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Everything posted by AlphaAsh
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Eskandare's some plans for this. I've a couple of water-based bases/launchsites in development also.- 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
I already tried KK re-writing the RT config on the fly. The issue was that you then can't get RT to refresh/reload the cfg until you restart KSP. I abandoned that approach and it became even more impractical when RT was updated with a cfg per save.- 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
Have you had the crew EVA? You can't hangar craft with crew still on board. Arakebo can be adjusted a little because of the main transmitter being suspended on a crane rig. EDIT - The misattributing of a quote is yet another lovely feature of the forums.- 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
How to Setup Landing Guidance at a Base Landing guidance requires three static instances placed at the end of a runway. The Center Marker An instance of an object should be placed close to the end of the runway, hidden just below the runway surface. This instance should be set with a FacilityType of LandingGuide. The Left Marker Placed just to the left of the runway boundary, level with the center marker. In this case you can use a static that doesn't need to be hidden, such as some touchdown lights. This instance should be set with a FacilityType of TouchdownGuideL. The Right Marker Placed just to the right of the runway boundary, level with the center marker. Best when you use the same static that you used for the left marker. This instance should be set with a FacilityType of TouchdownGuideR. Other Stuff to Consider In all cases the origin of the object placed is used for calculating line intersections and so forth. So try to get the origins as level as possible. There's a limitation of one guidance system per base at the moment. So if your base has multiple runways, or you can land in either direction on a runway, you're stuck choosing one direction for one runway for the moment. It's based on the proximity of the craft to the visibility range of the objects and is not related to groups. So if you have multiple landing guidance in the same visibility bracket the system gets confused and falls over. It's safest to have your landing guides a good few meters in from the end of the runway, so players don't try landing right on the end of an elevated runway. Also keep in mind the landing guidance system does not take into consideration the length or width of a craft. Kerbal Konstructs has examples of the needed statics available to use.- 872 replies
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Alterations I want to make to the KSC
AlphaAsh replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Fairly certain CustomBarnKit by Sarbian is what you want for that. If you can make parts, you can make statics. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I tried. I really did. I annoyed the RT team. I hacked together a fork of RT. And then I gave up because it was boring and it sucked as an exercise of not-fun for me. RemoteTech is not going to happen, sorry. \o/ To be frank, I just felt like I was just going to be providing statics for RemoteTech groundstations. They can make their own. I wanted RT to support Kerbin-Side, not the other way around. Meh. Stuff doesn't always work out I'm afraid.- 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
v0.9.7.0 now available. See OP for links. Changelog: This is an experimental version. That means it has new features that aren't necessarily finished. It may also mean bugs. If you don't like experimental features or risk of bugs, then don't update. Added a new landing guidance feature. Currently only implemented at Round Range and KSC. To activate landing guidance, switch on ATC in the Inflight Base Boss when close to one of the bases. A HowTo for base/static makers for implementing landing guidance will be in this thread soon. Expect more bases with landing guidance when static packs get updated. This is a first go at it, so expect changes and feedback is welcome. Strictly speaking, this is still an experimental release and the last stable release is still 0.9.6.5. I just forgot to tag it with _EX on SpaceDock.- 872 replies
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Alterations I want to make to the KSC
AlphaAsh replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Install Kerbal Konstructs. Install some static packs that have launchpads and runways. Add some more launchpads and a runway near the KSC. Add some crawlerways. Add some... you get my point. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Not yet. I've yet to fully implement my CC extensions but it's near the top of my to-do list. That should help have contracts generated more often for open bases. In the past I've tended to let stock survey contracts direct what bases to open. Assuming I can afford it of course. They need to be opened on their own. They're still just toys at the moment - I'm dithering as to what exactly tracking is going to do, if lack of it isn't going to mean no probe control. Science gains maybe but that'd leave the player to balance difficulty accordingly.- 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
From the Other Mods Support section of the OP.- 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
Reverse the operation to convert radial position to lat and lon is the first thing that came to mind. There's code for that in KK, source available on GitHub. I don't know what you mean by 'a way to use lat/lon instead '. PQSCities uses radial positions to place statics. _______________________________________________________________________________________ ^ Because the forum's merge feature sucks. Work continues on landing guidance. Or failing to landing guidance.- 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
