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Everything posted by AlphaAsh
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pqsCity.repositionToSphereSurface = true; pqsCity.repositionToSphereSurfaceAddHeight = true; That's the issue there. Applying your solution still results in the same 'drift' I was trying to fix. But the above accounts for the curve of the sphere, which KK doesn't by default. Blargh KerbTown legacy. Thanks for the help sir.
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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
There's definitely some issues with contract handles of the API under Windows KSP 64. Contract parameter completion states that shouldn't switch after completing do, for example. Dunno about Linux. So definitely reproduce the problem under 32bit to confirm it's a problem.- 5,206 replies
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The problem: pqs co-ordinate settings are in meters. World co-ordinates aren't. I need to convert the latter to the former. The example: I have a fence with a point on it that I want to connect to another fence with a point on it. I know the world co-ordinates of both fences. I know the relation between the point on a fence and its origin. I know the distance between the points. In order to move one point to the other I have to change the pqs co-ordinates of the first fence. Whilst I can calculate the offset vector as world co-ordinates, I need to convert that to an offset applied to the pqs co-ordinates. snapPointRelation = selectedSnapPoint.transform.localPosition; snapPoint2Relation = selectedSnapPoint2.transform.localPosition; snapVector = snapPoint2Relation - snapPointRelation; snapTargetPos = (Vector3)snapTargetInstance.getSetting("RadialPosition") + snapVector; Doesn't work because snapVector isn't meters.
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Very nice. I'll roll in your contribution for the next release. Credit will of course be given.
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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
A quick heads-up on an upcoming feature that will make connecting up elements of a custom base easier, that statics makers can already begin preparing for. Similar to the connection nodes of parts, SnapPoints are points on statics that allow them to be 'snapped' together - especially useful for putting stuff on top of other stuff, or creating road networks, modular runways and so on. Whilst this feature of KK's editor is not likely to be as user-friendly or as intuitive as the VAB or SPH for building craft, mostly because I'm not in any hurry to figure out mouse dragging of static objects, it should still make for more accurate connecting of base elements. If you make statics, it's very simple to define a SnapPoint in Unity, if you'd like to future-proof for this feature. Under the parent gameobject, create empty transforms named snappoint, at each point on your model where you want other statics to be able to snap on to. The orientation of the transform is irrelevant (for now). Don't go too nuts - I'm testing with a max of 8 points on a model at the moment. There probably won't be a hard limit but too many SnapPoints and life is going to get messy again for base builders.- 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
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
The largest texture used in KerbinSide is GameData/KerbinSide/Parts/Static/KerminCruiser/Hull.tga weighing in at 3.55mb. This is one of several large, un-optimised textures that are part of the Oceania pack of content. Eskandare is aware that the textures in this pack need optimising and has told me he's working on this for the next release of KerbinSide. If you are concerned about load times from larger textures you can remove the Oceania pack by deleting the following folders and their content: GameData/KerbinSide/Parts/Static/Admiral_Kerminsov_Class_Carrier GameData/KerbinSide/Parts/Static/buoy GameData/KerbinSide/Parts/Static/KermanControl GameData/KerbinSide/Parts/Static/KerminCruiser GameData/KerbinSide/Parts/Static/Odyssey- 2,488 replies
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I'll be looking at this today. If I can't fix it, I'll pull the part for the next release until I can fix it. Sorry bout this.
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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
kerbalType = Unowned Dis perhaps? It jumped out because I have a similar contract and don't recognise this. EDIT - Hmm, probably not. Looks good in the docs.- 5,206 replies
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Yup, the custom resource is missing in the latest release. I'll get that sorted. Thank you for the heads-up.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Nope, there isn't. - - - Updated - - - I haven't the foggiest what's happening here.- 2,488 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
DATA { type = Kerbal targetKerbal1 = @targetVessel1.Crew().Random() } You shouldn't use a list in this case. Hence the error.- 5,206 replies
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I like your ideas. I'd be tempted to go Defence Initiatives/Staff Downscaling/Live Feeds, since you don't want the public watching any kind of defence-oriented mission.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Are you using Final Frontier? That's a symptom of an incompatability with that mod. I have no fix for it. That's technically contract failure and there's no handling for it. I'm waiting to see if nightingale introduces some additional handles for contract failure. For now, you just have to accept you failed the contract and cancel it. The kerbal ain't coming back, sorry. All symptoms of the Final Frontier incompatability. This will be the case for any contract involving spawned kerbals, not just those in KerbinSide-Jobs. - - - Updated - - - Nope, there's currently no integration with RT of that kind, sorry.- 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
v0.7.8 available from KerbalStuff. Changelog: Launch Site Selector and Base Boss Map Manager now show altitude, latitude and longitude of a selected base. (Feature request met. AlphaAsh levelled up! Yay me. Fist-pump. etc.) Bug-fixes to NGS and Instance Editor for accurate display of latitude and longitude.- 872 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
I had a similar issue with the contracts I was working on and ended up using MinAltitude. Doesn't create as difficult a contract though but meant I avoided some confusion.- 699 replies
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Thank you. I'll have a look at it again and I'd be interested in your own suggestions.
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Sorry chap, it was pure guess-work by me too. To be honest, I'm not really happy with the incompatibilities of SKB's strategies as they are, I just don't want to burn time trying to figure out an undocumented mod-feature. Too low priority.
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Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
Agree. I've one mod that I need to rename but instead have to delete it and then re-post it. Except deleting mods isn't working either -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v0.7.7 available from KerbalStuff. Changelog: It's all editor updates this time. Instance Editor Duplicate feature is now working again. Latitude and longitude of the instance is now shown as you are positioning it. Statics Editor Spawn New now supports categories (defined in the config) for statics and has a filter feature on both category and title. Spawn New now has an information button for displaying some basic info about a selected static object. All Instances has a filter feature for group. All Instances now has an Export Custom button. Click this to export all your custom instances to GameData/medsouz/KerbalKonstructs/ExportedInstances. Use this before updating your static asset packs to back-up any bases you've made yourself. The Import feature is still WIP. Ready for the next update hopefully. Local Instances now has a simple control for setting what the local range is. Default is 10000m. Minimum is 2500m. Maximum is 80000m.- 872 replies
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Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas
I'd say go for it. List any part mods used and I can incorporate that in to the scoring system. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Me likey. Bit of input needed for the plug-in I'm developing. What should the leagues be and what specs? I'm thinking a league should be defined by engine type/number and craft mass. So the 'High Performance' league would be 2xTurbojets, max mass whatever.- 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
Edit ksidetanks13.cfg. Where you see maxTemp = 1 breakingForce = 1 breakingTorque = 1 Instances { make that maxTemp = 1 breakingForce = 1 breakingTorque = 1 LqFMax = 5000 OxFMax = 5000 MoFMax = 5000 Instances {- 2,488 replies
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