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Everything posted by AlphaAsh
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Justin, don't worry chap. It was only major in that KerbinSide had a lot of non-critical data in a lot of configs that got wiped. It just caused some minor inconvenience and isn't going to be much effort to restore the configs. For those content devs with only a handful of launch locations to set-up, it'll be even less of an inconvenience if they run in to it. I'll be checking the new version today and I expect it's been resolved anyway. Specifics wise, it was a bug linked to object saving and file writes to static config files edited by KK.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Launch Points has been updated to version 1.1. The helipad on top of KSC's VAB is now available to launch from, as well as KSC's Island Airfield and the Old KSC Launchpad. Find the update in the OP.- 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
The OP has been updated with a Latest Updates & Releases section at the top so it's now quicker and easier to check what's new.- 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
Ah gotcha. Activating the helipad on top of the VAB. I'll shove that in to the next update of Helipads or Launch Points.- 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
The Kerman Lake Airstrip Pack has been updated to version 1.3. Changelog: - Lots more lights including runway end lights and touchdown lights. - Warning beacons that flash! - More detail including safety barriers and a large hydrant. I re-used a load of stuff from Old KSC to posh up Kerman Lake, Lushlands and Lake Dermal. Find it in the OP.- 2,488 replies
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In career, I'd like to see unlocking launch sites as a funds sink-hole. A location's 'traits' could determine it's cost to unlock: distance from KSC, vicinity to a pole or the equator, recovery distance modifier (basically, have a weighting on a base's recovery rate), modifier to craft cost for launching (+ or - a %). The features of a base would then influence those traits. So a helipad would mean better recovery rate. A VAB would mean reduced launch costs (because the craft can be more easily re-assembled after the parts have been shipped from KSC) etc. You could even have a 'risk' trait that influences rep rewards for missions launched from a base, and a 'science' trait for missions launched from a particular base. If a base has research facilities of its own, it's going to be able to take some of the load off KSC for data analysis, meaning a small bonus to science gained from a mission launched from that base.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Green Basin is the location where you launch off the top of a crawler. It was released in 0.36. That's a Unity bug, where GUI window clicks pass through. It's been annoying Squad just as much as everyone else. Move up to the top of your ship so it's not under the window, or alternatively select your launch location, close the launch selector and then load your ship. Eskandare is still busy making them awesome. They're not released yet.- 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
@SPC - Ola chap. Mad personal stuff going on and I've only had a few minutes on the pooter and that's been spent chilling out in various forums. I'll take a look at your work tomorrow. I should have some time then.- 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
Thanks medsouz. I'll get that mirror added to the OP.- 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
No, I just didn't get to it for this release. I'd estimate 50% of the descriptions still need doing yet, so I'm still editing and taking base blurbs.- 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
The KKVLA is included, yup.- 2,488 replies
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Multiple attempts to upload a file to Curse's service resulting in a time-out every time is unacceptable rubbish. I'm surprised any modder of KSP uses this service. I've run out of patience with it already. Squad, reconsider this partnership, thanks.
