Jump to content

AlphaAsh

Members
  • Posts

    1,840
  • Joined

  • Last visited

Everything posted by AlphaAsh

  1. Known bug. It's harmless though. Still working on a fix.
  2. v1.0.3 of KerbinSide (All of It in 1) now available from KerbalStuff. Changelog: - Added new runway model. - Added a new base, South Hope, using the new model. - Included latest Kerbal Konstructs, v0.8.1. - This comes with new launch refund and recovery mechanics. - All KerbinSide bases have been updated to utilise the new mechanics. - Updated licence, allowing for re-distribution of edited config files. This means you can now release base packs using KerbinSide assets.
  3. Regarding your poll, I tend to have refining on both the surface and in orbit. I use the one on the surface to produce the fuel to re-fuel the vessel that then takes ore up to the orbital facility. The one on the surface is usually a smaller set-up than the one in orbit.
  4. How to Configure a Launchsite With LaunchRefund and Recovery Ratings Example config: STATIC { name = kkrunway2 mesh = kkrunway2.mu module = Part category = Runways author = AlphaAsh static = true cost = 60000 title = Runway manufacturer = KashCorp description = Planes crash on it. DefaultLaunchPadTransform = kkrunway2_spawn DefaultLaunchSiteWidth = 45.0 DefaultLaunchSiteLength = 1700.0 Instances { CelestialBody = Kerbin RadialPosition = -97641.95,-62825.11,589689 Orientation = 0,1,0 RadiusOffset = 1239 RotationAngle = 268 RefLatitude = -6.00022612550579 RefLongitude = 99.4018532257957 VisibilityRange = 25000 Group = RoundRange LaunchSiteName = Round Range Runway LaunchPadTransform = kkrunway2_spawn LaunchSiteDescription = No description available LaunchSiteType = SPH LaunchSiteLogo = roundrangerunway Category = Runway OpenCost = 25000 CloseValue = 5000 OpenCloseState = Open CustomInstance = False [B] LaunchRefund = 10 RecoveryFactor = 80 RecoveryRange = 100000[/B] } } See the three bolded parameters in the Instance. That's all there is to it. LaunchRefund and RecoveryFactor are percentages. RecoveryRange is in meters. You can set them in the Launchsite Editor in the game instead.
  5. Ok, that's fair. If I ever do this chap, PM me and tell me to pack it in. Just for the record, I use Win64 KSP and reproduce bugs in 32bit before reporting them and don't expect to be judged. You're one of the honest ones.
  6. Can't tell much from the log and I couldn't confirm if you're using Win KSP x64. Can you post ksp.log instead?
  7. Not necessarily. If the base is a lot closer to you than KSC, you can still make more back from recovery. You can't always make a landing at KSC. Further it's a default - bases can be configured to have a greater recovery factor. And finally recovery factor is still 100% if in the effective range of a base.
  8. Can do. I assumed it was pretty obvious. Sorry. - - - Updated - - - Linked in OP. Thank you sir.
  9. There has been a licence update, which you can find in the OP. This will allow distribution of your own base packs using the assets of KerbinSide. If you have any queries concerning this, post in this thread or feel free to PM me. Official plug-in support for exporting and importing of custom bases is still in the works.
  10. Discuss. Please note that the following is open to change. Bases can/will have three new characteristics: Launch Refund A percentage of the value of the vessel launched at the base refunded immediately upon launching a vessel from that base. Default is 0%. Base creators can change this. Potential exploitation of gaining funds through immediate recovery will be handled. Reverting to launch or to VAB/SPH is also handled. Future feature will allow players to upgrade bases to increase Launch Refund. Recovery Factor This is the percentage of recovery value actually recovered if the base carries out the recovery and the recovery takes place beyond the effective range of the base. Default is 50%. Base creators can change this. Players will not be able to choose whether a base carries out recovery or not. The nearest base will always carry out a recovery. If a base has a Recovery Factor of 0 it will be ignored when determining the closest base for recovery. KSC has a Recovery Factor of 100%. Future feature will allow players to upgrade bases to increase Recovery Factor. Effective Recovery Range Default is 100 km. Base creators can change this. Between 10km and this range recovery will be 100% of