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Everything posted by AlphaAsh
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See the bolded bit. I wouldn't argue with you. I just want games developers and publishers to give me that permission. Of course they should get their cut. Not arguing with that either.
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I am clearly modding wrong then. Chap, I have been and continue to be a professional games developer. The perpetuation of this myth is one of the largest problems that makes it so difficult to get paid as an independent games developer. Go work for Bioware or MS Games for a bit, then do some modding please. I'm so bored of reading this crap.
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Because since the dawn of interactive media, there has been the... dun dun dun... EULA. Ready to drop by at any time and bust your kneecaps. Streaming's young - give it time and the streamers knee-caps are next.
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This. If there's anything that I find more demoralising it is being told that what I do isn't even worth the price of a cup of coffee. And then I get death threats for disagreeing (not in this community, I should clarify).
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Yes you do. The freedom to judge quality and decide whether you want something or not on that basis is not restricted by whether said something is free. And I would fully expect a critical examination of any product I was selling. Including a mod. Wow. Just wow. S'ok for you to benefit from charity though, right? Yes they should. It's a stain on the gaming industry that EULAs have been preventing this for as long as they have. Thanks to that, consumers sense of entitlement has reached a point where a modder is at risk of being burnt at the stake for even considering charging for the work they do.
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Deity forbid I consider charging for something people want. What's the world coming to? I've always had everything I want for nothing. I've never paid anyone for something I consider to have worth. What's next? Rampant capitalism? Rampant financial reward for producing luxuries? I don't want to live on this planet anymore. tldr: Damn tooting I'd like to get paid for making mods.
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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
Ran into a small problem and been banging my head against a wall. CC's console is all green for a couple of contracts I'm working on but I simply can't get command to offer the bloody things. I've set them to be offered at rep band 1 or 2 and still only get the usual handful of stock contracts and a selection from the custom packs I have installed. Am I right there's a limit of slots available? Possibly that only a few are available for custom contracts and Tourism, AnomalySurveyor and KSS get priority?- 5,206 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
Did somebody order a hotel in space? Okay dokey.- 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
First thing to keep in mind is that Kerbal Konstructs is unlikely to work straight out the gate with 1.0. Squad loves to cripple Kerbal Konstructs with changes to parts of the API it relies on. Before updating to 1.0, you should back-up and save somewhere all of the cfg files of all assets of KerbinSide and those of the statics in Kerbal Konstructs if you've used those. All of your 'custom' base stuff will be defined in those cfgs. When/if I do an update of KerbinSide, you should do this regardless. You then need to manually merge your additions to the cfgs into the cfgs of the new version of KerbinSide. There's no automation for this.- 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
Thank you Nightingale and severedsolo for all your work on this. Designing missions in order to complete multiple varied contracts in a single launch has breathed life back into what was becoming a stale game for me. I'm currently using the anomaly surveyor, KSS and space tourism packs. I just completed one mission where I took a group of 3 tourists and 4 tourists on a mission to deliver a power module to my KSS. After that I then landed near the pyramids so that Jebediah could carry out a pilgrimage. So much fun to design a mission to do all of that in one go. More!- 5,206 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Expand your KerbinSide bases with SPC's Expanded Bases Pack 1! Overwrite the existing cfg files in your GameData/KerbinSide/Parts/Static folder with the ones in this and enjoy moar base turned up to 11. Find the link in the OP.- 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 All in One link is to KerbalStuff. I just clicked it and landed on the page at KerbalStuff. I'm not sure which one you mean by Kerbal Konstruct. I assumed the config updates for fuel tanks. Clicked on it. Expected dialog appeared. Your problem is local, with your network, PC, OS install or browser. It's your end.- 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'm not entirely clear on how RSS moves the KSC. I suspect it isn't actually moved, it just seems to be due to the rescale of the planetary body, a complete change of the terrain map in the case of whichever RSS which models Earth, and then some clever manipulation of the terrain-map to create a flat area where the KSC ends up on the re-sized globe. As SPC pointed out, you'd be better off talking to the author of RSS. NathanKell is one of the most veteran modders on the forum and may have some pointers for you. (And I keep meaning to ask if he's a BTech fan.) Resized planets is really beyond the scope of the requirements for KK (medsouz might disagree). I have had some interest in forking KK to work with RSS but have not heard nor seen any progress of that particular project.- 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
No probably not. It costs nothing to launch a duplicate vessel already full in Sandbox. Being able to re-fuel a re-usable SSTO is much more beneficial in Career and fuel cost and storage adds another element of strategy. Cheers.- 872 replies
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[WIP] Kerbojet Systems - A B9 Expansion - USABLE PRERELEASE 0.1
AlphaAsh replied to blowfish's topic in KSP1 Mod Development
Excellent. Thank you. -
[WIP] Kerbojet Systems - A B9 Expansion - USABLE PRERELEASE 0.1
AlphaAsh replied to blowfish's topic in KSP1 Mod Development
Ola blowfish, Wants that cockpit but I'm done wading through B9's assets and cutting out the 90% I don't want. So coupla questions. 1 - Do I absolutely positively have to have some part of B9 in order to use that awesome cockpit you have in the works and 2 - With B9's hull standards tending not to convert well to the stock standards, is there any possibility of you chucking in a converter to stock 2.5 or 3(5? I never use above 2.5) (or even the new Mk2 or Mk3) with a release? CheersIA chap. -
I remember spotting that for you KSP's GUI management is leaky as all hell right now. I couldn't say whether it's down to KSP or Unity though - I can't be bothered to analyse it more. I can only hope that Squad can recognise and treat some of the leaks that are around. And they're plentiful. EDIT - nightingale ran into some nasty lag issues with the contract widget recently which may have some relevance to this discussion too.
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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 is, yup.- 872 replies
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*grumbles* I speak for myself, obviously, when I say it's a bit of both. The pursuit of money tends to drag me away from modding game(s) (KSP isn't the only game I mod). Plus 1.0 is close(ish) and based on my experience of dealing with changes to the API in the last two versions, I'm wary of pushing out new features before, this time. New content over features is a lot less hassle 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
Apologies for the lack of updates recently. Been busy with paying work and other projects related to it and that's likely to continue for a few weeks. I will try and make some time to get SPC's and Eskandare's updates out as soon as they're ready.- 2,488 replies
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Apologies for the slight cutting-off, my scanner is being... probahlarmatical.
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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
- Kerbal Konstructs doesn't properly support off-Kerbin bases. - Don't use Hyper-edit. - What. Ever. If you don't want the statics, delete the Statics directory.- 872 replies
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what kind of ksp DLC would you like?
AlphaAsh replied to Roderik's topic in KSP1 Suggestions & Development Discussion
Dear Sir, I have a spare flame-retardent nuclear bomb shelter for sale at a very reasonable price. You may need it. I'm going to need the other one. But more seriously, sounds great in principle. Of course I'd like to get paid for making mods for a game. But reality check. Has any other game ever supported this and if so, did the community kill the modders with fire? -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
That would be RemoteTech. Kerbal Konstructs fades the base icons when they're on the opposite side of a planet to the camera.- 2,488 replies
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