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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
I'm planning some kind of plug-in support but haven't decided whether to go with a stand-alone plug-in, adding to KK or pitching a collaboration to nightingale.... ... because waypoints would be the best way to do it, yep.- 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
IIRC yeah it's nine. I'll double check later when I'm setting up some race-side arrows I've been working on. EDIT - It's ten gates, not including start/finish, so yeah you may have missed one.- 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
Impressive. Most impressive. That's going to be hard to beat.- 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 Wanderfound. =============== v1.3 of Kerbin-SideJobs now available from KerbalStuff. Changelog: Fixed error in Agents file (thanks to UAL002 for finding it).- 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
Awesome stuff. One thing. Technically you're doing that track backwards It doesn't really matter, although with v1.1 I've added start and finish lines. Any chance of you sharing some .craft files of your favourite racers? I'm struggling to make something remotely agile that is super-sonic.- 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
Very good catch sir. Rep for you. I'll get that fixed asap. - - - Updated - - - v1.1 of Kerbin-Side Air-Race available from KerbalStuff. Changelog: Added a new track near Black Krags airbase. Added start and finish lines to both tracks.- 2,488 replies
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I'm undecided and currently researching all caffeinated fizzy drinks. For science. I've been looking for an excuse to use that as well. Current favourite is Cherry Pepsi Max. Lush. Liquid heaven. etc.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Aye, that's what I'm wondering. I think I read elsewhere issues related to file naming on linux and KSP. Keep me appraised.- 2,488 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
@Nereid - The issue is linked to when a kerbal is spawned by a contract EVA. When that kerbal tries to board a vessel, the kerbal is duplicated. One appears IVA. The other continues to hang on the hatch outside.- 699 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Yeah sorry chap. Since I can't reproduce the issue I have to wait and see if others report it before I can eliminate it being something at your side. Occam's Razor. - - - Updated - - - Not yet. I do want to do some kind of visual guide. For now, fly the track slowly to learn it. There is one gate that is somewhat 'hidden' so watch for that. It's actually a fairly easy track to learn, assuming you take it slow to begin with. Two turbojets? You are a loon- 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 Kerbin-Side Air-Race now available from KerbalStuff. Adds an air-racing track near KSC. Future plans: More tracks. More signals. More obstacles. Plug-in support!- 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
Didn't have any problems with testing and I did one of the rescue missions myself post-release. I'll take another look at it but I'm thinking something is up your end UAL002. Or I borked the .zip somehow. EDIT Testing shows no problems. I'll pull down the zip next and see if that got corrupted.- 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 will need a .cfg file configured for Kerbal Konstructs. Have a look in GameData/KerbinSide/Parts/Statics. Each model has a .cfg file. EDIT - And it was I who pointed you to the sub-forum in this forum dedicated to what you want to learn to do. 3D modelling is a lot of hard-work to learn to do well. That sub-forum has many examples of answers to the questions you will have.- 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
These are 100m tall. I'm thinking they may need to be taller still.- 2,488 replies
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You did but then you caused a time-loop and a rip in the fabric of space-time and the forums exploded. I wished I had a time machine.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Look for KerbalKonstructs.cfg in GameData/medsouz/KerbalKonstructs/PluginData/KerbalKonstructs. Edit that in a text editor and change launchFromAnySite = False to launchFromAnySite = True. - - - Updated - - - No idea about how that actually works in RT, sorry. Try the RemoteTech thread here.- 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 tracking stations as is don't do anything chap, other than look pretty and be landmarks.- 2,488 replies
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I like to end my posts in the middle of a sen
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Yeah, after trying to fly those rings I'm starting to think giant inflatable cones would be better. Possibly with no colliders. Of course the issue there is you're reliant on the honour system. Hmmm, I might talk to nightingale about this. Some waypoint jiggery-pokery to support air-races might be doable.- 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 was thinking about doing something like the giant inflatable cones from the Red Bull racing but went for something a little more conventional to begin with. I was worried I'd made this too large (the top ring is 100m in diameter) but after trying to fly my 0.625 plane through it... no they're not too large - - - Updated - - - RemoteTech creates a config the first time it's ran. You can probably get better help in the RT thread here.- 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
3D modelling help this way If that doesn't scare you, you're half-way to starting.- 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
You're fine chap. There's nothing really like that in KerbinSide. Look forward to seeing it.- 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
v1.2 of Kerbin-SideJobs now available from KerbalStuff. Changelog: Increased number of possible destinations for some contracts. Improved accuracy of waypoint positions. Loosened up the vicinity ranges for some parameters. Added a couple of new contracts. Rescue survivors of a plane crash! RemoteTech support for craft antenna requirements. Both planned for the next update of KerbinSide. I added RT support because it was easy - I nicked some code from nightingale's contracts. I'll see whether AntennaRange is doable for the next update of Kerbin-SideJobs.- 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
There's an update for the contracts coming shortly. Regarding that particular contract, you shouldn't have to get right on the waypoint for the parameter to be met. IIRC it's within 200m with that contract. EDIT - Yup, it's within 200m.- 2,488 replies
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Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas