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KSP2 Release Notes
Everything posted by AlphaAsh
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Considering how well KSP has done (and it really has), we can only hope it proves that there is a huge customer base hungry for more games like it. We'll probably get some cheap, crappy clones soon. Watered down to reach a so-called 'broader audience', which will flop. That or a PS4 port of KSP. Oh wait...
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I don't know. What was the point of what? I only work here. You're welcome? I need another letter Bob. If I got any more random this post would degenerate into elephants. Large elephants.- 2,488 replies
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Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas
Definitely stock tech tree only. Regarding modded part placement on that, as per the mod author's assignments in release. Tiers: Start at the top of the tree screen and run down vertically. That's a tier. Tier 1 is Start. - - - Updated - - - Rather not sorry. Half the challenge is dumping kerbals in the water. Might be a good idea to design your rescue craft first and see what its range is like, before splashing the kerbals to rescue. -
Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas
Holy resurging interest batman. Regarding mods, I'll judge it as it goes. The more advantageous the mods used, the bigger penalty there'll be to scoring. And I'll keep the OP up-to-date as we go. If the scoring system changes, then so will the scores. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Eskandare's bouy launch works on a very simple principle. It sticks an invisible platform with a collider under the water, and the spawn point just above the water mark. I suspect what we're seeing here is an issue of clearance between the spawn point and the collider - the method just doesn't work for certain water vessels, in some cases with explosive consequences. I appreciate the research Fengist. I don't think I need to explain my issue with the initial report I had to deal wth; my main concern was the report about the launch on KSC's runway, since I'd already come to the above conclusion I just made and really am not that worried about it. However, if firespitter's water launching system is used to get around the issue of the water bouys, then yes, very old compatibility issues between firespitter and Kerbal Konstructs may well crop up. For your reference, this is the full report I got of the issues: I did take a look at page 11 and 12 of the thread but didn't spend time using all of the parts for my tests, so probably missed those that rely on code. I still don't think this is a blanket case of your parts pack isn't compatible with Kerbal Konstructs however. And my disproving of issues with the KSC runway I'll still stand by. Hope that doesn't come off too blunt chap.- 2,488 replies
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There is only one radiator part that you need
AlphaAsh replied to ShadowZone's topic in KSP1 Discussion
This. Separate batteries is often responsible for part bloat. I've MMd electricity on lots of stock parts, including all pods and even nosecones. Seriously, you could fit a bloody kerbal in the standard nosecone. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
If you haven't noticed missing or corrupted textures, which is quite possible, then you're safe to not bother with this update. KerbinSide (All of it In 1) v1.0.2 available from KerbalStuff. Changelog: - Added some missing textures. - Fixed some corrupted textures. - - - Updated - - - I don't do requests, no, but will add your suggestions to the 'might be fun to do something like this' file.- 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
Looks like paint.NET corrupted a few tgas when they were converted to DDS and I never noticed. Should be harmless until I get them fixed. That last error is from Eskandare's Oceania Pack and to bring it to his attention, could you post over in the KerbinSide thread? TIA.- 872 replies
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Add some air intakes
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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
Would prefer having one page per item. Can be tricky to index wiki-wise but you is smart so... Off the top of my head, I don't think there's major information that I feel is missing. You should never change nightingale. I very much like how the current documentation is basically a "sample" chunk of text that I can copy+paste in. Not sure if tables would make portability to text editors easy.- 5,206 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v1.4 of Kerbin-SideJobs Contracts Pack now available from KerbalStuff. Changelog: - Contract sequence logic improvements. - Jeb's Airport no longer generated as a destination. - Many contract parameters more clearly labelled. Feedback on challenge, failure and success and of course bugs appreciated. I'm still getting used to CC's functionality and need more testing than my own, so if you try any of these, come and let me know how it goes, thank you.- 2,488 replies
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v1.6 available from KerbalStuff. Compatible with KSP 1.0.3 and 1.0.4. Changelog: - Updated incompatibility groups for all strategies to improve synthesis. Credit: Drake1500. - Versioning change to reduce confusion.
