. The reason there's 170 mbs of models is because this is how you get detailed bases in the game. 1 texture cubes look dumb. I've discussed this numerous times in this thread so try searching the thread.
  16. Aye, the Linux pathing is screwed up in the most current release. Roll-back to a previous version for now. A fix is in the works. You should be able to get older versions of the mod from KerbalStuff. EDIT - I'll do a quick test-round on the current dev version and push to get it out. - - - Updated - - - v0.9.1_HOT_EX available from KerbalStuff. Changelog: This is a hotfix to address issues with the file-pathing of the configuration file on Linux. It is also an experimental release because it's built from the current development version. That means there are new features that can be previewed but they aren't necessarily finished. If you aren't on Linux and don't want to preview/test unfinished features, skip this and stick with the previous version. If you are on Linux, let me know if the pathing issue is not resolved please.
  17. I present the Insane Phantom XL, my (first) entry for the Wheesley class. 4m 31.62 secs. So yeah, need to work on that Wheesley class, race 2 with the Fluteybird. Just two repulsors at near max settings, rapidly draining power reserves and lots of fuel taken out of the tank. 4m 4.66 secs. Much better.
  18. Okay that plane is just sooooo cute. You should call it the Bealey.
  19. KK simply switches in a new launch position to replace the default one for the VAB or SPH. It's still KSP that does all of this, exactly as it does with KSC's Runway and LaunchPad. EDIT - It is, frankly, a hack. When Squad updates the API it's fairly clear they did not expect there to be other launchsites. - - - Updated - - - Yup. And if you define the correct transform on it in Unity, you can launch off of it.
  20. No and there won't be. Statics are made exactly the same way as parts and there's an entire sub-forum dedicated to modelling and texturing. If you know how to make parts, you can make statics.
  21. Yup you set it in the static's config. It's for display purposes in the Base Manager. Purely a guide for the player to guesstimate whether their monstrosity will actually fit on the runway/launchpad/helipad. The howto should be linked in the Useful Tutorials section of the OP.
  22. When I worked on the MechWarrior 4 games and NWN2 I spent a heck of a lot of productive time on the related IRC channels. Then NWN2's channel turned into a cesspit, the game devs refused to drop by anymore and I swore off ever using an IRC channel with modding again. A couple of KSP modders recommended the IRC channel to me a few months back and I politely declined. Sounds like it was a good call then
  23. Thanks for the feedback. I won't address everything you've posted. There are limitations but they're imposed by KSP, not Kerbal Konstructs. Launching from any body other than Kerbin can be problematic. You can put bases on other bodies but I don't support the issues that can arise from it. Search the rest of this thread if you want to know more specifics. When a new static is spawned its colliders are 100% reliably off. I can't reproduce this not being the case. It's only when you switch away from a static or explicitly switch on its colliders that it will then... conflict... with any craft sharing space with it. The reason why making bases isn't implemented in the same fashion as building craft is because 1- The world is your editor and doesn't have the constraints and feature-support of the VAB and SPH and 2 - Yes it would be difficult to add something like that. I'm not being paid to develop that level of functionality. Get Squad to hire me and then I'll do it ;P That's something I do want to do. Just proving a little more complex than I thought it would be. You didn't miss that. Statics that are launch capable can have a width and length configured. It's not automatically determined. Dynamic/procedural statics is another one where I'm not going to do it unless I get paid to. Sorry. Nope, constructive feedback is always welcome. Thanks.
  24. Thought I'd fixed that. I'll look at it again.
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