Look in KSP.log. That's more informative.- 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
Aye. IIRC 999 might be the maximum, and 1000 might actually be part of the problem.- 5,219 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
Is it possible you just don't have enough rep yet to get exceptional contracts?- 5,219 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
Feature WIP. United Kerbin is a default until I get the latest Kerbin-Side update out. That should hopefully co-incide with some more work on the feature to allow you to change the nations.- 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
Landing light death by pink laser beam. New weapons for BDArmory? Just more lines for the sake of it? Lines are cool. (No. I started on landing guidance.)- 872 replies
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Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
Paranoid scaremongering ahoy. Best stop using the KSP forums too, just to be safe -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
C:\Program Files\ is not a custom folder. I don't know. Probably? v0.9.6.9_EX now available. See OP for links. Changelog: This is an experimental version. That means it has new features that aren't necessarily finished. It may also mean bugs. If you don't like experimental features or risk of bugs, then don't update. Fuel Tank instances can now have three new properties: LqFAlt, OxFAlt, MoFAlt. They can be acted on/added in a cfg by MM to provide the name of an alternative resource. Fuel Tanks now have a x25 and x100 transfer rate for quicker refuels. If you want to have alternative resources you can use MM to add LqFAlt, OxFAlt and/or MoFAlt to the instance of a fuel tank (or do it manually with a text editor). Provide a string that's the name of the alternative resource. There's no validation of it by KK, so check you get it right. Example: LqFAlt = SquishyJuice would change LiquidFuel to SquishyJuice for the fuel tank you added this parameter to.- 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
No idea, sorry. I don't use CKAN. I just tick a box on SpaceDock. All launchpads are limited by the level of the launchpad at KSC, in a career game. I haven't looked at changing that for individual launchpads. Might do at some point.- 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
I think the best bet is for me to expose some stuff for MM to act on for this, agreed. I'll see what I can do chap.- 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
Now that's creative. I tend to make a plane that meets the criteria and just hope for a good landing. But hauling individual parts is another way to go. I must get around to the writing the second part of that campaign. Kerbin-Sides licence has been loosened a little to allow release of modified cfgs. I did that along with the development of the export features in KK so 'base packs' using Kerbin-Side assets could be released. No need to make your own statics if you don't want to. You can always expand out to that once you have a better feel of what you'd like to replace and add. Some of my models suffer in quality from bulk/mass/rush production.- 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
It's by frame, not a counter. I could probably just multiply the minimum though. It's mostly left for those who want the extra precision. Personally, no I don't use x1.- 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
There's room in the GUI for a couple more buttons so can do. x25 and x100 do? Isn't that a windows protected directory? Might be a simple case that the dll is being locked up. I'm struggling to track down your issue, so might be worth a try moving your Steam install out of 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
v0.9.6.8_EX now available. See OP for links. Changelog: This is an experimental version. That means it has new features that aren't necessarily finished. It may also mean bugs. If you don't like experimental features or risk of bugs, then don't update. Added Master Export function to Developer Mode. Use this to do a batch export of ALL instances to KerbalKonstructs/ExportedInstances/Master. This function doesn't care if an instance is a CustomInstance or not. The organisation is much tidier in the Master folder than when using the other export functions. Added a GroupCenter and RefCenter property to instances. If you don't want to wait for Kerbin-Side to update with these, please use the Master Export function and they'll be included in the exported cfgs. Proceed with caution - advanced stuff for developers only in this version of KK. Developer Mode is activated through KK's Settings, accessible through the Space-Center app. Click Developer Mode and two useful buttons appear beneath, Master Export and Clean Core Configs. Use with caution!- 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
Three things that come out from exploring this: Now that I'm adding some code for handling the center of a group, the group moving feature for the editor I've been wanting to do will probably happen. Perhaps that will provide some better hooks for automation of the type discussed here. It's also prompted me to get my master export feature done. Faffing about with CustomInstances and cleaning up core configs is a PITA. And finally, perhaps actually making new bases on rescaled Kerbins would actually be a lot more fun than just translating over existing bases. Kerbin-Side and the export features of KK allows for such mods.- 2,488 replies
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