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AlphaAsh

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Everything posted by AlphaAsh

  1. Yup, Kerbal Konstructs. Yup, it got rid of the krakensbane issues completely. Because medsouz rocks: KK has ongoing development and medsouz and I have a good modbros thing going on. We collaborate on some stuff and I know when to just let him do his thang. You can't do this yet, no. A feature like this is on medsouz's want list though and there's some discussion of the feature over in the Kerbal Konstructs thread. I'd recommend jumping into that.
  2. Need more info chap. I can't see how KerbinSide could be incompatible with a plugin since it has no code. Are you sure it isn't Kerbal Konstructs that's 'incompatible'?
  3. Sorry chap, I didn't directly answer this because similar requests have been made a few times. It's answered in the FAQ. It's an excellent idea but I can't do it. I'd suggest dropping in to the Scansat and Karbonite threads and pitching the idea there.
  4. Yup. I've just uploaded the Oceania pack separately so I'd suggest grabbing that. Unlike other KerbinSide textures and models, Oceania needs to have the folder structure retained and not merged. Just copy the contents of the Oceania pack in GameData in the zip to the GameData folder of your 24.2 install and you should be okay - it's still rooted to KerbinSide.
  5. I swear we need sticky posts. I'm going to go put an FAQ in the OP. Then I can just reply with "See FAQ in OP."
  6. Fighting through database errors. I love these forums. Anyway... it's up on KerbalStuff. Change log: - Added a number of ocean-vessels that are launch locations, including a carrier! Credit: Eskandare - Added some new water-launch locations. Credit: Eskandare - Added a Bio-dome to the North Pole station. - Added terraced housing, commercial estates, apartment blocks, petrol stations and lots more urban detail to the KSC and other locations on Kerbin. - Added more detail to coastal locations, including bay walls, marinas and boat launches. - Added a boat-launch to KSC Island. - Added warning beacons to some of the towers and fuel depots. - Some of the radar stations now have an FX. - Added more lights, flashing warning beacons and other details to some airfields. - Added more lights and other details to barracks and houses. - The helipad on top of KSC's VAB is now a launch location. - Added several new helipad and rocket launch locations. Some will be expanded in a future release. Some may be withdrawn. - Added more crowd-sourced base blurbs. Credit: Spacepetscompany - Included latest version of Kerbal Konstructs. Credit: medsouz
  7. Pretty sure I've found the issue. Seems I automatically put the spawn directly under the GameObject, not the parent object. Except in this case. Doh. It'll be fixed next release.
  8. I was mistaken that this doesn't have a spawn transform. It does. Looking at your cfg again I don't see anything wrong with it. *scratch head* I'll look into this some more. Could you perhaps try launching from this again and when Danny has destroyed the world, go poke out your ksp.log, put it online somewhere and PM me a link. Cheers.
  9. Heya chap. It starts spamming the log immediately after first launch after save load. And then it's constant until CTD. See link for ksp.log: http://www.kashcorp.co.uk/ksp.log The rtg is not missing from my 0.25 install. It's just coincedence since I had deleted it in KSP 0.24. EDIT - Upon closer examination it may be RemoteTech throwing these: [WRN 14:28:29.418] GUIContent is null. Use GUIContent.none.
  10. Modder checks for case in code. Modder avoids user complaining that mod is broken. OWK, perhaps Arsonide can give me cheek if he thinks I deserve it. I don't need it from you, thanks. EDIT - And turns out 0.25 re-installed it anyway. So it's not me deleting it that is causing this anyway. I deleted it pre-0.25.
  11. Ola Arsonide. Bug report. v0.59 is spamming ksp.log, eventually resulting in a CTD. Here's the relevant entries: [WRN 14:40:54.038] Fine Print: Attempted to check for nonexistent technology: "rtg". [WRN 14:40:54.039] Fine Print: Attempted to check for nonexistent technology: "rtg". [WRN 14:40:54.040] Fine Print: Attempted to check for nonexistent technology: "rtg". [WRN 14:40:54.040] Fine Print: Attempted to check for nonexistent technology: "rtg". [WRN 14:40:54.041] Fine Print: Attempted to check for nonexistent technology: "rtg". [WRN 14:40:54.058] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.078] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.098] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.118] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.138] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.158] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.178] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.197] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.217] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.237] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.258] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.277] GUIContent is null. Use GUIContent.none. [WRN 14:40:54.300] GUIContent is null. Use GUIContent.none. Repeat until KSP death. I deleted the RTG from my install for... reasons. Fantastic mod. Hope this helps. If you need more, let me know.
