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Everything posted by AlphaAsh
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I'll look at that. Still going to need to get the total craft value one way or another though and I'm starting to worry I may have to calculate it myself by iterating through parts. Be much nicer if I could just re-use the code that already does that but I suspect there's no API exposure of that. EDIT - Nevermind, I can catch it with OnFundsChanged - just won't be updating the widget. Meh.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Notices updated in OP. My contract is over which means I have more time for KSP when I'm not looking for more work. However, my focus is currently on Kerbal Konstructs. Check out Notices in OP for a little more about that.- 2,488 replies
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Nope. Although: ... is a fascinating possibility. I don't know enough about this mod yet but I'll look at it when I have some time. No, sorry. KSP's rescaling of part parts is native functionality. Fairly certain that's not the case with statics. Not a feature I want to spend time on. No again, sorry. I just took out the very limited feature for this because it was totally useless and I'm again, fairly certain, it's too much hassle to improve.
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v0.4 now available from KerbalStuff. Changelog: Hover the mouse over the KK icon in the VAB or SPH and a big message with the currently selected launchsite will be displayed. Completely re-wrote and re-designed the Instance Editor GUI window. Rotation has some really useful buttons too now. Orientation has been withdrawn from the KK editor. If you really want it back, let us know. Someone actually used that? Really? Fixed bug in the KK Statics Editor where off-Kerbin instances were always considered local. EDIT - Heh. Just after medsouz updated the thread title. Sorry chap
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Considering that it's just a distance check between the camera and statics, that's... bizarre. I have no instances on any planet except Kerbin to test that with and the function is working flawlessly here. I'll look at it some more and get some debug in to help for the next version. EDIT - Found the bug already. I'll get a fix out asap. As for not being able to group individual instances, that's a feature not implemented yet. Other than manually doing it in a config file.
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A Guide to Making and Editing Bases With Kerbal Konstructs 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. 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. WARNING! Not all statics can be made launchsites. 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. NOTE! Alt. is altitude. Rot. is rotation. Saving Your Bacon... Er... Your Bases Content developers like myself also make bases. When I put out a release of KerbinSide, it has a bunch of instances already defined for each static. The details of each instance are kept in a static's configuration file. When you create instances yourself, they are also written to those same static files. Then along comes a new release of your favourite statics which you merrily install... and all the bases you made vanish. Don't let this happen. Before installing an update of your favourite content, back-up all your config files. Install the new content, then merge the instances data from your backed up configs in to the new configs. You'll have to do this manually for now. In a future release I plan to include a utility that will do this for you.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Not a clue really, since I've never even tried any RSS/64K/various derivatives. If someone wants to do some bases with KerbinSide assets and release them for one of these mods, all they need to do is PM me for permission. I'd be more than happy to endorse and support someone else who's willing to make the effort.- 2,488 replies
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[WIP] The Cities of Kerbin (Hex Blocks)
AlphaAsh replied to Eskandare's topic in KSP1 Mod Development
Simple Mesh Combine. It's by Unluck Software. Cost very little and totally worth it. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I'm not keen to determine if Kerbal Konstructs could support rescaling of statics and I'm not sure medsouz wants that pain either. Basically RescaleFactor is native functionality in KSP for part parts. I'd be very surprised if the API would provide us what we would need for KSP to rescale static models the way it does parts. I might be wrong but I don't want to spend time finding out.- 2,488 replies
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Updated to version 1.5. Find links in the OP. Changelog: Outsourced Recovery updated: science loss from recovery is halved. Licence update in the zip.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
http://www.virindi.net/junk/kerbinside_035a_rwy.cfg Virindi hasn't updated it for a while though.- 2,488 replies
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[WIP] The Cities of Kerbin (Hex Blocks)
AlphaAsh replied to Eskandare's topic in KSP1 Mod Development
Coupla things. Sorry I haven't sorted out some 'source' for some KerbinSide assets for you. It is on the to-do list. Get yourself a nice Unity script for merging meshes with the same material in Unity. It's very very useful if you want to avoid having to UV map everything (which you will, trust me). It's also the best way to optimise a very large Unity scene, but back-up before doing anything, and keep in mind that if you merge meshes of multiple models it's going to be hell to change or maintain. You've just made new hybrid models. -
I've no idea yet chap. I need to try out your wheels first. I'd ultimately like to get rid of all the placeholders. The Dune Buggy wheels might still need a placeholder for the next version.
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I tracked this down to being caused by the dll in Sane Strategies. Crzyrndm's fixed the issue - go grab the latest version of Sane Strategies.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Sorry but I'm afraid not. There's no simple way to translate over the co-ords for all the assets. All the bases would need to be manually built again. Not going to happen. Sorry, no. Again, far too much work. It's not as simple as using RescaleFactor with parts.- 2,488 replies
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Next version will use the all-powerful MM to create any placeholders still needed. No need for additions to any Squad folders.
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Either is fine chap. I use both.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
The All of it In 1 has been updated to v0.39. Find download links in the OP. Changelog: Added some new preview locations, including some new rocket pads. Some of these bases will be expanded in a later release. Some may be removed. Expanded a few locations. Re-scaled Green Basin's crawler so it isn't so huge. KerbinSide bases now have custom icons in the Tracking Station and Map View. Included latest Kerbal Konstructs - version 0.4PRE4e. Completed launch descriptions and preview images for the Launchsite Selector.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
KerbinSide's TGAs use the highest compression but I've read a few times that KSP uncompresses them. Still, the only real benefit you might get with running ATM over them is re-sizing the largest ones. Pretty sure very few are bigger than 256x256. Most are 128x128 or smaller.- 2,488 replies
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