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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 having second thoughts about the lights after I just fudged up a landing testing 1.0.4. What I might do is look at certain additions to KSC only appearing as related facilities get upgraded. It's something I need to do for the VAB helipad spawn point anyway.- 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
v0.8.0 HOTFIX for KerbinSide v1.0 compatibility Changelog: Fixes issue with KK not handling length and width of instances that over-ride a static's default length and width (eg, the launch points on KSC Island, the old KSC 2 launchpad, the helipad on top of the VAB). KK should now load correctly. New career games should now have the KSC buildings correctly initialised.- 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
Kerbal Konstructs v0.8.0 HOTFIX I had a dev version of KK with the fix but it didn't get shipped with KerbinSide v1.0. I gone dun fudged up. Sorry bout that.- 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
Thank you for the bug report StevenV. I've started looking into it. Can you confirm the install paths you have for KerbalKonstructs and KerbinSide for me? Also, is this the version of Kerbal Konstructs that was included with KerbinSide v1.0? EDIT - Okay I've found the bug. Kerbal Konstructs needs a small fix for handling launchsite lengths and widths that got missed in the last release. I'll get it out asap. Your report was very helpful, thanks chap.- 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
*nod* I'd spotted the update. I suspect the issue was to do with FF not recognising spawned kerbals because of their type. As for why contracts that spawn kerbals (KSideJobs has a couple) aren't generating, I'll check that when I get to testing. That's probably unrelated to FF.- 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
The KSS Kerbal Konstructs is launched. On KSC's runway. Engines throttled up. Let's go get in the water. She almost keeled over. SAS on, tap Q, sorted. Nearly 5.0 m/s in water. Bit low, probably could do with some floats. Same boat, launched at KSC's Seaplane Buoy with Kerbal Konstructs. No problems at all.- 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
Downloaded the pack and now doing my own testing. First thing I notice is that firespitter is included. Firespitter's water-launch system has been incompatible with Kerbal Konstructs since KerbTown. Back after I've done some more testing. Meanwhile here's a boat, launched on KSC's runway. Feel free to play some light jazz whilst you wait. My suggestion: Don't thread dump with a blanket dismissal of a mod's functionality in that modder's thread only two posts after he's just announced a release of all the bloody hard work he's been doing the last few weeks. No surprise, you pissed me off. If you want to report a bug try a more productive approach please.- 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
Erm, ok then? I've no idea what that is or what thread you mean. EDIT - Ok found it. It's a parts pack. You launched a boat on KSC's runway and had issues (KK doesn't do anything with KSP's launch functions for this). You then launched boats on the Oceania bouy locations. Had some issues. Then concluded that a parts pack designed to put boats on KSP's water isn't compatible with KK full stop. Well, ok then. You carry on. - - - Updated - - - I'll be taking a look at the contracts pack next as I've some ideas how to improve them. I haven't tested them against the latest FF.- 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
v1.0 of KerbinSide (All of It in 1) now available from KerbalStuff. Changelog: Art-pass on all static assets. Design-pass on all bases. A few got scrapped. The rest got expanded and 'finished'. SPC's Expanded Bases 1 Config Pack was edited and incorporated as part of this. Credit: Spacepetscompany. Several new static assets added. Some un-used and out-dated assets removed. Some further optimisation of textures and models to reduce memory foot-print. Updated all the launchsite logos and descriptions for the Launchsite Selector. Added dimension stats to all bases. The Launch Site Selector displays a launchsite's altitude, latitude, longitude, length and width now. Cleaned up static configs to remove redundant data. Included the most recent release of Kerbal Konstructs. 'Officially' dropped KSC++ support. Sorry, but once again I want to be able to expand KSC in the future how I'd like to. KSC upgrades have however been downgraded for this release, primarily for performance reasons. Eskandare's Oceania Pack wasn't ready for this release and isn't included, sorry.- 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
It's very slow progress, but KK is going to have support for something much like this. The concept is: Player A makes a cool base. Uses export feature. Distributes exported base as pack for whatever mod assets were used (eg. KerbinSide). Player B has the KerbinSide assets. Really likes Player A's base. Downloads it. Imports it. At no point have KerbinSide's assets been 're-packaged'. Both Player A and Player B downloaded and installed KerbinSide. Kerbal Konstructs handles the export and import. Now whether I then re-package Kerbinside's bases to be similarly imported is a different matter. Probably, eventually. So, in theory, KerbinSide becomes a separate asset pack and base pack, with appropriate tweaks to the licence on the asset pack to allow for the distribution model described above. KerbinSide can continue to be divided up in to asset packs, and base distributors state what packs they use. I can probably have KK have a cataloger on the import to check for installed assets. - - - Updated - - - Quite a bit. In short 1.0 does the following: - Every asset has had an art-pass. 75% of the assets have been 'improved'. In most cases, this has resulted in the relevant .mu becoming a little larger. And it's the .mu that costs RAM. - There's also several new assets. - Every base has had a design pass. A few got scrapped. The rest got expanded. The number of assets on screen determines the number of draw-calls to the GPU. Depending on the GPU and KSP's graphic settings, your GPU will continue to shrug at this increase or if you have a low-end GPU, it's now going to sweat even more. - Krakensbane is still irrelevant. Kerbal Konstructs reliably deactivates bases when they are out of visibility range. (Thankyou medsouz!) - Every config got cleaned up. - Every asset got configured appropriately for all the new KK features I've been adding. - Almost all assets got grouped. This makes the krakensbane even happier.- 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
Indeed. You're going to get more reliability if you produce an .mu with KSP's parttools in Unity. There may well be some legacy support for DAE but I'm in no hurry to confirm it. Nor to see if there's an alternative to compile an .mu other than with KSP's parttools. I'd highly recommend biting the bullet and get used to using Unity. EDIT My production pipe is SketchUp -> DAE -> Blender -> FBX -> Unity -> mu -> KSP.- 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
How to Configure a Launchsite Model's Width and Length Example static .cfg: // Generated by Kerbal Konstructs STATIC { name = kkrunway2 mesh = kkrunway2.mu module = Part category = Runway author = AlphaAsh static = true cost = 0 title = Runway manufacturer = KashCorp description = Planes crash on it DefaultLaunchPadTransform = kkrunway2_spawn [B] DefaultLaunchSiteWidth = 45.0 DefaultLaunchSiteLength = 1700.0[/B] } See the bolded parameters. It's that simple.- 872 replies
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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
It's why as a developer I have gotten in to the habit of confirming whether a reported issue is under 32 or 64 bit and why as a player I have gotten in to the habit of reproducing issues under 32 bit before reporting them (unless I forget and PM the poor bugger before I remember. Ahem. Sorry.) Disabling Win 64 support is one way to go. Less of a time-waste than chasing confirmations. At least now you know to check before burning time on ghost issues. Been there done that. Here's my t-shirt.- 5,206 replies