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AlphaAsh

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Everything posted by AlphaAsh

  1. SketchUp is very simple for modelling compared to Blender but that has advantages and disadvantages. Easy to learn and use but very easy to be sloppy and make mistakes (like not sealing geometry properly and not seeing reversed faces without actively hunting for them). It lacks a lot of features you'll want later in your pipeline, like UV mapping, so whilst it's a good place to prototype models you'll still need to put in some work in something like Blender and then Unity.
  2. Justin or Beale can give you a better idea on that. Justin's issues were to do with launching from Duna. Since KK does support celestial bodies and co-ords are always relative to that, then it should yes. Give it a try and let me know how it goes. If you have no problems with vanishing statics then I can consider properly supporting it in KK in future.
  3. http://forum.kerbalspaceprogram.com/threads/93699-0-25-WIP-Kerbal-Konstructs-v0-4-%28Nov-11%29-Static-Objects-and-Launch-Sites!?p=1519815&viewfull=1#post1519815 Beale's problems will be down to mis-installation anyway.
  4. Like all mods, you need to retain the directory structure you find in the zip otherwise you are going to have a lot of odd and unstable behaviour from KSP. EDIT - Also I see from the screenshot that base isn't on Kerbin. Kerbal Konstructs doesn't properly support off-Kerbin launchsites because of limitations in KSP. tldr: If you have bugs happening from launching, recovering or reverting from off-Kerbin sites, or you are ignoring standard mod installation convention for KSP, I can't help.
  5. KerbalKonstructs needs to be in the medsouz directory because there's a reliance on that path in the code. Do you use CKAN? EDIT - Also do you use any custom static content? I don't see any KerbinSide directory and I'm wondering what custom launchpads you launch from.
  6. Nope sorry, I won't be adding more launchpads to the KSC. Nope sorry, I don't make 'military' assets, re-purposed or otherwise. Now a launchsite inside with an opening roof is something I'd like to do but unfortunately KSP's physics handling of colliders above each other is frankly archaic, causing problems when you return to a saved vessel (they try to jump up to the highest collider and normally explode violently). So again, not likely to happen.
  7. The zero stages issue is a new one, well for KK if it is KK. That issue has some history though but I can't recall what the cause of it was. I'll dig around the forums if you can't track it down. The camera locking was a known issue with KK until I fixed it. Apparently though, I didn't fix it. When you reproduce the issue again, hard close KSP, grab the KSP.log and chuck it my way. Also can you confirm you're using v0.5 of KK?
  8. Quick update on what I've been doing these last few days. Recovering from open bases is finally working. That was a hellish bit of intense coding and testing, debugging, coding, testing.... you get the idea. You will still end up at the KSC, but recovery rates will be based on the distance to the nearest open base. I'm hoping to extend this with some kind of recovery rating for bases (that you can improve through upgrades). I'll see. Base 'founding' is coming along nicely too. KK will 'ship' with some launchsites tailored to the purpose of you being able to build new launch locations as long as you can afford it. This uses a modified version of the editor GUI that takes away a lot of the fiddliness of the actual editor - features you don't need when actually founding new bases in a career game. Still lots to do.
  9. A three kerbal cupola and a four kerbal command pod. Both are inline 2.50s. I've done some bump-mapping on the former but the latter still needs a little more work on the textures. Happy for you to take a look and consider incorporating.
  10. Definitely. I am extremely selective about my parts mods and have a tendency to make any parts I need as I play. I've not found a station or base set that I've ever really stuck with. Which reminds me, if you're up for some collaboration, I have something you might like. brb.
  11. I just flew a test flight from KSC to Jeb's Island Retreat, grabbing a contract waypoint at 13km high on the way. Whilst I did see some popping in and out of the assets on the island (which is to be expected with the constant chages in range to the assets), when I dropped down and did a fly-over of the island, everything was visible as it should be. Turned my plane to make my approach to the runway and touched down without incident. I'll keep looking at this issue, but with only one report and consistent reliability like I describe above as I continue to test KerbinSide and KK, if I can't reproduce an issue I'm left with only the usual recourse, giving the usual advice: delete Kerbinside and the medsouz directory. Check you haven't got a Hubs directory - if you have, delete it. Re-install the latest KerbinSide All of it In 1 (0.39.1). Make sure everything in the GameData folder of the zip goes in the same place of your GameData folder of KSP.
  12. Pretty sure that connecting up craft with KAS components means they're then treated as one craft, the same way as when you dock them. I've been meaning to test this myself with base building contracts.
  13. What does? The launch selector? This is a known issue with Kerbal Konstructs on low resolutions and true of a lot of mods that need a large GUI interface. KSP's GUI in general doesn't scale particularly well. I'll see what I can do in KK. Fairly certain StarSystems doesn't rescale planets and fairly certain co-ords are fixed relative to a planetoid so I'd a hazard a yes. medsouz should be able to give you a more definitive answer. He lurks but you can always ask in the StarSystems thread.