  12. The asset doesn't actually have a spawn transform - I'm guessing you took a guess at what it might be but without the transform, Danny does indeed destroy the world. I'll put a spawn transform on it for next release. I'm going to be furiously prepping All in 1 v0.37 now that medsouz has dealt with KSP's changes, so let me have the stuffs asap. Crunch time chap . I'm estimating I'll have v0.37 ready by tomorrow. Mayyyybeee by the end of today. I can hold release for you if you think you can deliver in the next 48 hours. Did I ever mention that you rock sir? Well you do. I honestly thought Squad had killed third party static assets when I looked at the library changes. I guess it wasn't as bad as I thought. Well done.
  13. KSP 0.25 breaks Kerbal Konstructs and KerbTown. KerbinSide will not work with KSP 0.25 at this time. Technical Details: [LOG 22:57:33.874] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs' [EXC 22:57:34.169] TypeLoadException: Could not load type 'LaunchSite'. KerbalKonstructs.KerbalKonstructs.loadObjects () KerbalKonstructs.KerbalKonstructs.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) LaunchSite and its methods have been removed from the class PSystemSetup and replaced with a new subclass. It certainly looks like Squad may be considering new spawn points in a future update. Regardless, until someone like medsouz has a chance to poke around at the changes, KerbinSide is b0rked. No consideration for continuing functioning of KerbinSide was given in this update of KSP. I hate to say it but this seems like purposeful withdrawl of support for additional statics and launch-sites from third parties. I am pretty pissed off.
  14. Depends on how easy it'll be to make assets destructible and whether the effort is worth the return. So yes, some of them, probably.
  15. Eskandare was taking a look at this but not sure whether it's doable or not. EDIT -
  16. Confused. Possibly wrong but related thread chap? What's up? EDIT - Tracked back. Clicked. Apologies.
  17. You're welcome. There's two assets for boat launching in the new pack. Let me know if they're any good. I'm planning a 'drydock' for bigger boat launches off the land in a future update.
  18. Yeah, that was a bit. I'm putting my feet up for a few days and catching up with some games in my backlog and my social life. Still plenty in the works though. Launch Pads 2; KSC #3; Re-work of Command Centres; Tracking Stations update; Airfield Extras 4; Area 110011 Expansion; Jeb's Junkyard; Coastal Extras 3... to name a few.
  19. Lots. Nothing I want to talk about until KK 0.4 and KSP 0.25 land.
  20. You are correct that some of the information out there is outdated. A lot of the information out there is in fact outdated. For example: From personal experience. This. This isn't remotely right. Not anymore.
  21. Not this pack. I'm planning something for a larger docks with a runway though.
  22. Coastal Extras 2 is out. Includes a boat launch on KSC Island that is a launch location. Please note you spawn at the top of the ramp on the platform, not in the water. And no, it's not a good idea to launch planes or rockets off it. Find the new pack in the OP.
  23. medsouz is addressing click-throughs in Kerbal Konstructs.
  24. Not in KerbinSide, no. Maybe if another mod makes it possible to for players to establish extra-kerbin bases with statics, then I'd make content for it. But under an off-shoot of KerbinSide. EDIT - Basically I'm not keen on pre-placed static bases on anywhere other than Kerbin. Establishing bases off Kerbin should be more involved with the game mechanics. ScanSat thread is that-aways. This isn't something KerbinSide will address.
  25. Base description blurb submissions update. NOT done: Bill Cove Bitsandy Green Coast Green Peaks Hearthland Peak Jebediah Sands Jedtop Isle Kerman Lake Lake Dermal Misty Cliffs
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