the recovery value (modified by range as per standard KSP rules). Below 10 km, it's 100% minus any launch refund rate the base has, regardless of whether the vessel launched from there or not. This is to disuade immediate recovery exploitation. Roleplay excuse: You practically landed on top of us. That actually costs more to recover you than if you hadn't. Beyond effective recovery range, recovery factor is then applied to the recovery value (modified by range as per standard KSP rules). KSC has an unlimited effective range. Note that recovery is always handled by the nearest open base however, and that standard KSP rules will still apply to the recovery rate per range. Future feature will allow players to upgrade bases to increase effective recovery range. Does this mean you'd rather not open bases near KSC for risk that they recover a vessel rather than KSC? You will get to decide that.
  11. If a contract requires a tech, it shouldn't matter if you already had the tech unlocked when you installed the pack. As far as I know.
  12. You probably haven't enough rep for those contracts to start showing up. And asking the obvious, you have the RemoteTech and SCANSat mods installed too, right?
  13. None. I've looked at what's involved, had a play and decided "nope, too much work."
  14. v2.2.1 of Kerbin's Age of Pioneers available from KerbalStuff. Changelog: - Fixed the World-ender's thrust, fuel consumption and emission FX. - Removed fairing module. The World-ender isn't supposed to have one anyway. - Removed redundant experiments from some parts. - Reviewed available experiments on other parts. - Kanine Pod has a kanine observation experiment. - 2.50 Inline Probe has a mass data analysis experiment. - Satellite dishes have a satallite diagnostic experiment. - Updated science defs.
  15. Wipe your hard-drive. Join the space program. Get on the International Space Station. Hope the crew aren't playing KSP.
  16. v0.6.1 of Rovers & Roadsters available from KerbalStuff. Changelog: - Fixed the trailer ramp. - Included latest version of Module Manager. Please let me know if I didn't fix the trailer ramp.
  17. I've started getting in to the habit of blocking anyone I don't want to have to provide support to. It has the side-benefit of I don't have to read their dribble either.
  18. Sigged for prosterity. Thank you sir.
  19. I've been working on a 'launch refund' feature for KK that is effectively this. Nearly ready for testing.
  20. You're sort of right. Unfortunately the snappoint system is very limited with origin to origin only at the moment and I'm taking a break from trying to improve it whilst I repair the damage to my study caused by my last rage-quit and get therapy and anger-management classes. Yeah, it's been like that.
  21. 3 - They look a little daft without a road or similar connection at each end. But then any statics do and this isn't really a problem I'm likely to ever fix I like bridges a lot and they've been on the 'to do' list for a long time. I'll probably bump them up that list though. - - - Updated - - - That is an odd one. Let me just check the file inventory and I'll get back to you. EDIT - Hmm. That file is in the latest KerbinSide release (1.0.2) so I think you may have b0rked your install. Fish the file out of the zip, put it where it should be and then see if you can reproduce the error.
  22. Seems reasonable. I think there's a few bases that are 'near-equatorial' already and the common request is for more global coverage and less equatorial but that's a goal that can ever really be achieved to everyones satisfaction, unless I start using a repetitive template which I'd get very bored with. - - - Updated - - - Good idea. A light array with a gap down the middle. I'll probably do something like this.
  23. Thank you. I don't bother managing the CKAN setup myself because one of the requirements I have for such a service is that I shouldn't have to. I still appreciate it's value and you though. Here's hoping improvements to CKAN in the future means you don't have to do anything either.
  24. I'd like multiple launch-sites and airbases I could launch rockets from and land planes at, scattered all over the globe. With integration into career mode where I have to pay to unlock bases. Perhaps even be able to refuel a craft at a base to re-use multiple times. And bases that provide recovery when they are closer than KSC.
×
×
  • Create New...