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Everything posted by AlphaAsh
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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
Inspired by Kottabos Games review of KK, I've also started on another feature for the mod. Exclusive static assets and some example bases built from them. Excuse the poor placement of a rocketpad next to Black Krags' runway. It won't be staying there. It'll be a lot easier to try out the features of KK and have immediately to hand a few statics to already start making bases with. You can then better decide whether you want to commit more of KSP's limited memory allocation to other static packs, such as KerbinSide. Am I blatantly p1mping my own statics pack as well? Yes, obviously - - - Updated - - - Check out KSC++ by Lack. That's got some statics of that type you might like. Do keep in mind that I can't properly support off-Kerbin bases with KK because of limitations in KSP. If launch-sites bOrk off-Kerbin, there's not much I can do about it.- 872 replies
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[WIP] KAP - Kerbin's Age of Pioneers (A Career Mode Overhaul)
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Development
Nothing playable at the moment. Confirming pre-requisite mods and making the MM files for those are still WIP, replacing placeholder parts still WIP, a new tech tree WIP, and a plugin for stuffs I'm not ready to say anything about yet still WIP. I'm hoping to have a new alpha of KAP ready to go in a couple of weeks. Don't hold me to that. KAP is similar to Better Than Starting Manned but starts with prop planes and advances 'ages' from there. -
It'd be a lot more characterful if the audio was actually reversed, so you don't really need to get any voice talent, just do it yourself . No need to worry about whether it's remotely understandable if you do it as well as text, not instead of.
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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
skykooler has gone made a cool ATC mod. Go check it here: http://forum.kerbalspaceprogram.com/threads/105791-WIP-Air-Traffic-Control- 872 replies
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skykooler, wonderful mod. If I could rep you more right now I would. Expect a hook-up in KerbinSide's OP and with your permission, I'd be happy to release this packed up with KerbinSide. Your call chap. I'll scrap KK's ATC feature. This is way better and saves me some work. One feature request: audio.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Cheers chap. Updating the OP. Have some rep.- 2,488 replies
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If you only ever land your spaceplanes at the KSC, fair enough. I made a mod that provides lots more places to land. I've made a mod (this one) to support logistical operations at any base, not just KSC, and I'm now busy creating a feature in another mod for buying, storing and transfering fuel. In isolation this may seem pointless to you. Combined with my other projects to expand KSP, it doesn't to me. I release my mods to be used by those who do see a point and based on the fact they are downloaded and used, clearly others do see a point. And even if there doesn't seem to be any real advantage, driving around Kerbin in a sports car is b i t c h i n' fun when you aren't throwing rockets in to the cosmos or trying "to save money". We all play the game for different reasons.
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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
One of many features I have been working on for KK is working facilities at bases. In most cases, it's not easy to determine just what to make a facility do that actually enhances gameplay, rather than nerfing or over-complicating it. I'm trying various features for the facilities based on my own design and then a few suggestions that have been made. In a few cases, it's pretty obvious what to do. Take for example, fuel tanks. This particular type of fuel tank only handles LiquidFuel. There's another tank in KerbinSide that handles LqF, Oxi and MonoProp. I'm also making sure it's nice and easy for statics authors to easily integrate their own stuff into these features. This is only one facility with a working feature and there's a few more I have planned. Keep in mind, what you see here is WIP and very much subject to change.- 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
Always interested in contributions of that sort chap. There's still plenty of places on the globe that could do with a base. You've a few ways to go on this: - Do your own 'expansion' for KerbinSide. You still need to go through a 'QA' of sorts with me to obtain permission and be endorsed, since it's my art and you're effectively modifying it for re-distribution. Don't let that scare you though, I'm a nice guy, honest. - Submit your contributions for inclusion in KerbinSide. That's how Eskandare got started and he quickly moved to making his own artwork after that. Throw me a PM if you want to discuss further off-thread.- 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
