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AlphaAsh

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Everything posted by AlphaAsh

  1. Really good fun, will have to give this a shot. What did you use to record the vid?
  2. The latest feature for Kerbal Konstructs is proving to be a bigger bit of work than I anticipated. I've had to throw the design spec in the bin a few times due to lack of ambition or over-ambition. What you can see in the screenshot is still very much a proof of concept but is starting to take shape as something actually doable and possibly actually a fun and useful feature. It's also laying the foundations for future 'working facilities' features as well as setting up more functionality for the 'base founding per save-game' feature that I've been so desperately trying to implement these last few months. A big concern that I am currently completely ignoring, at least for now, is stepping on the toes of other mods. I'll worry about that once I've actually got a semi-working feature.
  3. Will do. Always happy to help. E: Nice. Went back to the borked save, took control of that base on Minmus and ten seconds later the contract completed.
  4. I now formally tender my resignation from this proud organisation as it's Tuesday and that's bored and fickle day. Might join you again some time. Probably on a Saturday which is nostalgic day.
  5. Creating a Configuration File for a Static Got a new static model.mu you want to use with KK? It needs a .cfg file in the same directory as that model. Here's a template: STATIC { name = mesh = module = Part category = author = static = true cost = title = manufacturer = description = DefaultLaunchPadTransform = DefaultLaunchSiteLength = DefaultLaunchSiteWidth = } name A unique identifier for KSP's config loader. Un-used by KK though - it indexes static models by mesh name. mesh The model's name. Include .mu on the end. module = Part No idea if it's needed by KSP. Un-used by KK. *shrug* I leave it in anyway. category KK's editor allows filtering of static models by category. Common example: Airfields author Your name here. static = true No idea if it's needed by KSP. Un-used by KK. *shrug* I leave it in anyway. cost I plan for KK to do something with this eventually. Just set it to 0 for now. title Friendly descriptive title of your static. Example: A Nice Runway manufacturer Not really used by KK much. I tend to use it as an identifier for whatever mod this is for. description It's a description. DefaultLaunchPadTransform If your static is going to be able to launch vessels then it needs this to have a value that matches the name of the transform you defined in Unity. It should end with _spawn. If your static isn't going to launch vessels, you don't need to include this. DefaultLaunchSiteLength A number in meters. Don't add an m. Decimals are fine. If your static isn't going to launch vessels, you don't need to include this. DefaultLaunchSiteWidth A number in meters. Don't add an m. Decimals are fine. If your static isn't going to launch vessels, you don't need to include this.
  6. Light-bulb over head. I briefly had that new contract pack for bases installed but removed it. So it's disabling of stock base contracts remained after it was removed. @nightingale - user-error or something that should be catered for by CC?
  7. Setting Up a Static Launchsite's Spawn Point in Unity For this tutorial, I'm going to put a spawn point on the end of this pier. I've got the parent GameObject selected in the hierarchy. I'm going to add a Unity primitive, a cube to it. Using a primitive like this, rather than an empty transform, just makes it easier to see and place. Move and orientate your cube to where you want a vessel to spawn. The Z axis (blue) is the direction the spawned vessel will face, if spawning from the SPH. The Y axis (green) is the top of the vessel, or the way a vessel will point if spawned from the VAB. Rename the cube to something_spawn. Remove all of its components except the transform. And that's your spawn point defined. Build your .mu with parttools and then go write your config for KK.
