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AlphaAsh

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Everything posted by AlphaAsh

  1. Expected behaviour. Kerbal Konstructs will create it. You can ignore this message generated by KSP. Shouldn't happen. Either Kerbal Konstructs still isn't installed properly or your KSP installation is plain broken. Reproduce the error then I need your KSP.log. I'd also appreciate a directory listing of your GameData folder and a subdirectory breakdown of GameData/medsouz. EDIT - Also I'm concerned that Windows may restrict access to dlls installed to that path. In fact I'm now thinking that first warning might in fact be KK not being able to generate a file because of Windows security restrictions on that path. EDIT 2 - I am now 99% positive that all of your KSP issues are going to be to do with Windows security on that install path. Move your KSP install somewhere sensible.
  2. It's either ATM munching the icon or KK hasn't been installed correctly and can't find the texture for the icon. ATM configs are posted in the OP of the new release thread. If KK has been misinstalled (typically, by digging it out of the medsouz folder where it has to be), hard-coded pathing won't find the textures. Could a moderator please lock this thread?
  3. v0.4 now available from KerbalStuff. New Parts: Two 1x1(BaseBox) Cabs 1x1(BaseBox) Crew Habitat 1x1 compatible Radial Wheelarch 1x05 4-Kerbal Passenger Compartment 1x05 Van Cab v2 (now without the wheelarch!) Probe Controlled Octabase Hub 1x1(BaseBox) to 2 1x1(BaseBox) Coupler 1x1(BaseBox) to 1x05 Radial Adapter 1x1(BaseBox) to 2 1x05 Adapter/Coupler 1x1(BaseBox) to Standard 1.25m Adapter 1x1(BaseBox) Inline Wheelarch Changes: Switched to using Model in configs and moved all mu and texture files into an Assets folder. Please delete old R&R before installing new version. Part identifiers have NOT changed so, fingers crossed, old craft shouldn't break. No guarantee. Got rid of the placeholder wheels in the Squad folder and switched to using a Module Manager config. You'll need the latest Module Manager if you want khorsepowered wheels. You can delete the placeholder wheels in the Squad folder from the previous version of R&R. The Octabase Hub was previously released in a separate mod.
  4. It's the hooks and the way they dump everything into persistent.sfs. I can't be selective about what to write to it and don't have the advantage of using those hooks the same way you can with parts. After so many attempts to find a way to get my data to actually 'stick' in persistent.sfs I finally had to give up and use my own db. At least I learnt how to use the living c*** out of ConfigNode during all that. Read this initially as a thread dump then realised that it's you colmo TBBH, I stick to simple modelling because A) Unity/KSP struggles with too much detail in a scene a lot more than 'more advanced' game engines and I'm not getting paid to make models in KSP. I save my best work for professional contracts. I have to. Eskandare likes bridges. Go talk to him in the Cities of Kerbin thread. I do believe he shares your disappoint
  5. Start with this post: http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1589207&viewfull=1#post1589207 and then go from there. It has come up a few times, yup.
  6. Here we go: http://www.kashcorp.co.uk/KSideCfgUpFuelTanks.zip Updates the two fuel tanks in KerbinSide to utilise the latest Kerbal Konstructs feature.
  7. - No. You don't currently found or upgrade bases with Kerbal Konstructs' strategy layer and integration. That's still the editor. I do have plans for founding and upgrading bases though. - Also see previous answer. Currently don't know. Time is not really a resource in KSP, so I doubt it though. - Electric charging points is on the list for working facilities, yup.
  8. I'll be releasing a configs patch for KerbinSide asap so that all the fuel tanks work with the latest KK feature.
  9. I Make Statics. How Do I Make my Fuel Tanks, erm, Tank? Snippet of a cfg file: STATIC { name = ksidetanks13 mesh = ksidetanks13.mu module = Part category = none author = AlphaAsh static = true scale = 0.1 rescaleFactor = 1 cost = 0 subcategory = 0 title = Fuel Tanks manufacturer = KashCorp description = Tanks with fuel attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashTolerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1 [B] LqFMax = 5000 OxFMax = 5000 MoFMax = 5000[/B] Instances { CelestialBody = Kerbin RadialPosition = 23753.98,590139.3,-105991.7 See the three fields in bold. That's all there is to it. KK currently only supports the three main KSP fuels. Just add one of those fields, or two, or all three. Sup to you. Design Notes *Static persistency is keyed by the static's position (cos that is very unlikely not to be unique). If you move a static, you change its key and invalidate its persistency (you reset it as if it were new). *KSP's persistency is a PITA to work with, so I ended up using my own persistency file. That means no support of quick loads and flight reverts. That means you can merrily abuse them to get spent money back and not lose purchased fuel. After the hell of trying to use KSP persistency and practically losing the will to live, I don't care. Abuse as you wish.
  10. It'll be a static object that you interface with through Kerbal Konstructs' GUI. That also means you can use KK's editor to place fuel tanks as you please. The next version of KK will include some already placed examples of 'working' fuel tanks, including an instance near the start of the KSC runway. EDIT That's WIP on fuel tanks. It's changed a little since I took that screenie but not much.
  11. I've had freezes and crashes caused by the stock contracts app without any mods installed chap, so yeah, you're fighting a bug Squad really needs to fix.
  12. I've had no luck reproducing the problem Another thing worth checking. See if you've a stray duplicate KerbalKonstructs.dll lurking somewhere in GameData. This does sound like the kind of symptom of something like that and I've had reports of CKAN misinstalling the .dll. Only other thing I can think of to try is the drastic one: back-up your saves, then clean install of everything.
  13. I'm currently putting the final touches to working fuel storage at bases in Kerbal Konstructs. In instances where it'd be better to transfer fuel from one of those to a spaceplane, if the spaceplane can't go to the tank, then a KAS equipped fuel tanker becomes a realistic re-usable asset. EDIT - Also it's entirely possible to have a fuel tanker in two parts, a cab and trailer, connected by a docking port.
  14. AlphaAsh