I've lots more ideas for KK but most of them are either in design or prototyping and I'm not quite prepared to 'announce' any new features right now for... reasons. Some of them might just dead-end, afterall. I have got a feature in mind for KK regarding tracking stations and communications between Kerbin and craft in orbit but I'm not keen on full integration with RT. RT does its own thing which is a little too complex for what I have in mind. Saying that, if I can harmlessly write an 'active/inactive' toggle to the RT config I might try that but then the issue is persistency between different save games. That's what's really been putting me off pursuing RT integration. tldr: RemoteTech's API needs to be heavily improved and that needs to happen their side. I've not discussed it with the devs of RT though.- 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
Founding and upgrading bases are both in development for Kerbal Konstructs. It's a lot of work so it's taking some time to get right.- 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
"Released into public domain" is a valid licence chap- 5,206 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
http://www.avgthreatlabs.com/virus-and-malware-information/info/adwaregeneric/?name=Adware%20Generic6.EZT&utm_source=TDPU&utm_medium=RS&PRTYPE=PROT tattagreis, you aware that exe is infected with a trojan?- 5,206 replies
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
You know what you're doing chap but if you don't want to re-invent the wheel, Kerbal Konstructs' Nav Guidance System does what you need. Feel free to save some time and use the code from that. https://github.com/AlphaAsh/Kerbal-Konstructs. Look in /src/UI/EditorGUI.cs. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Added to Known Issues in the OP. Thank you Hektos for the support- 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
Linked in Known Issues in the OP. Thank you 5thHorseman for the support.- 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
No new version chap, 0.7.0 is the latest release. medsouz asked if I wanted to start a new thread for KK and I decided it was high time it got a 'proper release'. RE: ATM. Not sure. I'll poke at it myself and see if I can figure it out.- 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
Please note that this tutorial is out-of-date. Kerbal Konstructs editing tools have been refined and improved over many months. However, the basic principles explained in this tutorial still apply, and it should still be helpful for getting started using the editing tools. To Make a New Base Find a suitable location. Land there. You need a craft or a kerbal at the location you want to make a base. Make sure you're controlling that craft or kerbal, then hit Ctrl+K to bring up the Kerbal Konstructs Statics Editor window. To Edit an Existing Base Take control of a craft or kerbal currently at that base. Then hit Ctrl+K to bring up the Kerbal Konstructs Statics Editor window. The Kerbal Konstructs Statics Editor This window lets you list available assets (typically known as 'statics') you can spawn. You can then select a static to spawn. To have statics available to you, you need to have some content installed, like KerbinSide. The window allows you to list all existing statics already spawned, known as 'instances'. You can also narrow down this list to instances in your immediate vicinity (within 10km). You can then select an instance to edit. Let's take a look at using The KK Statics Editor to spawn new instances and edit existing instances. Spawning New Instances Click this button and a list of available statics will appear below. Each available static is listed as a button. The 'title' of the static appears to the left. Hopefully this will be descriptive enough to tell you what the object actually is. The unique identifier of the static appears to the right. You can use this to quickly identify which mod this static comes from. Click one of the listed statics. This will spawn an instance of that static at your current location with the camera focused on it and pops up KK Instance Editor (see later). Editing Existing Instances Click this button and only instances within 10km of your location will be listed below. Click this button whenever you want to commit any changes you make to instances. This button also appears on the KK Instance Editor. See later. Instances are listed as buttons. On the left of the button is the group the instance is assigned to. On the right is the 'title' of the static the instance is an instance of. (I bit my tongue. Ow.) When listing local instances, they can all be assigned to a custom group. Enter the name of the group you want them assigned to here. Click this to then immediately assign the listed instances to that group. Click this if you want a list of every instance regardless of where it is. Be careful if you decide to then edit a distant instance. When the camera focuses on it, the world itself may not be fully rendered, making it very difficult to edit your instance in relation to the terrain it is on. To edit an instance, just click a button in the list. The camera will focus on it and the KK Instance Editor will pop up. Why Group Stuff? Currently the main advantage of placing instances in a group is it improves the efficiency of Kerbal Konstructs making instances in visibility range or out of visibility range active or inactive. It helps with KSP's performance. It will have future benefits as more features are added to Kerbal Konstructs. The KK Instance Editor When you spawn a new instance