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AlphaAsh

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Everything posted by AlphaAsh

  1. No, that strikes me as a good way to do it actually medsouz. No bug. No fix needed. @Justin - User error due to lack of documentation. Hit enter after entering a value. :)
  2. Thanks this is really useful. I know what to look for in the code now. Until fixed, always deselect the object, save objects, then Ctrl+K to close KK. In that order.
  3. *squee* Got my first animated part working - just a ramp for trailer trucks but still *squee* Next version of the mod nearly ready. Lots of new parts.
  4. Heya Justin. Would be easier to track down if you try a couple of other things and see if the problem still occurs: - Change the altitude. Deselect the object. Save objects. - Change the altitude. Save objects. Deselect the object. Save objects. Assuming that's doable - this test procedure is off the top of my head.
  5. Updated to v1.4. Changelog: Improved scaling on all strategies with scaling. Science Academy: Reduced setup cost. Penalty changed from rep advances to contract science rewards. Launch Spectating: Removed rep advance penalty. Reduced contract funds advance bonus. Reduced reputation reward bonus. Live Feeds: Increased setup costs. Reduced reputation reward bonus. Space Camps: Science reward penalty now just from transmissions. Penalty for science recovery removed. Conservation Directive: Removed contract funds advance penalty. Meteorological Authority: Increased science transmission reward bonus so it's a little less pathetic. Still pretty pathetic though. My future-proofing for rep advances from contracts has been removed so that strategies are better balanced now, not later.
  6. Lovely bit of coding chap. It's nice to see such a clean, uncluttered, no-nonsense implementation. If I'm understanding correctly, this can handle different trees per save, correct? I didn't immediately click as to how part tech requirements is handled for that. Is it a simple case that if a part has tech requirement for a node that doesn't exist in a save's tree, it just won't be available?
  7. Nope. Not really. Hazarding a guess, Kerbal Konstructs isn't loading properly. Try uninstalling the medsouz directory, then re-install the latest version of Kerbal Konstructs (not the one that came with KerbinSide's All-In-One v0.37). If that doesn't fix it pop back with a KSP.log file handy and I'll take another look. EDIT - Almost forgot. Welcome to the forums Thanks for trying KerbinSide. Stick around, take a seat, enjoy the show.
  8. Without any kind of intervention from "the powers that be", there's nothing that can be done. And even if they did intervene, the damage is already done and would probably just continue off the forums. As Ippo says ... "Just gg, everyone home?" Yep. The only thing left to do is respond to all support requests thusly: "Do you have Compatability Popup Blocker installed? If yes, I can't help you."
  9. Future-proofing. I'm hoping to see more rep and science advances from contracts in third-party additions (and now official contracts now that Fine-Print is getting integrated) and it's something I want to implement in my own custom contracts (when I get to doing that).
  10. KerbinSide includes many new runways. KSC 2 has a very wide runway. Area 110011's runway is nearly 100m wide and 5km long.
  11. Tracking Stations has been updated to version 1.3. Find it in the OP. Changelog: New model with FX replaces old model. No location changes. Instances have been moved from the old config to the new. Just install straight over your existing KerbinSide install as usual. Old model and config included for those who make their own bases.
  12. Things are progressing nicely with a number of new parts. Here's a preview of some new, sportier arches and a new air intake.
  13. I've noticed that the breakingForce and breakingTorque of parts isn't always reliable. I suspect there's a bug somewhere in KSP which will set a part to default values (which is 22 IIRC), which is why you often find wheels just falling off vehicles. I haven't been able to reliably reproduce the issue though. I tend to strut wheels to the hull if I want a ground vehicle to be more resilient.
  14. @Sarbian. Don't let a bully and troll spoil things for everyone else. Ignore this and the initial consequences. Give it a few days and your user-base will let you know what they think. And my money is on them supporting what the modders want. Not the bully. Really? Based on the 'hostile' responses from a number of posters in this thread that you're asking to take a chill pill, perhaps the letter of the rules isn't enough in this case. This effort needs to be shut down before it causes real damage to the community, IMNSHO.
  15. Yep, just a misunderstanding. I tend to use 'rover' to mean any kind of ground-vehicle in KSP.
  16. Some nice ideas there. Thing is, that's not really the scope of this particular project. My focus is more on logistical support for operations on Kerbin. Personnel, fuel and cargo ground transport. So more traditional cars, trucks, vans, buses and so forth. There's a few other projects working on off-world rovers that might be more like what you want. EDIT - And I do have something more along the lines of what you might like, that's to extend another one of my other projects, the Octabase Hub, but that's very much work in progress and I'm not ready to show anything off from that yet. Agreed on the crash tolerances. I'm going to take a look at that and a few other stat tweaks. I'm not quite ready to take the plunge with making wheels but I'd be very surprised if Lack's 'KSC utility/service-vehicle' parts wouldn't work with what I'm doing.
  17. Care to be more specific? This forum is full of "space stuff". Help me out because this just looks like a thread dump.
  18. Coming in v0.3: Let adapter hate end. Ah KSP docking ports. I appreciate your bendiness more than ever. Extra thanks to Ven for his re-workings of stock parts. He made this truck even more pimped.
  19. Updated to v0.2. Changelog: Re-organised folder structure. Delete old version before installing the new. Truck Cab and Vroomer hatch now work. Added an air intake to the Truck Cab. Optimised models. Optimised and improved textures. Improved colliders. Placeholder wheels updated to KSP 0.25. Added placeholder dune-buggy wheel.
  20. No, I didn't want to reproduce what Sane Strategies already does very well. I'd recommend that to compliment these strategies - it's a very good re-balance of the stock strategies based on my testing. I'm not so keen on the custom strategies in that though - I think they need some more shaking out. But then, so does SKB.
  21. Finished testing the last one for science and finance, bringing it to three per department. Find details of the additions in the OP. Hope you enjoy
  22. Updated the OP because presentation is fun art and.... well, bump basically.
  23. Testing completed on two more strategies for Finance and one for Science. See the OP for details. Please, if you try any of these, come and give me some feedback. My idea of balanced/UP/OP may very well be different from yours.
  24. New screen for KK would do the job chap. Something activated in the flight scene (by a toolbar button). Checks for statics in a certain range, lists them, allows you to pay there and then to fix them. If you want to avoid immersion breaking magic spawning buildings, just flag the static as repaired then do the actual repair next time the player returns to the Space Centre. EDIT - Heck, you could easily extend this screen to any other kind of static interaction you want. Call it the Base Manager.
  25. Am I serious? Yes. I included what was the latest KK at the time the All in 1 was released. Mod dependencies are the norm in KSP. So asking users to go and get the latest update of a dependency, or more specifically, thinking they'll just do that, is a quite serious and not unreasonable expectation indeed.
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