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Everything posted by AlphaAsh
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Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas
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Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas
Don't use time warp if at all possible. I'm about to post details of my most recent attempt and time warping a splashed craft can cause... problems. - - - Updated - - - -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
To uninstall KerbinSide, look for the folder in Kerbal Space Program/GameData called KerbinSide. Delete the folder called KerbinSide. Done.- 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
Good idea. KK definitely has a fix in it to initialise buildings properly at the start of a career game, so I'm not dismissing it being responsible. So this would be very helpful in confirming it. EDIT: Ninjad- 2,488 replies
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Rescue Splashed Kerbals Challenge
AlphaAsh replied to AlphaAsh's topic in KSP1 Challenges & Mission ideas
I'd be careful restricting yourself initially. My latest speedboat/boatplane/duck contraption, I didn't restrict myself tech wise. I decided I needed to just build something regardless of tech that actually passed all the requirements tests. It failed a couple still (it bounced too hard on landing on the water at under 10 m/s) so I'm having to rethink again. -
KSP 1.0: The x64 Report!
AlphaAsh replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
(Apparently I rep you a lot OWK.) Cheers for the confirmation. -
KSP 1.0: The x64 Report!
AlphaAsh replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
Do you have Kerbal Konstructs installed? I'm trying to eliminate that as the cause of this issue in x64. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
This bug was fixed in Kerbal Konstructs. The version of KK included with KerbinSide quickly becomes out-dated. Get the latest Kerbal Konstructs, which is regularly updated. EDIT - Actually, no, that isn't the old bug that KK had. Are you testing KSP x64 in Windows? Also, have you actually confirmed that you can't reproduce the problem after uninstalling Kerbal Konstructs and KerbinSide?- 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
Unfortunately no, it's not compatible for anything other than standard scale Kerbin. Sorry chap.- 2,488 replies
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Inspired by the testing of a contract I've been developing and failing to test to completion, I thought perhaps a challenge might be in order. The setup: Splash a craft somewhere in the ocean. EVA two or more kerbals so they are floating. Clarification: Ocean means that's water, at least 50 km from any land. Kerbals can swim to a craft that's within let's say 500m of them. The challenge: Construct a craft and then use only that craft to retrieve the kerbals out of the water and then deliver them to a nearby base. KSC or any base in KerbinSide if you happen to use that. Restrictions: Rescued kerbals must travel back to a base IVA inside an IVA capable pod or cabin. You can scoop with cargo bays but that kerbal needs to be transfered inside an IVA capable pod on the craft for transport. Bonus points: The lower the technology the more points you'll get. The more kerbals you rescue in one flight, the more points you get. The greater the range achieved to the kerbals and to a base the more points you get. I'll post up a scoring sheet shortly. Good luck with this one. No, I haven't managed it yet myself. Scoring: Maximum Tech Tier Used is 1: 100 Maximum Tech Tier Used is 2: 95 Maximum Tech Tier Used is 3: 90 Maximum Tech Tier Used is 4: 70 Maximum Tech Tier Used is 5: 60 Maximum Tech Tier Used is 6: 50 Maximum Tech Tier Used is 7: 40 Maximum Tech Tier Used is 8: 20 Maximum Tech Tier Used is 9: 5 Kerbals pulled from the drink and taken safely to a base by first flight: 10 points each Kerbals pulled from the drink and taken safely to a base by any subsequent flight: 5 points each Note if you try for more than one flight this must be the same craft and must not be refueled at all. Otherwise it's disqualified. Distance from launch base of rescue craft to kerbals: 1 point per FULL 10 km Distance from kerbals to rescue base: 1 point per FULL 25 km Scores for ranges flown only apply to the first flight in either direction. Range is point to point, so no clever stuff trying to score for orbits PARTICIPATING AND/OR FAILING IS STILL FUN. POST YOUR FAILS FOR OTHERS TO LEARN FROM.
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Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
My latest contract pack has a .craft file in it, since there's a contract that needs to spawn it. So that wouldn't really work. Not to mention lots of parts packs include examples. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Seeing a few exceptions with Final Frontier. Back-up your save-games. Uninstall Final Frontier. Try to reproduce the duplication issue. EDIT - Update. I reproduced this problem and then uninstalled Final Frontier. I can no longer reproduce the problem. So there's an incompatability between contracts that spawn kerbals and Final Frontier.- 699 replies
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Kerbal Stuff, an open-source Space Port replacement
AlphaAsh replied to SirCmpwn's topic in KSP1 Mods Discussions
Yup. Also noted there's been quite a few craft files and packs being posted to KerbalStuff lately. Started feeling like the old Spaceport. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Next time a duplication occurs, keep playing for a bit, switch back to KSC then pause your game. This should give KSP enough time to flush to the log the most recent stuff. Alt-tab to the desktop, go find KSP.log in the root of your KSP install and let nightingale see that. Also check in KSP_Data folder for an output_log.txt and let him see that. That's the best you can do and will cover all bases.- 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
Nope, sorry. If A - I decide to spend some time on figuring out how to do it and B - figure out how to do it then I will or won't do it depending on how much work is involved and whether I think it's worth it. If you figure out how to do it, please share.- 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
Are you testing the new x64 hack for KSP in Windows? I've the same issue when testing x64. (Sidenote: I expect no support from nightingale or any modder for this.)- 699 replies
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KSP 1.0: The x64 Report!