or edit an existing instance up pops the KK Instance Editor. NOTE! Alt. is altitude. Rot. is rotation. WARNING! Not all statics can be made launchsites. Enter a number here and hit enter. This increment will be applied to re-positioning by the various re-positioning buttons below. Displays the current position of the instance. You can manually enter a new position in these five boxes. Hit enter after typing in a change. These sixteen buttons allow you to fine-tune the position of your instance. The increment modifies the size of the position change applied by a click. Experiment with them - no teaching how to suck eggs today. The buttons for rotation are a little different. The double arrowed buttons decrease and increase angle by 1 degrees. The single arrowed buttons decrease and increase angle by the increment divided by 10 degrees. This should be pretty obvious what it does. Click this to pop up the KK Launchsite Editor. More on this in the next part of the guide. Saves ALL instances, including the one you're working on. Saves ALL instances and deselects the instance you're working on. Camera focus returns to your craft or kerbal. Deletes (despawns/kills/removes)the instance you're working on. Instance Editor (Updated) The Instance Editor now has some very useful new features. You can copy the position of an instance to a clipboard. Then when you spawn or select another instance you can paste the position. The instance will be immediately moved to that position. Snap to Surface is now correctly called Snap to Terrain because that's what it actually does. No more manually editing visibility range in the config file. You can do it in the editor. You can enable and disable the colliders of an instance on the fly. Be very careful with this. It can be useful in certain circumstances. Probably not when moving a launchsite with a craft on it. You can now duplicate the selected instance. This immediately spawns a new instance of the same model with the same position and switches selection to that new instance. Make Launchsite is smarter now. It's disabled when an instance can't be a launchsite. The KK Launchsite Editor The Launchsite Editor has been streamlined. Redundant settings that have to be edited in the config file (like the spawn transform and preview screenie) aren't displayed anymore. 8. You can now set the site category in the editor. 9. The annoyingly difficult to maintain (for me) drop-down for selecting site type has been replaced with just as good buttons. 10. To support the new career mode feature, you can now set the open cost and close value of a launchsite in the editor.- 872 replies
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Kerbal Konstructs provides editing tools for adding static objects into KSP, including new launch sites. It also presents a means to select an alternative site to launch from in the VAB and SPH, integration of new launch sites into a strategy feature in Career Mode, 'working' facilities such as fuel tanks and support for air-racing. DOWNLOAD from Alpha Strike Games | DOWNLOAD from SpaceDock Like the mod and want to contribute to the author's caffeine addiction? Kerbal Konstructs should be installed to your GameData folder retaining the exact file hierarchy as it is in the zip. Do not arbitarily re-structure the file hierarchy. Do not change the folders around. If you don't know how to manage files on your computer, you should learn. It's far less difficult to learn than rocket science. Kerbal Konstructs doesn't really do much if you don't have some actual static content. Try this stuff. Open and close the selector with the KK icon in the appbar of the VAB and SPH. See the next post for a guide to using Kerbal Konstruct's in-game editor tools. Base Boss in the Tracking Station and Map View displays information about a selected base (click on the base's icon). In career mode, you can open and close bases in the Base Boss in the tracking station or map view. Base Boss in the flight scene includes a simple 'Nav Guidance System (NGS)'. This indicates the selected target base, distance to the target base and whether you are closing towards or heading away from the target base. When closing the central indicator turns green and the turn markers go out. When heading away, the central indicator turns red and the turn markers come on. You can set the target base for the NGS in the flight scene Base Boss (click the NGS button)... ...or alternatively in the map view (the one available in the flight scene by pressing M) by clicking on a base's icon. In the flight scene, when landed at a base, open the KK Base Boss app by clicking the button in the toolbar. Assuming the base is open, any facilities at the base are listed here. Click the facility you want to use, in this case the Rocket Fuel Tanks. The Facility Manager opens. Note that in this example the currently active vessel is in range of the fuel tanks in order to transfer fuel to and from them. If the vessel isn't in range, you'll be notified here. You can still order fuel, however. The required range is 100m for a fuel transfer. This can be changed in Kerbal Konstructs' settings file if you want. Different fuel tanks store different types of fuel and have different capacities. You can order more fuel. Use the + and - buttons to change the amount you want to buy. You can't enter the amount in the text