-
Posts
1,840 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlphaAsh
-
Checked over the latest commit medsouz and yeah, this might be salvageable. Good stuff chap. I should have time this evening to merge this and take a look at the upgrade module b0rkery too. Looks like you have a better handle on it though. My enthusiasm for 'edit, test, edit, test' is pretty much nill right now though.
-
Happy with the quality of new buildings?
AlphaAsh replied to JackGruff's topic in KSP1 Suggestions & Development Discussion
Can't vote in the poll for some reason. My opinion has been jaded by recent developments with some mod projects but regardless. The new buildings are bloody awful. I know the stuff I do for KerbinSide isn't something to write home about... but still. Awful. The tier 1 runway being bumpier than the ground off it - ridiculous. You're better off getting off the runway to take off. -
Quick technical update (and whinge). Squad have made several changes to PSystemSetup again. The function to spawn at a 'custom spawn point' relies on being able to 'register' spawn points. Since there is no documentation for these changes, that leaves fishing in the dark with a dodgy torch you have to shake constantly, in order to figure out what to fix. Sorry folks, I don't like fishing in the dark. I've handed this off to medsouz for now to see if he does.
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Kerbal Konstructs does not currently work under KSP 0.90 and there is no "quick fix". This means KerbinSide won't work with 0.90 either. I'll be working on KK to get it compatible as soon as is realistically possible.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Kerbal Konstructs does not currently work under 0.90. medsouz and I will both be looking at getting it compatible. Whilst statics may appear correctly using the latest KK, launching from custom sites is most definitely b0rked. Also, with the merging of the VAB and SPH into a single scene (WARNING technical stuff), features like filtering in the launch selector won't be working either. Can't give an estimate on when we'll get KK fixed for 0.90 just yet. So, "when it's done" is all I've got at the moment.
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Are you using FAR? It was Scott Manley who pointed out that some of the launchsites are at high enough altitudes for that to immediately make a difference to the performance of aircraft.- 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
Ok I lied. I'm seeing this now and thoroughly baffled. This just went to the top of the to fix list. EDIT - Surprise surprise. Like most GUI bugs in Unity/KSP, it's intermittent and I can't reproduce it reliably. I restart KSP, icons show up fine. Reminds me of the odd panel centering bug in the launch selector which I had to completely kludge to get around (you may have noticed that changed a little in appearance. Specifically the description box.) Honestly chap, unless I can find a 100% reliable way to trigger the bug, I can't begin to find a solution. It's Unity/KSP being a PITA.- 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
No luck reproducing the issue here (I didn't install ATM). Any luck tracking this down yourself chap? OP FAQ updated. Been asked a few times. Sorry no. This typically happens when you haven't installed KerbinSide and/or Kerbal Konstructs correctly. When you say "most", which ones are appearing? Added to the to do list. Welcome to the forums. Stay awhile. Stay forever. And thank you sir. I'm always a little thrilled when someone registers just to tell me I'm awesome. My ego is having a party in my headspace. Insert Fry Take My Money meme here. I hope to improve that in a future version of KK. For the moment, yep you have to target the planet.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
breakingForce = 150 breakingTorque = 150 Yup, pretty much what I'd expect. It was going to be that, C#, part of a post in this forum or a link to a cat image.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
"Where's the snacks?" "Over here! No wait, that's sand." "Here! No that's sand." "That's my foot." "Where's the snacks?" "That's still my foot."- 5,206 replies
-
- 1
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
If you're using ATM, that's probably the culprit. I'll investigate further.- 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
v0.40 All of It In 1 available (now exclusively) from KerbalStuff. All individual packs have also been updated. Several packs have been merged together. Find them in the OP. Changelog: Increased global coverage further with... Nine new airfields. Five new helibases. Six new multilaunch bases. Multilaunches are a combination rocket pad, helipad and runway. Lots of new models, including a combination VAB and SPH and modular crawlerways. Many bases expanded. Included latest Kerbal Konstructs (v0.6.5) stuffed full of new features.- 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
Two posts up from yours. I'm aware of problems with it and it's being looked at.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
Yep, that'd be the stuff. EDIT - Also I may have misunderstood you. If you mean 'how do I generate khorsepower?', right click on a pod and switch the engine on. There's also a radial engine you can use the same way. Khorsepower generators convert petrol and intake air in to khorsepower, which is needed for khorsepowered wheels.
-
v0.6.4 now available from KerbalStuff. Changelog: Base Boss in the Tracking Station and Map View now displays information about a selected base (click on the base's icon). In career mode, you can now open and close bases in the Base Boss in the tracking station or map view. Base Boss in the flight scene now includes a simple 'Nav Guidance System (NGS)'. This indicates the selected target, distance to the target and whether you are closing towards or heading away from the target. 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. The turn markers do not currently indicate which way to turn. This feature is proving very fiddly to get right and will be released when it works. 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 by clicking on a base's icon.
-
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Ola chap. I'll take another look at the runway model. I did have some odd graphical tearing on a couple of faces in an early version which seemed to mysteriously fix themselves and I'm wondering whether some faces with more than one material has slipped in. Possibly KSP is still having some kind of fit over it. Pull the mu and cfg for now if you can make do without Area 110011 and I'll push for a new version of KerbinSide asap (KK's been getting all my time lately). EDIT - Other thing I'll check is the colliders. Maybe I've exceeded the limit on a mesh collider and KSP's physics is getting its knickers twisted.- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
This blowfish asked about this himself and Beale did a good job of checking it out here: http://forum.kerbalspaceprogram.com/threads/93699-0-25-WIP-Kerbal-Konstructs-v0-6-3-%28Dec-6%29-Static-Objects-and-Launch-Sites!?p=1560595&viewfull=1#post1560595 I love this community. blowfish, if I could rep you again I would but you got my last rep Thanks chap for helping with support. That's the sort of thing that saves me some time.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
@nightingale I've got contract support slated for Kerbal Konstructs but have been putting it off because I wasn't quite ready to start re-inventing FinePrint. Basically, I'm keen that KK can generate contracts around custom bases, such as 'transport x number of passengers (empty seats) from a to b' and/or 'get from a to b in under x number of minutes' and so on and so forth. KK is not paticularly well exposed for extension so I was wondering, any chance of a PM conversation about what needs to be done with KK and ContractConfigurator to get them talking? Assuming this interest you- 5,206 replies
-
Did you install the placeholder wheels? Are you using the placeholder wheels? The khorsepowered wheels will be under the control parts tab, not the utilities parts tab.