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Everything posted by AlphaAsh
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Barsted Kerman. I kid you not. He either likes pubs a lot or... well, you know.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Just took a look and the problem I found is trying to use the rocket pad. Due to the size of the preview image, in career mode, the launch site selector can't show the buttons. Working on a fix. Let me know if this isn't the issue you're seeing. To fix yourself: Locate OdysseylaunchLogo.png in GameData/KerbinSide/Parts/Static/Odyssey and resize to 140x150. Or just delete that for now.- 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've had reports of issues between KK and KCT before yes and I'm afraid I won't be spending any time on it, 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
The only thing about recovery of a splashed or landed mission on Kerbin affected by distance to the recovering base is the funds gained from the recovered parts. Kerbal Konstructs calculates the distance to the nearest open base for this.- 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
A splashed or landed mission will be recovered from the nearest open base with KK, although it isn't always reported correctly by the post-recovery dialog. I'm not sure how feasible it would be for Stage Recovery to do something similar. KK temporarily changes the active space centre with a different object when recovery takes place and there's currently no hooks for that.- 872 replies
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Pretty sure this is just an issue with clipping. When you put anything in a service bay, make sure it doesn't clip through the top, bottom, sides, or closed doors. This should mean no arguments between colliders and the code that is trying to 'occlude' the contents of the bay. Clipping inside a bay = crazy fun vibration time!
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Red gauges would make more sense for heat.
AlphaAsh replied to bonyetty's topic in KSP1 Suggestions & Development Discussion
This. The new heating mechanic is very simple. If your stuff gets too hot, KSP crashes in despair. It's not a bug. It's a feature. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I didn't have enough time to do any kind of decent edit/review of your expansion, hence keeping it separate. I am planning on merging the expanded bases for the next release, after an edit/review. I still haven't settled on which bases are getting the chop yet, either. If you'd like something to do right now, there's some big spaces in coverage at the moment. Jump in a plane, launch from an existing base and find some suitable spots for new bases. Plop down a helipad. That kind of surveying for new sites would be very helpful.- 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
Version 0.41.2 of the All In 1 now available from KerbalStuff. Changelog: This is an INTERIM release to improve video and memory performance of KSP. It's the same as the last release but with the even more latest release version of Kerbal Konstructs included (v0.7.3). Bug fixing and testing of that didn't take as long as I expected. Here's the changelog items that still apply from the last release for reference: tgas have been converted to DDS. Preview PNGs for the launch selector have been reduced in size by 50%. Eskandare's Oceania content has not been optimised for this interim release. SPC's Extended Bases is not included in this interim release. If you have custom bases that you made with the editor, please back up your cfg files before installing this interim release. Then simply replace the cfgs of the interim release with your backed up cfgs. Do NOT just install this release over an existing installation of KerbinSide. Please DELETE an existing installation before installing this release. Otherwise you will get no benefit from the converted textures!- 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
Yeah, I was expecting the KK bug fixes to take longer. I'll try and get another KerbinSide release out tonight with 0.7.3 of KK in it.- 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
v0.7.3 now available from KerbalStuff. Changelog: Fixed: Bases vanishing when you relaunch at them. Fixed: Bits of buildings vanishing (particularly at the KSC). Fixed: Open/close state of bases being saved in career. Changed: Preview image size support reduced by 50%. Changed: Launch Site Selector because of new preview image size. Changed: Textures of statics included with KK converted to DDS. Please delete old version of Kerbal Konstructs before installing this one. Technical Notes 1- This: Obsolete("gameObject.SetActiveRecursively() is obsolete. Use GameObject.SetActive(), which is now inherited by children.") :is wrong. You DO have to explicitly recurse through children. 99% sure this is responsible for a very old and annoying bug in KK I finally swatted (I hope). 2- SetNode got changed in 1.x (it got a new parameter). If your mod uses it, you need to rebuild against the new API.- 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
Version 0.41.1 of the All In 1 now available from KerbalStuff. Changelog: This is an INTERIM release to improve video and memory performance of KSP. tgas have been converted to DDS. Preview PNGs for the launch selector have been reduced in size by 50%. Please note that the resized preview images will not scale in the current release version of the launch selector. This will be addressed in the next version of Kerbal Konstructs. The latest release version of Kerbal Konstructs is included (v0.7.2). Eskandare's Oceania content has not been optimised for this interim release. SPC's Extended Bases is not included in this interim release. This interim release of KerbinSide does not address any current bugs in Kerbal Konstructs. If you have custom bases that you made with the editor, please back up your cfg files before installing this interim release. Then simply replace the cfgs of the interim release with your backed up cfgs. Do NOT just install this release over an existing installation of KerbinSide. Please DELETE an existing installation before installing this release. Otherwise you will get no benefit from the converted textures!- 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
Go in to the cfg file of each static and delete all the instances.- 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
You're using the outdated Kerbal Konstructs in the All in 1. The upgraded buildings issue is fixed in the latest KK. I'm using KK in my current 1.0.2 career game and my kerbals get XP.- 2,488 replies
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Just did some testing on this and KSP 1.x has changed something in animations. So yes, the ramp's not working at the moment.
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Seven .craft to try out that only use stock parts and Rovers and Roadsters parts. Requires Module Manager for khorsepowered wheels.
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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 no additional preview content in the current All In 1. Installing all the separate packs gives you exactly what's in the current All In 1. I'll investigate this today. Thanks. A bug report doesn't need to be quantified or qualified, as long as the reporter is always ready to follow up with more info when requested. In a few cases, that's not necessary because it's linked to a bug I know about. I'm just too lazy to have a public bug tracker- 2,488 replies
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I can put something together. Rather fed up trying to get rockets in to space at the moment anyway
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Busy restoring some actual fun to the game (for me, okay) and wanted to pick the brains of anyone else who doesn't want to deal with 95% of rockets being flip happy. I'm trying out two different fixes. A multiplier on all torques of all reaction wheels and a change to the mass of the two main fuels. Here's what I'm trying with MM. @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 3 @YawTorque *= 3 @RollTorque *= 3 } } Still haven't settled on a mass change to the fuels. Thoughts anyone?
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Seeing similar with 1.0.2. Rockets I'd just learnt to build and fly in 1.0 are now totally flip happy and that's following the tight ascent plans that I was using in 1.0 (as described by regex et al elsewhere in this thread). Something has borked between 1.0 and 1.0.2. I am having serious issues getting anything into space right now.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Bug in Kerbal Konstructs, made more pronounced by 1.x. I'm working on a fix. Thanks for the heads-up.- 2,488 replies
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Two hours? Er, no. Go sub-orbital or even orbital, drop down to your destination. Planes includes spaceplanes.
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I'm working on some contracts using Contract Configurator that require use of planes to transport kerbals to various bases in KerbinSide.
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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 was an intermittent bug in 0.90 that I haven't tracked down yet. It is now more prominent in 1.0. Try revert to launch if the launchsite doesn't appear. Let me know if that helps.- 872 replies
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v0.5 of Rovers & Roadsters now available from KerbalStuff. Changelog: Tested for compatibility in KSP 1.0. Textures converted to DDS. Tweaked part masses and some other attributes for better KSP 1.0 integration. Removed v1 van cab - the v2 cab is better. Removed the Octabase Hub - it belongs in a different pack. Fixed error in large trailer's model name.