AlphaAsh replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
No. Don't jump the gun. That's not what this thread is about. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I'll try to explain the issue a little better. A part, a craft, a facility at KSC, any 'native' object of KSP, is stored as data in a database specific to a save game (this is the persistent.sfs file). KSP and its API (the 'interface' modders can use to tell KSP to do stuff and tell them stuff) has base functions that tend to work with little need of extension. Some wrappers and a scripting layer is pretty much what all plug-ins are. Things get messy when you want to add non-native objects in to KSP and interface with those. What's available in the API for third-party statics is limited. One of the biggest problems is storing data for said objects in KSP's database. It doesn't 'stick' - that is, whenever KSP does a commit to the database, this data is flushed down the toilet. Therefore, Kerbal Konstructs and KerbTown before it, doesn't try to store data per save game (well KerbTown did, but it didn't work). What I can and do do though, is save the open and close state of bases per save game in a 'third-party' or 'external' database. When you fire up KSP, all the instances of static objects are spawned when you're looking at the main menu. Only when you load a save game is the third-party database then consulted to determine whether a base is open or closed. The immediate solution to the issue that may seem obvious is to save object placement per save game and then spawn everything upon loading a save game. Then despawning everything upon returning to the main menu. This is a messy solution I've actually been pursuing with little success and is also a similar solution KerbTown attempted and failed to do. Possibly the most annoying thing about using an external database is that it is proving impossible to properly support mission reverting and quick-loading, allowing for 'abuse/cheating'. This is already possible when opening bases or buying fuel from working fuel tanks.- 872 replies
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KSP 1.0: The x64 Report!
AlphaAsh replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
*nod* I want to eliminate KK as the cause, anyway. I had to to 'fudge' the mod to work with facility levels in 0.90, hence my caution. -
KSP 1.0: The x64 Report!
AlphaAsh replied to RogueMason's topic in KSP1 Suggestions & Development Discussion
An update. I've been using the latest KSP x64 'hack' for windows exclusively now for approximately 12 hours of continuous up-time (since last post), with one crash. According to the log, EVE's lack of exception handling that usually doesn't cause an issue, finally killed KSP. Considering how out-dated the last stable build of that mod is, I'm not surprised or bothered. There is some stuttering in the kerbal-cam windows, just like the last hack but it isn't as severe. There is some strange rendering of the astronaut complex between scene switches. This time around it's appearing almost kerb-cam like in the top right, rather than full-screen. It's only for a moment. I'm also using the latest dev-build of MechJeb and that does seem to interact badly with KSP intermittently, in that I can lose control of a vessel until I switch back to KSC and then back to the vessel. It's a minor thing. I haven't confirmed whether the unreliable level of KSC's facilities is due to Kerbal Konstructs. I'll get that done for the next update for this thread. I'll compile a list of mods I'm using for the next update as well. I'm happy to continue using x64 KSP on Windows. It has been far more stable this time round. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Let's break this down in to a set of requirements. - No massive, and horribly ugly parts. - No bunch of other missions just to get the resource chain set up. - No vanishing launchpads. - No base shaking and krakened save files. - Achieves the same thing but in a far more light weight packaging. - Cargo modules that you ship a couple to the off planet site you want. - Once you have enough within a certain radius they and the ships they are on get gobbled up to "build" the base. - Custom building where the model looks to have elements of industry on it. Technical challenges: - Freedom to set static objects per save game as part of gameplay and not 'externally' with an editor. That really is it. The same technical challenge I've been smacking my head repeatedly against. Everything else is a comparative doddle. So I guess my long answer is, once my head has healed from the last battering and I'm bored making contracts I'll have another crack at it.- 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
The model will need a config. Have a look at the .cfg files that come with KerbinSide. You're going to need one of those for each model. It won't be. I haven't the foggiest how to.- 2,488 replies
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Excellent to see this updated. One of my must-have mods. Chucked a little in the tip jar. Thank you for your efforts.
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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
Short answer for right now is, yes, I want to do something like this. But. Persistence. Reliable persistence of static objects 'spawned' per save game is something of a holy grail for me. EDIT - In that I've been on this particular quest for a lot of features and still haven't found a solution. Expect a longer answer when I've had some time to think.- 872 replies