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Everything posted by AlphaAsh
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I want to build a modpack, BUT… please hear me out!
AlphaAsh replied to mololabo's topic in KSP1 Mods Discussions
It would seem so. I'm just going to go write up a list of my favourite mods with links to where to download them, put the text file in a zip and call it My Mod Pack. Seriously, this is a silly argument that has nothing to do with my original concern. Version fragmentation leading to more support. -
I want to build a modpack, BUT… please hear me out!
AlphaAsh replied to mololabo's topic in KSP1 Mods Discussions
That's not including a mod in a part pack. In fact, go right ahead with that instead. Or, you know, post a list of your favourite mods on whatever forum. Same thing, less file management. -
I want to build a modpack, BUT… please hear me out!
AlphaAsh replied to mololabo's topic in KSP1 Mods Discussions
I'm rather glad you haven't used any of my mods. As for your last statement... erm, ok then? EDIT - "FYI closing your license to redistribution does not stop it from being in a mod pack." Yes, it does. -
I want to build a modpack, BUT… please hear me out!
AlphaAsh replied to mololabo's topic in KSP1 Mods Discussions
Going to agree with Tiberion on this. Version fragmentation is going to come back on the devs of the mods you include, no matter how hard you try to middle the support. Also, where are YOU going to go to get the answers you need? Bam, straight back to the source with a huge issue list for probably an out-of-date version. If you think you can keep up with the modders, then good luck to you. I'm afraid I'm going to be one of those gits who changes his licences if I'm being harassed for support of contents of a mod-pack. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Here's a shot of the second landing way. Much wider and a little longer than the launch way.- 2,488 replies
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Ola fellow devs. Bit stuck on a couple of things that would really jazz up the new bases I'm working on and looking for advice/pointers/help. 1 - KSC has a lot of emissives and light 'sprites' that switch state from off slowly to on as day becomes night. Any ideas on how this can be done? 2 - Actual lights rather than emissives. Possible? I'd imagine it requires KerbTown to support a module config linked to the lights in Unity somehow, so assuming that KerbTown will support it, again how to get them to switch states from day to night and back again rather than having them something switched on and off in a part by a player. Peace!
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I've been prototyping some open hangars but the bloody camera is annoying as heck unless set to 'chase'. So probably but with that caveat.- 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
Taxi-ways and ramps off the main hangar platforms. Best of both worlds. Just a proof of concept at the moment. For some reason my ramps aren't the same heights which would be... problematic. Don't think so chap. Check the KerbTown manual as it has something on including modules in statics in that IIRC.- 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
That's where the taxi-ways and new hangars will come in. That's going to be a lot better than running aircraft down a ramp on to grass I hope. I mostly wanted to make sure that ramp was the actual base access for ground vehicles and it was an opportunity to try and hide the awful texture tearing at the bottom. That was breaking my immersion badly.- 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
Runway improvements coming along nicely. Landing lights, warning lights, taxi lights. Lots of lights. Security huts and gates. Primarily for keeping Jeb's crazy fans off the base. I happily admit that my architecture is getting more and more lego-like with each model. I just think the look really suits KSP. More detail to add yet. Fences and walls, since this isn't Star Wars. Utility vehicles. A couple of taxi-ways and a couple more hangars. And probably a second runway dedicated to landing wider aircraft.- 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
Yup. The Old KSC runway is currently a test subject for adding a lot more detail to a runway. Including a 'realistic' array of lights. The touchdown lights aren't shown yet. They actually go on the outside of the boundary lights for approximately 50% of the length of the runway, after the runway start light.- 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's there to look pretty.- 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
Great work chap. I'll get testing your stuffs.- 2,488 replies
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LLL - Lack Luster Labs - Development Thread
AlphaAsh replied to Lack's topic in KSP1 Mod Development
diomedea's a moderator I believe. I'd speculate that Squad might be planning something for KSC and/or those little yellow utility vehicles that whizz around so Lack's possibly having to pull some stuff. Patience though, that was wild speculation. Doubtless diomedea or Lack will clear this up soon enough. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Additional: 4 - After adding a new asset to a base, reverting to the VAB or SPH results in the KSC intruding again and then when re-launching to the base you added to, none of the base is rendered.- 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
And I'm working on something just for you Virindi. Some new landing lights.- 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
Note for medsouz and other users of his version of KerbTown: 1 - What's probably the persistency code at work means you must now start a new save game after adding one or more new assets, otherwise your old save game won't be able to find the new stuff. Problem manifests as parts of the KSC intruding into the VAB or SPH. 2 - Due to how the visibility/rendering detection goes off as soon as you add a new object with KerbTown, its colliders immediately work. This is pretty harmless, except to the vehicle you launched with. It'll get a bit crunched. 3 - The camera will no longer focus on the object you just made. It'll stay on your now very crunched vehicle. None of these are show-stoppers considering the benefits.- 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
medsouz's fixed KerbTown is proving effective so I'm planning some much bigger airfields with longer runways, multiple runways and taxiways. And you sir, are barmy landing that way! Love that spaceplane.- 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
My co-conspirator Eskandare is working on one. I'm not working on KerbTown. I use KerbTown. I contest your claim it's a few touchy mods. I can't help with KerbTown working under Win x64.- 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
Check my sig chap and you'll better understand when I say: I'm sorry to say I can't officially support the use of KerbinSide under Win x64 KSP and I have no advice to give you other than use the 32 bit version.- 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
Thank you so much for this. Testing is looking really good. Persistency on parked vehicles is unaffected by the unloading and reloading of assets, which was my main worry. You just got rid of any remaining warp lag with this You've suddenly made much more extensive bases a real possibility. Cities 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
Version 0.34 is done. You can find the All in 1 on Kerbal Stuff. Includes updated content for the individual packs in the OP which I'll be updating shortly.- 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 job chap. Mind if I find a place to put that link in the OP? Credit for your work as well.- 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
Jeb's Retreat Airport and Ben Bay updated. Ben Bay's textures have been standardised and part count reduced by approximately 90%. Jeb's Retreat Airport has had the same done, yet I've managed to expand this base considerably. Find them in the OP.- 2,488 replies
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