    xxx

    Do you honestly think I get rich off my art chap? As a fellow games designer, you should know better frankly. EDIT - And here's a real kicker. Not only did you think you could just re-use my art, looking at those images, you couldn't even be bothered to actually come up with original names for the bases. You were planning on ripping off KerbinSide every which way. Sheesh. I was about to give you the benefit of the doubt until I saw that. You sir, are just a thief.
  15. Heh, no ActiveVessel. That one has opportunity written all over it nightingale. "Distance To Target: You went boom, so no."
  16. AlphaAsh

    xxx

    I'm aware that I look like a total knob right now, so I'd just like to clarify two things. Firstly, KerbinSide's licence has a clause in it that simply put, requires my permission to re-distribute my artwork in a modified format. Secondly, I have been asked that permission by PM a few times and in at least a couple of cases I've said yes, certainly, because I'm keen to see what's done with it and it's flattering and I want to be involved.
  17. AlphaAsh

    xxx

    You're using some of my artwork without permission. I'm not giving you my permission. I apologise if this seems rude. I don't want credit for using my work. I don't want you using my work.
  18. AlphaAsh

    xxx

    Shoot me a PM chap if you'd like to discuss having some new anomalies for NCI. I can make some time to do some art for you as long as you're happy to do the setting up with KK.
  19. I'll take a look at this today and see if I can reproduce it. It may be related to the NGS setting in medsouz/KerbalKonstructs/PluginData/KerbalKonstructs/KerbalKonstructs.cfg For now, just open that up in a text editor and make sure it looks like this: launchFromAnySite = False disableCareerStrategyLayer = False enableATC = True enableNGS = True staffHireCost = 1000 staffRepRequirementMultiplier = 50 The important line is enableNGS = True That might not be the fix though. Don't know yet. Just a quick guess.
  20. AlphaAsh

    xxx

    Excuse me, much of that's my artwork which you did not obtain permission to use. See the licence for KerbinSide. But I do see it. No, I'm not downloading it.
  21. Not had time to look yet chap. It's on the to-do list today.
  22. UnstableOrbit, make sure to reverse those blue faces otherwise when you get to Unity, they'll vanish.
  23. Been systematically hacking away at how to use MODEL without the revert bug doing it's evilness and finally found the correct combination. MODEL { model = KashCorp/BoxBases/Assets/kapcubecab2 scale = 1.25, 1.25, 1.25 } scale = 1.25 rescaleFactor = 1 The scale in Unity for the model is of course 1,1,1.
  24. Try rotating the wheels in the SPH chap. Generally speaking wheels have to be connected "the right way up" and it's not always obvious what that is.
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