  14. Then the issue is with RemoteTech and you should drop by that thread and let the devs know. There's no need for hard-code in KerbinSide or KK. Do you mean merging instances from bases you made yourself chap? Back up the config files, install the new content, then copy and append any instances from the backed up configs to the new configs that aren't in them.
  15. I'm thrashing out some initial design on how to handle being able to found all new bases on Kerbin. This will present a more complex interface however, since there's still the issue of not enough flat ground on Kerbin. So you'll essentially end up with a version of the KK editor targeted at providing only the functions needed for this part of gameplay. As for contract integration, that is most definitely something I'd like to do with custom launchsites at some point. It's near the top of my glass ceiling for now though.
  16. I'm not going to address everything in your post. I'm not really interested in simulating realistic requirements for building and resourcing a base. I'm interested in adding a fun and fairly simple additional strategy layer to KSP. Also, due to some limitations with launchsites on planetoids outside of Kerbin's SOI, I'm not really considering colonisation. My focus is on making it possible to manage bases on Kerbin and providing appropriate benefits and rewards to your career with out too much challenge or complex mechanics. My design goals aren't set in stone though and they may well change as I progress. Likely my endurance levels and the obstacles I hit will determine what this ends up looking like, more than suggestions from players. I don't doubt that few players will be completely satisfied and probably many will be disappointed. But I'm not a full time employee of Squad with the concerns they have for their design and selling more units. That probably comes off rather blunt but then I tend to do that.
  17. v0.5 is now available from KerbalStuff. Changelog: Introduces stage 1 of a base management strategy layer to career mode. If you don't want to pay funds to open bases in career mode, open KerbalKonstructs.cfg and set disableCareerStrategyLayer = True
  18. version 0.39.1 of All of It In 1 is now available. Find links in the OP. Changelog: Included latest version of Kerbal Konstructs (v0.5). This introduces stage 1 of a base management strategy layer to career mode. All of KerbinSide's base configurations have been updated to take advantage of this. If you don't want to pay funds to open bases in career mode, open KerbalKonstructs.cfg and set disableCareerStrategyLayer = True
  19. I have to be careful not to make promises for features I ultimately can't deliver but there's certainly a few things you mention that I am aiming to do something like it. So anyone reading this, keep that in mind please. I'm planning to do a 'Base Manager' extension for KK which is a window available in a variety of scenes. Bases will have empty foundations and you decide what facilities are built on them. These facilities will need staffing and may be upgradeable. Each facility will provide some kind of benefit to the base and/or your space program. This will depend on just how much of building destructibility and upgradeability is exposed in the API. I'd much prefer to hook directly into KSP functions than re-write functions. See above. Squad may be implementing some kind of IVA-alike feature for KSC's buildings so again, if that's easy enough to re-use then I'd like to do the same for custom bases. Resource storage/generation etc. is a different beast but is relatively easy to implement already without actually needing to do anything with statics themselves. It can be managed with a database/persistence wrapper. I'll address more of your post in an edit in a bit. Need coffee. medsouz has already started poking about the API to see how possible something like this is. I'm keen for you to be able to click on the VAB of any base and up pops the VAB scene, for example. medsouz is already near to having custom bases be able to carry out recovery instead of KSC. He's coming at it from the angle of basically telling KSP that this marker in this static is the space centre, not that marker at KSC. I'm experimenting with this from a different angle that doesn't involve having to do anything with the statics or Unity or mono - rather, you just switch in the transform of an open launchsite temporarily as the marker. No idea yet if it'll work.
  20. KK Career Mode Base Management Strategy Layer (KKCMBMSL) - Working Title Obviously I've started introducing some new features to KK and the first stage of a new strategy layer involving base management is ready to try. This is optional and can be easily disabled in KerbalKonstructs.cfg if you don't want it. Since this is only the first stage, you may want to just try it out then disable it until more features are added. Here's what the launch site selector looks like in career mode if you have the strategy layer enabled: A handy indicator as to whether a site is open or not. Most bases now have to be opened by paying some funds. If a base is always open (and some are) this button won't appear. Most bases can also be closed and a small percentage of what it cost to open is refunded. If a base cannot be closed (some can't) this button won't appear. To set a site as your launchsite press this button. This is a change to how you normally set a launchsite in sandbox or science mode. Q - What's the point of opening a base? A - Right now it's just so you can launch from it. There will be more benefits to opening bases in future versions of KK. Q - Like what? A - I'll tell more when there's more to show. Q - What about science mode? A - I have plans for a strategy layer in science mode too. Q - Is opening and closing bases saved? A - Opening and closing sites is persistent for each of your career saves. Q - I make bases for KSP too. How do I set them up for this? A - There is two new tags to use in your launchsite's instance. OpenCost and CloseValue. If you set OpenCost to 0 your base will always be open. If you set CloseValue to 0 your base cannot be closed.
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