  8. Those launchsites aren't launchsites if they don't have a 'transform' on the pad defined to allow launching of a vessel. What's the default launchpad transform set to? Check against other launchsite configs as examples to make sure you've defined them correctly. STATIC { name = ksideairstr24 mesh = ksairstripv24.mu module = Part category = Runways author = AlphaAsh static = true cost = 0 title = Runway manufacturer = KashCorp description = Planes crash on it. [B]DefaultLaunchPadTransform = ksairstripv24_spawn[/B] DefaultLaunchSiteLength = 1850.0 DefaultLaunchSiteWidth = 20.0 The model has to have an empty transform on it in Unity (under the parent GameObject) with a name with a suffix of _spawn. That then is defined in the model's config as you see in the example above. Also each launchsite must have a UNIQUE launchsite name. If you've given all the launchsites the same name, when KK compiles a list of launchsites, it will only bother including the first one of any that have the same name. Each launchsite's instance LaunchSiteName must be unique. Also check that LaunchPadTransform of each instance matches DefaultLaunchPadTransform. I've noticed KK sometimes forgets to do it and I haven't tracked that bug down. It's intermittent. STATIC { name = ksideairstr24 mesh = ksairstripv24.mu module = Part category = Runways author = AlphaAsh static = true cost = 0 title = Runway manufacturer = KashCorp description = Planes crash on it. DefaultLaunchPadTransform = ksairstripv24_spawn DefaultLaunchSiteLength = 1850.0 DefaultLaunchSiteWidth = 20.0 Instances { CelestialBody = Kerbin RadialPosition = -287633,419087.3,-319416.6 Orientation = 0,1,0 RadiusOffset = 528.372 RotationAngle = 44.79999 RefLatitude = 44.27453 RefLongitude = 227.9971 VisibilityRange = 25000 Group = Ungrouped [B]LaunchSiteName = Dundard's Edge Runway[/B] LaunchPadTransform = ksairstripv24_spawn LaunchSiteDescription = With the increased popularity of this location for advanced flight operations along the nearby river canyon, it didn't take long for a runway to be built to alleviate the need for VTOL launches from the base's helipad. LaunchSiteLogo = DundardsEdgeRunwayLogo LaunchSiteType = SPH Category = Runway OpenCost = 80000 CloseValue = 10000 OpenCloseState = Open CustomInstance = False LaunchRefund = 0 RecoveryFactor = 60 RecoveryRange = 75000 } Instances { CelestialBody = Kerbin RadialPosition = 262073.3,117237.1,-526232 Orientation = 0,1,0 RadiusOffset = 38.67077 RotationAngle = 299.5522 RefLatitude = 11.27818 RefLongitude = 296.4742 VisibilityRange = 25000 Group = KermanLake [B]LaunchSiteName = Kerman Lake[/B] ... In this example you can see I've more than one instance of the static launchsite. Each instance has a unique LaunchSiteName. Launchsite instances are special in that they are keyed to the LaunchSiteName, rather than the RadialPosition, like other static instances which hold data (such as fuel tanks). I'll throw a tutorial together explaining the setting up of a static model in Unity as a launchsite and then setting it up in game with KK.
  9. I got an infraction because I forgot to post some words along with the image. Which would have destroyed the delivery of the joke. But hey, rules are rules. Anyway, here it is with some words: Some words.
  10. I've a few more in the works that are more straight-forward. The first set I wanted to make sure involved spaaaace in some fashion but since there's a demand for contracts without that element, I'll keep plugging away. Sorry maculator for cluttering up your thread chap.
  11. Whelp, I'll get a ksp.log posted once I've removed near 7 mb worth of this: Unrelated but annoying. E: Here we go: http://www.kashcorp.co.uk/ksp.log Accepted contract for minmus base. Two launches with the base spec met. First was aborted. Second achieved a landing on minmus. Not a single parameter of the base contract got met. @nightingale This jumped out but I don't think it's related in this case. Thought I should highlight it for you though: [EXC 19:22:03.292] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.Parameters.VisitWaypoint.VesselMeetsCondition (.Vessel vessel) ContractConfigurator.Parameters.VesselParameter.CheckVesselMeetsCondition (.Vessel vessel) ContractConfigurator.Parameters.VesselParameterGroup.UpdateState (.Vessel vessel) ContractConfigurator.Parameters.VesselParameter.CheckVessel (.Vessel vessel, Boolean forceStateChange) ContractConfigurator.Parameters.HasResource.OnUpdate () Contracts.ContractParameter.Update () Contracts.ContractParameter.Update () Contracts.Contract.Update () Contracts.ContractSystem.UpdateContracts () Contracts.ContractSystem+ .MoveNext ()
  12. It's Monday. That's arrogant. Wednesday is obnoxious. Actually, I should check my calendar.
  13. I also like jokes, so that works out well then Oh and I am not arrogant. I'm obnoxious. I find the distinction important. Or not. Depends on what day it is.
