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AlphaAsh

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Everything posted by AlphaAsh

  1. No you should be fine to go ahead chap. I haven't seen any problems with existing saves and the functions that handle disallowing some strategies when others are active don't seem to care. It does mean that could be abused but I'm not the save police EDIT - And now that I think about it, that isn't possible. Any new strategies that are disallowed by active ones will be disabled automatically next time you open the administration building.
  2. Science Academy only has 5 commitment grades, unlike the other three strategies which have 10 grades. Hence it starts at 20%.
  3. Downloads: SKB on SpaceDock.info Say thanks by donating? Want to say thanks for the mod with hard cash, wonga, dosh etc.? All donations go to the caffeine fund. BORING STUFF/LICENCE
  4. I like a lot of these ideas. A couple of things to keep in mind: 1- We flatten terrain a lot for large installations and facilities. I can't do that in KSP. 2- Modelling for good integration into terrain multiplies time and resource requirements. By concentrating on making something look good, focusing on effect over detail, that overhead isn't there. I'd estimate 90% of players will spawn, launch, fly around KSC2. Then land, recover. Perhaps 9% will take time to explore in a rover. Perhaps 1% will get out of the rover. My efforts are directed accordingly. EDIT - Readability.
  5. Took some time off work to put a quick preview of Launch Pads 2 up. This is not all of the content - there's quite a bit more not in a complete enough state to show yet. The VAB/SPH is exactly that, a VAB and SPH all in one. It's just a static so until medsouz and I crack Space Centre interactivity it's just for show, like the rest of KerbinSide. The multi-launch does what it says on the tin. It's a runway, a helipad and a rocket pad. It could probably be abused as a boat launch too, although I'm working on something better for that. The crawler way will be a modular set of pieces for those who like to make their own bases with KerbinSide's parts. The tracking station isn't animated to save on memory but I thought it was about time I did something like this for bases. Other stuff in the works: command centers, control and launch towers, blast barriers, kerbonaut centers etc.
  6. No, it means I'm not supporting issues in Windows 64 bit. Try it. If KerbinSide causes a problem, try to re-produce it in 32 bit. If you can't, then the problem is Windows 64 bit KSP, not KerbinSide and no support for the issue will be provided.
  7. Most of KerbinSide's textures are pretty "low res" already but regardless, I just went through them and reduced the size of a bunch even more. Low Res Textures: http://www.kashcorp.co.uk/KerbinSideLowRes.zip Install in the usual fashion. Straight over the top of the existing textures.
  8. Need some input from thread-dwellers on an idea: Change KerbinSide's release format to A core pack Then individual content packs (much like what you see in the OP already) The "All in 1" would be discontinued and replaced with the core. The core would only contain the essentials that would give a "taster" of KerbinSide's content. If you like the idea, suggest what should be in the core. Thanks in advance for your opinions.
  9. You know how serious this is? It's IVA SERIOUS.
  10. I need to take another look at the API changes in 0.25 to see if I can find anything to do with building demolition. I couldn't find any exposing of the KSC's properties which would have made figuring it out a bit easier. I'm doing another pass on textures for 0.38 and hope to be reducing the memory footprint. Problem is, as soon as some new models get added to KerbinSide, up it goes again. I may have to start doing smaller pack releases. Regardless, memory optimisation is going to get some attention. They do. As anomalies. I'm seeing if I can get DMagic and medsouz to co-ordinate on SCANsat and KK working together to distinguish between bases and anomalies. KerbinSide also adds more anomalies, just to complicate things further. I've also opened KK's hood (bonnet) so I can more directly work with medsouz on this and other new features for KK. (Finally. I want to keep up with my wife who just started a C# job, improve those skills since I need them as well as the usual for the contract I just got and I've been meaning to fork KerbTown for months now.)
  11. The description does change a lot between instances in KerbinSide. It depends on what you're including in the description other than just some physical notes of the actual launch point and how often you re-use an asset.
  12. I appreciate the advice but I'm more inclined to actually see if I can track the bug back to the code and confirm whether it is in fact a bug in KK or just Unity/KSP's GUI functions being unreliable *** and meaning a different approach or work-around being needed. I code too Justin and medsouz won't mind, I assure you
  13. @medsouz - It's happening consistently when using the escape menu to reset a launch back to the SPH or VAB. EDIT - I suspect it's linked to the camera being moved where you're calculating the height and width of the launch selector window. Yes, I'm poking in your code. I am not killin yer mens however. EDIT - Left and top, not height and width.
