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AlphaAsh

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Everything posted by AlphaAsh

  1. Quick heads-up for anyone reading who was following KerbinSide on Kerbal Stuff. For some reason on the 25th August the mod suddenly lost 12 followers. No other mod was affected, just KerbinSide. If you were following the mod on Kerbal Stuff I'd advise checking to see if you're still following. I'll be doing updates to the All In 1 more regularly in future. Cheers for reading.
  2. Keep in mind KerbTown's cords do not directly translate. They need converting. That's why I gave up doing it. Maths is not my strong point. My wife gave me the procedure for the conversion which I rapidly blanked out of my brain. Maths hurts my brain.
  3. I'm not interested in cloning Squad's assets, although I will use them for inspiration (see recent fuel tanks and water tower). Nor do I think KSC needs a second pad. If you want to add a second pad in your own game, fire up KerbTown and use that to place the launchpad already included in KerbinSide. Sorry chap. And apologies if it comes off a little rude but I don't take requests. I do however, consider suggestions as I've done here. Edit - por spillen
  4. Got started on Arctic Extras. Few things I'm working on. This one's nearly done. Inspiration Arctic barracks, day time Arctic barracks at night, making use of Unity's point lighting which KSP actually supports. Yay. (Shame neither Unity's particle emitter or even KSP Part Tools emitter doesn't work, cos I want chimney smoke for another asset.)
  5. Eskandare is correct. I'm letting him do the hard slog of relearning animations so I'll then have his brain to pick and work to examine when I want to start doing them. The chap just told me how to get proper lights working. Bloke's a genius and very fast learner and I'm really grateful he's collaborating on KerbinSide. Cheers to you sir.
  6. Sfunny, I installed that mod yesterday. Jebediah with a grey beard and moustache is just too damn cool.
  7. You're a star ATC. Do keep in mind that whilst I like to use reality as a guide, I'm never going to let realism spoil artistic licence. I like my KSP that way. Escapism basically. Hope that doesn't disappoint too much chap.
  8. Good stuff. I did cut back a bit on optimisation with KSC2, primarily to be able to better manage all the assets in Unity - once you've merged a bunch of meshes, the only thing you can do if it b0rks is roll back to a previous version. I'm still doing plenty of optimising of course, since your latest efforts are only starting to get out there. Might be worth sorting your own 'release' thread medsouz and getting something up on Kerbal Stuff. I'll make sure the punters come and get it.
  9. That's actually on purpose chap. Kerbals aren't as stupid as humans on my Kerbin, just braver. They only need so many red lights to decide whether to ignore them or not.
  10. Lack's KSC++ does this and any stuff I do to the KSC is now compatible with that by default. Sorry chap.
  11. Heh, I hadn't even considered that. Even after 're-activating' the launchpad I sorta thought of it as dis-used or re-purposed in to a control tower. What I'll probably do in future is modify the taxiway with a draw-bridge or add a new VAB. Or both. Very good point though.
  12. The Old KSC2 Upgrade is done and available in the OP. A few important notes: - I was recently contacted with some very destructive criticism of my work. I happily admit that I'm not bac9. No-one is bac9 except bac9. I do have professional experience with modelling but I'm nearly a decade out-of-date. The tools have changed, the techniques have advanced and it's taking time to get back up to speed. I don't need to be told I'm crap and not very good. Constructive criticism, however, is always very welcome. - Terrain scatter stuck a tree in one of the runways. I'm not letting that minor annoyance stop this first version being released. - This is the largest bit of work I've done in a long time. There will be graphical issues (my current oprimisation methods tends to leave small gaps between meshes for example). Still, please tell me about problems you find. - Suggestions for improvements and extra features are very welcome. Enjoy.
