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AlphaAsh

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Everything posted by AlphaAsh

  1. Quick update on what I've been up to. Not a lot of new stuff these last few days. My focus has been on updating and polishing existing content. This does mean new stuff less often for a little while but lots of improvement of existing stuff. Here's what one of Arakebo's platforms now looks like, to give you an idea of what I mean: Details, details. This platform was pretty much empty. Other little details being added to Arakebo include footbridges from the platforms over to the dish. And I'm experimenting with a working cable car system for the second platform. Lots to look forward to.
  2. KerbTown has a bug at the moment where returning to the VAB/SPH and then immediately launching back to the same location means the location doesn't re-render. I thought it might be fixed but it's still happening and similar re-rendering failure issues are still happening. It's tricky to track down exactly when though. medsouz will probably spot this post and take a look at it. The work around I've been using is after launching if the base is missing, is immediately 're-launch' via the escape menu. This should re-trigger the rendering of the base. Don't return to the VAB or SPH first.
  3. Certainly an interesting idea. I'd probably put it relatively close to KSC 2, as I'd imagine the three would be able to weedle having the first KSC fairly close to home. It's on da list.
  4. For Area 110011 yes. KKVLA I've done. KSC 2 does need one but be sure to pay appropriate respect to any lore that Squad might already have floating around. That means, if you're going to do it, you do the research Done as of 12th September: Lushlands Lake Dermal KKVLA Zebedee
  5. Both medsouz's fork and the original build are linked in the OP, under Installation.
  6. Pretty sure it should just work. medsouz's fork of KerbTown is built against 0.24.2 so you may have to use the old version. Both are linked in the OP.
  7. The KKVLA has been updated to version 1.1. The array now has a slow, graceful animation as it tracks something across the sky. I wasn't able to figure out how to tie the animation to time-warp (yet). There's also a missing face on the bottom of the main pivot which I'll fix in the next version.
  8. Cheers chap. I'll just post an update as needed rather than clutter up the OP further.
  9. Awesome typo. There will be large flocks of sheep and much shepherding of them Looking forward to the blurb SPC.
  10. I've sussed basic animations and wind turbines falls into that category, so they're going on da list. I got a test tracking station spinning nicely. Then spent the evening setting up the KKVLA dish to do the same then discovered I'd forgotten to rig the model to legacy before starting. Discover a few hours later that there doesn't seem to be a way to re-rig a model once you've done anything to it. Blargh. Modelling - the act of re-doing the same thing over because you forgot one little thing at the start. Fun EDIT - Anyone wondering whether the list is an actual thing? Wonder no more. The list is just a list of possible ideas for KerbinSide I sometimes refer to or add to. It is never complete, not a plan and not every idea is entirely sane. Here's a sample from the list. Area 51 110011 New launch pad Crawler Snow plow Floodlights Walls, fences, barriers, gates Work vehicles Storage Units Stonehenge Tree of Life Castle Atlantis Cthulu's city Old Wall Polar Bio-dome Research dome Mountainside Helipad Mountainside Runway Communications towers Power lines Power stations Factories Landing lights Oil Rigs Boathouses Subpens Ocean research stations Wind turbines - Just got added
  11. Stupid question. I assume the model's still shiny after you've deselected it in KerbTown? KerbTown 'highlights' a model when you first place it. Place a second object after the first. Is the first object still shiny? EDIT - Also don't import SketchUp DAEs directly into Unity. The hierarchy will be screwed up and KSP will choke one way or another on a model like that (even if part tools seems happy with it). Export to FBX from Blender first. That'll sort out SketchUp's dodgy DAE hierarchy.
  12. Convoluted solution was solved. It was simply a case of reducing sampling by a factor against the key for the end of rotation and being able to extend the key. Unity's animation window is indeed a pain. The looping then had to be set on the animation object that was buried in the models folder. Nonsensical.
  13. Hmm, I couldn't find anything in Unity to extend the animation period beyond a few seconds or set it to looping. Probably missed it.
  14. Go for it chap. The more redundancy the better in this case.
  15. And active downloading. My users need a reliable host now. Doesn't matter if this outage isn't the result of a staff squabble. Kerbal Stuff is down. I'm spending my morning spare time sorting out alternative hosting instead of making stuff.
  16. Unfortunately that does look like the case, doesn't it? I've lost all faith with this now. Same old same old.
  17. Just as I expected, CurseForge times out constantly trying to upload the All in 1. This is why Curse sucks. I'll try DropBox next. EDIT: http://kerbal.curseforge.com/ksp-mods/224187-kerbinside/files/latest Got it uploaded finally. Still going to get it on DropBox if I can.
  18. Temporarily hosting the All in 1 myself: http://www.kashcorp.co.uk/KerbinSide035.zip
  19. The Kerbal Stuff staff are having a hissy fit fight. I'm busy sorting out an alternative host for the All in 1. Probably Curse.
  20. And oh joy I can't connect to Kerbal Stuff anymore. Way to instill confidence guys. I guess I'm stuck using Curse now.
  21. Sort of yes. I am making a crawler but it's currently immobile. KerbTown's support of animations is limited, which means it's not possible to have it actually crawling around (I've been working on animations and just found the limitation. Disappointing.). It will probably be released just as a static initially (that can be launched off) and then at some point in the future, assuming I can get tracks to work, as parts. EDIT - Lack has managed to get around the limitations, I suspect by just 'hard-wiring' his animations from Blender to Unity. By that I mean he skips Unity's poor animation suite by simply doing them in another package and importing them and then he skips the KerbTown layer of the API and goes straight to KSP's native animation support. So KSP must actually load some stuff from static configs the same way it does parts. Eskandare and I may have to pester the poor bloke about it some time soon SECOND EDIT - Slight clarification in first edit.
  22. That's not a bad idea. EDIT - Regarding RT2, I took a shot at adding the tracking stations to the RT2 config but got fed up with the cord converting. Here's a relevant earlier post if you want to take a stab at it:
  23. You certainly can. Few things anyone making submissions should keep in mind: - Get someone to proof read your work that you know has better grammar and spelling than you do. Everyone hopefully knows at least one grammar ahem. - Expect me to do some editing. - Don't go nuts. Just do one or two to begin with so I'm not flooded with submissions. Wait until I get back to you with some edits then you can do some more. SPC, I'll get back to you with an initial edit tonight or tomorrow.
  24. First version of the KKVLA is now available. Located close to Area 110011 in Kerbin's Greater Desert, Karl Kerbansky's Very Large Array is the premier radio-telescope site on planet Kerbin. Originally conceived on the back of a snack wrapper by Doctor Karl Kerbansky, self-proclaimed Best Astronomer on Kerbin, the observatory currently consists of ten independent antennae, although it is unusual for all to be operating at the same time. The site includes large maintenance huts served by a wide-scale rail network but this has a habit of getting buried under the sand and Area 110011 have borrowed the shunters and don't seem to be in any great hurry to return them. Access to the base is by plane to Area 110011, assuming you have security clearance, or by chopper to the top of the VLA's control centre. It is recommended that rovers are not dropped on the helipad as the stairs aren't wide enough to drive down. You can just drive off the edge if you really have to. You can find this new base in the OP.
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