  14. Daily Digest that won't be daily. I've got some paying work! In the gaming industry, working freelance typically means going a long time without an income and hours of chasing every contact you have for any lead on a possible contract. And when you finally manage to tender for some work successfully, the money's rubbish and the work dull. Soooo, anyways, this does mean that for a few weeks my time for KerbinSide is going to be limited. Gotta eat and pay the mortgage, right?
  15. That's just it though. Luck. But that doesn't stop a continuous flood of support requests to modders. Because many of the problems are the instability of Win x64, in a lot of cases it's just a lot simpler to just stop the use of a mod in Win x64 in the first place. It's just the same as stating "this mod won't work 99% of the time in Win x64 because... Win x64. Sorry 1% who get lucky, but we don't want the support hassle."
  16. Since the age of the First Ones, before they were wiped out with the dinosaurs. You've had millions of years to sort out MechJeb. What's up with that?
  17. Confused chap. "The MIT License (MIT) Copyright © 2013 Ryan Bray" ... is in the licence of medsouz's compile. Not sure sarbian needs a credit unless he really wants one, surely?
  18. KerbinSide's hard-drive footprint is about 252 mb at the moment. How that directly equates to KSP's memory use I'm not sure. Alshain is keen on memory optimisation in KSP and may be able to give you better gen.
  19. Short answer, no statics can't be resource tanks. Yet. The exact implementation you describe, the only thing close to it atm is someone did a combo of a new spawn point and a part that's just an immobile craft and a tank spawned on that. This is something you can actually implement yourself very easily. Both Eskandare and I have done something we call a 'flatlaunch'. Bury one of those (using KK) somewhere you want to spawn an immobile resource tank, then spawn the tank on that. For true resource storage in statics that work with something like KAS, that'll need someone like medsouz to A - get statics to support a storage module and B - get KAS to recognise such a static. That's... involved.
  20. So yes, Snjo's pumps did work right off the bat. The GUI is a little unintuitive, in that those black labels are actually buttons. It looks like the triggers are probably quite easy to set up on other assets, so assuming licencing isn't going to be an issue, Snjo's extension can probably be shoved into KerbinSide. It doesn't handle limited resources however. Resource generation is infinite. EDIT - So the only change I'd see needed, is to charge Funds directly as a pump is used. That deals with any possible abuse in career.
  21. I've finally tracked down Snjo's Firespitter Housing Program in my downloads folder (it's... a bit full and I really should tidy it up). There's a dll in here that is essentially an extension of KerbTown's old module support. It lets you move a craft up to a static and then trigger that to generate resources which are automatically 'pumped' into the craft. I'm not sure where medsouz is at with KerbTown's old modules (especially the triggers) but suspect Snjo may have encapsulated them in his extension. If he has there's a good chance this will work right off the bat - once I get a trigger set up on a suitable asset. I'll start by seeing if his assets work. @medsouz - I'll get FShousingprogram privately hosted so you can take a look. I'd suggest seeing if you can poke Snjo to see if he'd share the source of this extension if you want to make this native to Kerbal Konstructs.
  22. I may be mis-remembering but I think B9 was using uncompressed TGAs waaay back and switched to PNG quite a few versions ago. PNGs would certainly be better memory footprint wise than uncompressed TGAs. When I tried PNGs, I found they were usually quite a bit heavier on memory than the fully-compressed TGAs I'm using. So might be a bit of spin from Bac and co. They can refute that if they want, of course
  23. I've experimented with using PNGs before and saw no real benefit to memory footprint myself. I use the highest compression on the TGAs on KerbinSide but I admit that sometimes I forget to resize some of the textures down that wouldn't lose much quality if they were. Just a sloppy release procedure my end I hope to improve. Have a look in KerbinSide's folder and order the files by size, largest at the top. Any TGAs near the top, pop them open in an image editor. If it's a very basic texture with little detail, you won't cause issues resizing it down. 128x128 will normally be small enough. If the texture is a detailed one, I'd recommend leaving it alone regardless of the size - reducing it may well compromise the quality.
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