box, sorry. You can use the Transfer Rate buttons to change how much the + and - buttons increment or decrement your order. Or hit Max to order the tank to be filled to capacity. This is how many funds your order will cost. Any order placed will be immediately filled (pun intended) when you hit the Buy button. No confirmation necessary. No waiting. After buying or if you change your mind, click Done. There's no backsies - this will not revert an order. This is the active vessel. This is its fuel tanks. Name, type of fuel, amount of fuel in it. To select a tank to transfer fuel to or from, hit Select. Currently only one tank can be selected at a time. I hope to improve that. Select the rate you want the transfer to happen. x1 is slow. x10 is ten times faster than that. Now click In or Out to transfer fuel into the fuel tanks or out to the active vessel's tank. Click Stop to stop the transfer. If you want to air race you need some tracks configured to use the racing feature. Try KerbinSide Air-Race. KerbinSide Air-Race currently has three tracks: KSCRace near KSC (easyish track), Dundards near Dundard's Edge (really very tricky track) and The Krags, near Black Krags (tricky track). To run a race, open Base Boss in flight and click the button 'I want to race!' The Base Boss will close and the race app will open. It'll tell you the distance to the nearest start line. Cross that start line to start the race. A Guide To Editing And Making Bases With KK How to Export Custom Base Packs Setting Up a Static Launchsite's Spawn Point In Unity Creating a Configuration File For a Static I Make Statics. How Do I Make My Fuel Tanks, erm, Tank? How to Configure a Launchsite Model's Width and Length How To Configure A Launchsite With LaunchRefund and Recovery Ratings How To Make a Race Track How To Use Kerbal Konstructs Contract Configurator Extensions (KKCCExt) When Making Contracts How To Setup Landing Guidance at a Base Launch sites don't always automatically clear before launch. The camera can be pretty shaky and wonky when working with statics. No official support of launchsites off of Kerbin. You can make them but be prepared for issues due to limitations in KSP that we've not figured out how to work-around. If you try editing statics a long ways away from the active vessel, the terrain won't be rendered properly. If you don't know how to use a feature (like the NGS) RTFM (or rather the Features section of this post) or post in this thread and someone who does know will probably tell you. Having a problem you think is Kerbal Konstructs doing something wonky, wrong or unexpected? Here's what you need to do: Try to reproduce the issue. If you can't then move on. KSP had wind. If that didn't help, are you using the 64 bit version of KSP for Windows? If you are, see if you can reproduce the problem in 32 bit. If you can't, KSP 64 bit didn't work properly. Make sure if you report the bug, you tell me that. If you can reproduce the problem and want to post for help, you're now more likely to get help from me if you're specific about the issue and report the bug along with the following: Version of KSP. 64 bit or 32 bit. Platform. Path of KSP install. A KSP.log from the root of that install after reproducing the issue, returning to KSC and exiting the game. Version of Kerbal Konstructs. Path of Kerbal Konstructs install. A list of other mods you have installed. A screenshot of the problem happening, if you think it might help. The base icons are white squares. The KK toolbar icons are just white. The NGS graphics are white. Kerbal Konstructs isn't installed properly. It has hard-coded pathing for finding the textures it needs. See the Installation section of the OP to find out how KK should be installed. This may also occur if you have a duplicate dll lurking in GameData. Make sure there's only one KerbalKonstructs.dll, and that it's in GameData/KerbalKonstructs medsouz - The First Forkmaster | AlphaAsh - The Current Forkmaster | Razchek - KerbTown Genius medsouz's fork of KerbTown on GitHub | AlphaAsh's fork of that on GitHub | Razchek's original KerbTown on GitHub
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If you mean making your own models, there's a sub-forum dedicated to that. If you mean some kind of manual or guide to using the KK editor then yup, I've done a couple in this thread. I'll go dig out the posts. EDIT - Here you go. http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1535333&viewfull=1#post1535333 then http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1580905&viewfull=1#post1580905
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20 m/s isn't slow for a rover Try the sports wheels - now those are insane.
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Should be. It's only parts. I may have to review SAS on the pods but that shouldn't be an issue anyway.
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Actually, that's KSP at work, nothing to do with KK chap. The lag caused by KK was a consequence of the persistence file being parsed every frame. Which was bad. I fixed that. The lag you describe might be the extra draw calls for the extra statics but *shrug* not sure. More likely, KSP is doing a little extra work tracking craft at KSC. I would be totally unsurprised if ALL the craft's parts are 'active', regardless of it just being that little floaty icon.