-
Posts
1,840 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlphaAsh
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/threads/82785-0-90-Kerbin-Side-v0-41-Go-For-Multi-Launch!?p=1645460&viewfull=1#post1645460 That's the last I've heard. Try the NavUtilities thread, you may have more luck there.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Now that's clever.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Define premium mod. If I were to charge for further updates to mods I make, I'd make nothing other than an annoyed player-base. And Squad's lawyers happy probably.
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Links should be working now.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
There's some re-organising going on with my web-space. The links will be fixed today.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
You're still running out of memory.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Still looks like you ran out of memory. Also your mods list is clearly incomplete - I can see EVE busy exceptioning in that log (that's actually normal for EVE). EDIT - Ahhhh. Access issues. Move your KSP install so Windows isn't putting dumb security restrictions on dlls. That's my next best guess.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Fun mod daniel l. Well done!
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Coupla examples would be fine chap, if you would. I can figure it out from that.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
I'd guesstimate that half the posts in this thread are related to this issue and I'd also guesstimate that just about every mod that implements a toolbar icon has had to handle multiple inquiries about this issue. Since the problem has not been addressed in ATM, you are forced to use a special ATM .cfg for every bloody mod that you don't want this to happen to. Have a fish around in this thread and you'll find a solution. Or check out the threads of the affected mods - it'll come up in plenty of those too.
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I am mystified. I have a few theories but I need to see if I can reproduce the bug before I can do anything. Try to reproduce the bug yourself and let me have a KSP.log at the point it occurs. Thanks. EDIT - One thing to keep in mind is that I haven't been able to get the recovery dialog when you get back to KSC to correctly report the recovering base. Whilst the range is correctly reported, it will say from KSC, when it actually has been recovered from another base. Recovery should be done by the nearest open base. However, if your probe landed 30 km from KSC, then yes, it should be KSC that recovers if it's the nearest open base. EDIT 2 - As for StageRecovery, since it won't have the 'hack' that Kerbal Konstructs has, it'll always recover from the currently active space centre. That should always be KSC - KK only temporarily changes the active space centre when you click recover, and puts it back to KSC when you hit the KSC screen. However, if StageRecovery is also seeing the active space centre as a base other than KSC, then that's a bug in KK, yup.- 872 replies
-
- 1
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
With regards to blank numbers you can easily do that yourself. That detail is a single texture, called runway5.tga, in GameData/KerbinSide/Parts/Static. Edit/replace that- 2,488 replies
-
- 1
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I like both of your ideas. On the first, the issue there is the numbered runway is used multiple times. In order to have the correct numbers, each runway would need its own texture, and therefore its own model. That's a bit of memory bloatage I don't think would slide with many players. The second idea is actually going to happen once I finish some features that are WIP for Kerbal Konstructs.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
The filters are open bases, closed bases, helipads, rocketpads, runways and other.- 872 replies
-
If only someone would do that, yeah.
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v0.7.2 available from KerbalStuff. Not a big update. Lots of new features are still WIP. Changelog: Persistent settings for map filters now available in PluginData/KerbalKonstructs/KerbalKonstructs.cfg Lots of code optimisation, tidying and laying of foundations for new features. Under-the-hood stuff you don't need to care about. Make sure you backup the configs in the Statics folder if you've been making bases with them, before updating. Otherwise you may lose your custom bases and then you would be sad- 872 replies
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
RemoteTech generates its config first time it runs (AFAIK). If you want to add relay stations, that's the cfg you add them to. I'd recommend asking about adding new stations in the RemoteTech thread.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Look in GameData/medsouz/KerbalKonstructs/Statics All the statics exclusive to Kerbal Konstructs are in there.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Can do. I'm also planning to make the map manager filters persistent in the settings file. - - - Updated - - - Quick question for those who use the editor to make their own bases. Does this sound like a useful feature and does it make sense? I'm planning to implement a 'MyBases' directory in Kerbal Konstructs. Whenever you're making your own bases, a copy of any instances you make will be saved into the 'MyBases' directory. Then, after you install a new version of content, such as KerbinSide, you just 'import' those instances through a feature in the editor and they're appended to the instances of your updated content.- 872 replies
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Dropbox has gotten more insistent lately. First dialog, top right, click the light grey on white background X. (Genius Dropbox, genius.) Click download. On the second dialog, click "No thanks just download the file".- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Barely two chap. I know it may seem that I live on here if I'm not actually modding KSP... but in fact I've been mostly playing Shadowrun: Dragonfall and enjoying the company of my wife. (I can read your mind, reader, so stop that.) Chill. I'll get to it- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Cheers for the report Flashblade. On my known bugs list, no fix yet.- 872 replies
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
It's a tedious job and the preview shots for the launch selector are one of the biggest contributors to KerbinSide's memory footprint. I will be doing more of them for the next release but I'll probably be halfing the supported size in Kerbal Konstructs again (I already did it once).- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Good catch rynak. I think you're onto something there. I've used enough GUI code in KSP to know for a fact that if a 'texture' is larger than the space allocated for it, it does indeed get squashed and if it's too small, it gets stretched. EDIT - And nope. Huh. The latest version of RealChute has a toolbar icon that's 1kb and 38x38. That shouldn't be a problem. There is a FilterIcon_selected.png which is 52kb (!) which is 32x32. If that's stretched to fill a 38x38 allocation, then it could end up blurry but is that the toolbar icon? Don't know, I don't use RealChute. Regardless, I think you're right that it isn't ATM at fault here and that an exclusion file in that folder does actually work.
-
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
That's a bonus feature I haven't finished yet. It doesn't do anything beyond telling you the levels of the facilities at the KSC. It will do more than that in a future version of KK. You haven't installed KK properly which probably means everything else in this reply is moot. That's what it should look like in Sandbox mode without a base selected. It's Sandbox mode. There's no interaction because you don't open or close bases in Sandbox mode. They're already all open. EDIT - And then I see funds active in the screenshots, so no it isn't Sandbox mode. Therefore it's all going to be that KK isn't installed properly. See the Installation section and Troubleshooting section of the OP. That or it's 64 bit KSP on Windows you're playing. If that's the case, can't even start to help you. KK won't work in 64 bit KSP in Windows. The end.- 872 replies