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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 All in 1 has been updated to version 0.36. Changelog: - Dropped the dependency on KerbTown and switched to Kerbal Konstructs, by medsouz. This is included in the zip. Please delete the Hubs directory from your GameData folder, or this will conflict with Kerbal Konstructs. - Added Karl Kerbansky's Very Large Array. - Added Area 110011, a huge runway in the desert. - Added a new rocket launch location at Green Basin. You launch off a crawler that is currently immobile. Hopefully it will be mobile in a future release. - Arakebo Station got an upgrade. Lots more detail and a clinic for recuperating kerbonauts at the base of the causeway. - Added a new runway to South Point. - Added an FX to the lighthouses. - Added an FX to the runway endlight of Area 110011. - Added an FX to KKVLA's radio-telescopes. - Added images for all of KerbinSide's launch locations to appear in Kerbal Konstructs' Launch Selector, as well as many descriptions, including some crowd-sourced from KerbinSide's players. More descriptions for other locations in a future release. See licence.txt for full credits. - Kerbal Konstructs' Launch Selector replaces KerbTown's huge house icon in the VAB and SPH. Look for the KK icon in Squad's new toolbar instead. Currently exclusive to Kerbal Stuff until other mirrors are updated. Now on DropBox. I'll be dropping mirroring on CurseForge. Several dozen attempts to upload a file and still timing out is ..... Squad, change your mind.- 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
For those submitting base blurbs, here's what's done as of 16th September: Arakebo Clinic Arakebo Station Area 110011 Ben Bay Helipad Brownrock Station Deadkerbal Pit Helipad Deadkerbal Pit Launch Site Everkrest Helipad Jeb's Island Retreat Airport Jeb's Island Retreat Launch Base Jeb's Island Resort Helipad KKVLA Lake Dermal Lushlands Milfurt Island Mount Snowey Launch Facility Sandy Island Helibase South Pole Helipad South Pole Runway Zebedee Polar Launch Base Apologies for power-posting. Sometimes it's the best way to bring particular attention to certain info.- 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
Okay, have to have a squee moment. My wife is a musician who writes her own music and just applied those skills in Unity's animation window, to an animation for Area 110011. Next version, the runway end lights do that running strobe thing. Hard work, but it looks very cool. EDIT - Blatant plug for her first album here: https://soundcloud.com/hall-effects Yes it's free. Yes I'm trying to get her to do some music for the various KSP scenes.- 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
Are you though? medsouz is a proven doer and clearly likes pushing KSP's capabilities. Nothing wrong with dreaming. And if something like this is possible, I'd be all over making stuff to use such a feature.- 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
It depends on whether Squad has left the recovery functions open for modders to get at. Generally, they're very good at letting modders get at a lot of the API, so I'd imagine something like S4qFBxkFFg's (argh to copy and paste handles dude!) suggestion would indeed be doable with a plugin. This is more likely medsouz's territory although it would be nice to have some vars exposed for content modders to tweak. Yay for back-hand elbow nudged feature requests at medsouz. medsouz, forgive me As for fuel tanks that can have a KAS pipe hooked to them, since Snjo managed resource generation from statics, then that's likely doable too.- 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
Erm... I've done those. They're in the list. You're tired SPC. Go to bed- 2,488 replies
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Debris disappear, and can't be recovered!
AlphaAsh replied to dalgo86's topic in KSP1 Gameplay Questions and Tutorials
Taxi back on to the runway. There's a lovely ramp. Bing, 100% recovery. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
It's one I was doing before I got your submission SPC. Don't sweat it chap, it's my fault for not bagsying it, because it's one of the few personal insertions of my own lore into KSP (specifically that it's the HQ of KashCorp). There's quite a few still to do.- 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
Coastal Extras has been updated to version 1.2. Only change is the lighthouse now 'works'. Go see one at night and you'll understand. EDIT coming to add updated list of base blurbs done or being edited. Base blurbs done as of 15th September: Arakebo Clinic Arakebo Station Area 110011 Ben Bay Helipad Brownrock Station Deadkerbal Pit Helipad Everkrest Helipad KKVLA Lake Dermal Lushlands Milfurt Island Sandy Island Helibase South Pole Helipad South Pole Runway Zebedee Polar Launch Base- 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
Nice. Back to 100-200 words. Thank you medsouz. SPC, I'll try and get to your blurb today. Hold off the next so I don't get bombarded. Cheers.- 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
All hail medsouz for he has brought to us oh bountious features with Kerbal Konstructs. Note to those submitting blurbs for bases. No scroll bar in the description box (yet?) so please limit any submissions to about 50 words for now. Cheers. I'll have a set of updated configs for KerbinSide launch locations out asap (probably later next week) and will likely bump the All In 1 to 0.36 at the same time. Remember, all hail the medsouz for he doth rocketh. Or something.- 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
I'll have KerbinSide making use of Kerbal Konstructs soon. First, Kerbal Stuff needs to come back up so I can get it- 2,488 replies
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