  13. Pretty sure medsouz's fork of KerbTown doesn't touch vehicles. Perhaps only indirectly if they happen to be in physics range when something they're parked on is unrendered and they crash to the ground and are destroyed. But that should never happen. Sorry chap, even the old KerbTown doesn't do anything remotely like this. medsouz will doubtless jump in if he has some clue. KerbinSide has no code outside of KerbTown and couldn't do something like this. EDIT - Also, I just thought what if it's something new being rendered that destroyed your vehicles. But the only things added to the KSC Island are a radar station on a peak and a lighthouse way out of the way. Unless you parked your vehicles on a very very steep slope, it can't be that either. EDIT 2 - Did the vehicles use just the attachable exterior seat? If they have no kind of command pod, then if you've got persistent debris set to 0, a vehicle like that will be considered debris and deleted. I've had that happen.
  14. Very well done sir. Your anomaly can be whatever you like and if I think it's within my capabilities and won't take up too much time, I'll make it. Doesn't have to reference something outside of KSP, nope. It does have to be on Kerbin though. Have a think then shoot me a PM. And again, well done.
  15. Ack. Tough one. I'll allow it but I'd still suggest checking it out again some time with terrain detail set to high. You need to be able to get around the thing to really get the 'OMG it's that!' moment.
  16. Have you got terrain detail set to high? If not, turn it up temporarily and it should be only slightly buried and then you'll be able to have a look around it to discover exactly what it is.
  17. I've been re-considering adopting this RoverDude, especially now it looks like it can be as simple as using a 'shared agreed upon' config. Well done. What's involved in getting new resources added? I've got three I need at the moment that I didn't see in the doc.
  18. Okay, off the top of my head. 1 - The huge house button in the VAB and SPH - integrate with Blizzy's toolbar and/or the now official KSP toolbar. 2 - Allow visibility range default to be defined per asset in the config. 3 - Change the default visibility range (if one isn't defined in the config) to 25000. 4 - Add a +0.5 and -0.5 button at the ends of the rotation slider. 5 - Add a numeric text box for fine-tuning of rotation, supporting decimals, limited to 0-360. 6 - Get rid of the Save Persistence feature completely. It's redundant. 7 - Get rid of the initialise feature. It's redundant. 8 - Have the available assets list list by asset title or file. 9 - Sortable and/or searchable available assets list. 10 - Sortable/searchable existing assets list. 11 - Increase the camera range when selecting an existing asset that isn't really nearby. I know this one might be difficult because of KSP's rendering range. There's more but I need to remember what
  19. medsouz is more productive than me! You sir, continue to rock. I'll put this in to testing immediately. And are you realllly sure you want feature requests? Because, erm, I may have a few. A dozen or so...
  20. The prize is to suggest a new ancient anomaly. And yes it is And it must be screenshots. And a story. And cake. Okay the story and cake is optional.
  21. It may still come to that. Depends on whether bullies get their way or not. I'm not going to give in and make it impossible for legitimate re-distribution (what I consider legitimate) until I have to.
  22. Let them. They can call a mod pack whatever they want. I have every right to contest their re-definition.
  23. A licence is still a valid licence if I append "Addendum: This work may not be re-distributed, modified or un-modified in a mod pack." Solves the problem for me, at least.
  24. I tend to use dummy cubes in Unity if I want precision placement of colliders 'off' a mesh. Place a cube, put it where you need it, change its position, size and rotation. Leave the box collider on. Take out the cube's mesh renderer. Ta da, precision collider. It's fiddly but it's actually very useful.
  25. You are more than welcome to use all of KerbinSide's assets for personal use. Check out KerbTown's interface and play with it some. KerbTown's got a manual around here somewhere Pseudo procedure for creating your own runway: 1 - Find suitable location. 2 - Bring up KerbTown interface. 3 - Bring up available assets. 4 - Go through list and pick a runway. 5 - Place it. 6 - Move it around. 7 - Mark it as a launch-site. Give it a name. 8 - KerbTown save. 9 - Return to spaceport. 10 - Reboot KSP. 11 - In VAB or SPH, pick your new launch site. Click launch. Both Eskandare and I were ho-humming about using HoneyFox's Ocean Odyssey but decided not to go with it because the textures seem a little unfinished. I'm considering doing something myself unless Eskandare beats me to it. Or we might both do one. It's on my list, anyway.
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