  14. Just want to clarify that my going white is not a protest. I actually like repping and getting rep but I also like the colour white.
  15. I've been able to reproduce the issue consistently in the old career game it first occured in so it's probably save corruption, specifically disappearing ConfigNodes as you suggest. I've started a new career game and want to try to reproduce the issue in that before I'm happy to say "not a one off". Which mod is KAC, remind me? Is that the alarm clock? I have used that before but I'm not using it atm. Current mod list: AsteroidDay AtomicAge BoulderCo ContractConfigurator ContractPacks: AnomalySurveyor, FieldResearch, KerbinSideJobs, KerbinSpaceStation, Tourism EngineLight EnvironmentalVisualEnhancements Firespitter KashCorp: Rovers & Roadsters, KAP KAX KerbinSide MechJeb2 medsouz: Kerbal Konstructs PortraitStats SeriousBusiness StageRecovery WaypointManager I'll reproduce the issues in the old save and drop some logs here when I've done that.
  16. Allow me to re-phrase since I was misunderstood. My observations on this matter differ from yours. So 'disagree' wasn't the right word in this case. I am perfectly capable of assessing the value of a post without the poster's rep influencing that assessment. I like to believe that other readers are capable of the same. It doesn't take long frequenting forums like this to quickly learn that high rep can often mean "spams alot" or "actually posts insightfully and constructively."
  17. Full tutorial here; http://forum.kerbalspaceprogram.com/threads/105247-1-0-4-Kerbal-Konstructs-v0-8-2-Lisps-Aren-t-Funny?p=1636042&viewfull=1#post1636042 You can create new bases or edit existing bases. You can't relocate an entire base in one go, if that's what you mean.
  18. Guess which 'working' facilities I'm working on now. And what do you think they should do and how they should work? I've a few ideas but I'd like to hear yours.
  19. Do you have Kerbal Konstructs installed? That and firespitter's water launch system conflict in nasty ways. Either remove KK in order to use the waterlaunch system, or don't use the waterlaunch system if you want to keep KK. I've never been able to fix this problem.
  20. Honestly chap, you're worrying too much about something that really doesn't matter. Step back, step away. There's more important things. I pretty much disagree with most of your concerns and observations.
  21. v0.8.2 available from KerbalStuff. Changelog: Fixed KSC's Recovery Factor. Fixed spamming of message app with useless messages about recovering debris. Probably fixed odd bug with map icons following you to the space center, VAB and SPH when reverting flights or returning to the space center from the map view. It's harmless if it still happens. Let me know if these bug fixes didn't fix the bugs.
  22. I've finally managed to track this down and thought a second reply explaining it may be useful for future reference for myself and for other modders. The "map" is used in KSC's Tracking Station scene but when you go to map view it looks like the game still considers you to be in the Flight Scene. This explains some other KSP bugs, such as a nuclear explosion of water when you splash-down in map view. When you revert a flight in map view, or switch to the space centre, KSP doesn't disable the map. This is a bug. KK's original code for displaying the icons was dependent on whether the map is enabled or not. Since the map isn't disabled when you revert or return to space centre from the map view, the icons continue to appear in the Space Center, VAB and SPH scenes. The map is only disabled when you leave the map view to return to the flight scene or when you leave the tracking station scene and return to the space center scene. Like I said, it is a KSP bug. I think I found a simple work-around for it for the next version of KK.
  23. Had some reports of some issues with recovery factor of KSC and spamming of the message app with useless reports about debris recovery. I've reproduced both issues and should have a fix out today hopefully.
  24. http://forum.kerbalspaceprogram.com/threads/105247-1-0-4-Kerbal-Konstructs-v0-8-1-Welease-Woderick?p=1671998&viewfull=1#post1671998 - - - Updated - - - Thank you. Would rep but I gotta spread it around apparently.
  25. Just a very generic report of some issues nightingale. I'm working to narrow down the issue and my suspicion is the new Asteroid contract might be responsible somehow. - Random waypoint generation is now resulting in kerbals being spawned beyond configured ranges. - Stock base contracts no longer work at all. Might also be corruption in the save file but I'm still thinking Arsonide gone b0rked up the Asteroid mission dll. Get back to you when I know more.
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