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Everything posted by AlphaAsh
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
SCANsat launch complete. New map in the OP. I did something for you so now any chance you could fix that annoying location entry of yours? Thank you- 2,488 replies
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0.625 m jet engines.
AlphaAsh replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
LLL or SXT has one too. So does my KAP Pack 1. Blatant plug. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Good stuff. Four more packs have now been updated with further optimisation and texture standardisation. v0.34 getting closer You can find the updated Coastal Extras, Airfield Extras 2, Ancient Anomalies and Residences in the OP. If you have KSC++ installed, just drop the variant configs over the new Residences again. So, update Residences first, then install the variant again. Enjoy.- 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
Busy optimising everything and standardising textures when I got to coastal extras and realised that there was something crucial missing from KerbinSide. Don't know why it took me this long to realise what a terrible omission had been made.- 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 includes everything except anything I've released since I released it *boom* Brain splode.- 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
Scroll to the bottom of the list. There's an 'All in 1' hosted on Kerbal Stuff. I release the more up-to-date stuff separately in the OP and only update the All-In-1 when I feel there's been enough updates for it. Speaking of which... Arakebo Base Update Arakebo's main lab and heli-pad now has road access in the form of a raised highway. Further Optimisation Parts count reduced from approximately 150 to approximately 15. This means a 90% reduction on any impact on the krakensbane (aka warp lag). Texture Optimisation and Standardisation KerbinSide's texture use, I admit, has gotten out of hand and I'm committed to reducing the number of textures being used to a much smaller standard set with textures primarily based on those seen at KSC. Everything in KerbinSide will be getting this treatment before I put out All In 1 v0.34. Arakebo is the first example of this treatment that I'm releasing. Obviously it's not going to reduce the number of overall textures yet because like most individual releases, you just stick this over the top of any existing install of KerbinSide. At some point in the near future I'm going to recommend players 'reset' their KerbinSide install in order to benefit from texture standardisation. Probably when v0.34 is done. By reset I mean, delete all of KerbinSide, then re-install what you want. This is a simpler solution than listing redundant textures to delete. That's a headache I don't want and one you don't want either.- 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
Surely the cannons are for getting kerbals on to the shore. After they run out of dingies.- 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 first pack of four Ancient Anomalies are out and waiting to be discovered. Start your expeditions in the OP. First person to post evidence of finding all four can choose an anomaly to be included in a future release. Assuming it's within my capabilities and basic willingness to make it.- 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 research cruiser is tasty. Excuse the narcissism (well not really) everyone but I deserve a squeeee can't wait! etc.- 2,488 replies
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[WIP] KAP - Kerbin's Age of Pioneers (A Career Mode Overhaul)
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Development
And there's this. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Yeah performance wise it doesn't add much impact. I'm going to make sure any future expansion of the KSC will integrate with KSC++ by default. I don't want to be making variants again.- 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. They're going to like one of the next releases I have planned. Arctic Extras. More on that when I've got something to show.- 2,488 replies
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[WIP] KAP - Kerbin's Age of Pioneers (A Career Mode Overhaul)
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Development
A "little" something for the next KAP parts pack I'm working on. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Variant configs for Office Estates and Residences for KSC++ compatibility now available in the OP. You need to install Residences and/or Office Estates first and have KSC++ installed before installing these variant configs. Just over-write the existing configs with those in the variant.- 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 don't have KSC++ installed anymore because it's not fully optimised, so KerbinSide can't support it. KSC++ makes KSC a bit of a sacred cow and I'm not wanting to compete here but I'm not going to not have KerbinSide expand the KSC. I'll take another look at KSC++ and see if I can work 'around' it. I'm always optimising assets and on my rig I see only slight warp lag at 10000x or more in the tracking station. If you are getting worse try installing only parts of KerbinSide.- 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
Two new releases now available in the OP: Residences and Office Estates. Residences includes barracks for those worried KerbinSide was turning into KerbalSims. It's not my goal, no.- 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
Just realised I released Airfield Extras 3 this morning and didn't post anything. Find it 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
No reason why an ocean research vessel couldn't also be a carrier for research choppers and high-altitude weather study planes and cargo planes. Carry on. EDIT - Oh and capsule rescue craft too. Can you pop over to the support thread on the physics lag issue and leave some precise details? Delete KerbinSide, then install the latest all in 1 (which is 0.33), then install Launch Pads v1.2 on top of that, and reproduce the issue first. I particularly need specs of your pooter. I suspect it's likely to be CPU, ram or GPU related since I'm not seeing any physics lag at all now but I run a very beefy pooter. EDIT - Also, 250 mb? You sure that's just KerbinSide? KerbinSide shouldn't have that large a footprint. With all of KerbinSide separated across multiple directories (for dev purposes, so I don't benefit from the sharing of textures in a single folder), KerbinSide has a memory footprint of 50 mb in KSP on my PC.- 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
Did I mention I just released it? Find it 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
I'm not going to be considering cities again. Probably. I'm assuming this is something to do with military mods or multiplayer. I have no intention of supporting anything remotely militaristic in KSP. My Kerbin has no military.- 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
Optimising a Base in Unity In the screenshot below you can see a number of different assets being brought together to create a more detailed base. Before I became more efficient at optimising my models, this scene would have destroyed the krakensbane on its own. Each model, before optimisation, would have, let's say 100 parts. Add all that together and imagine the pain the krakensbane has moving all those objects when you time-warp in orbit. Now, each of the models has been optimised, bringing each model's parts down to between 5-10. This will make the krakensbane very happy. But wait, not done yet. By carefully sharing materials across the various models in the scene, I can then merge those parts into one part. This screenshot has perhaps 250 parts in it right now. By the time I'm finished it'll probably be about 10. That's at least 99% less stuff for the krakensbane to worry about. I've done a lot of this to KerbinSide and I'm doing a lot more.- 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
Two PMs I want to address in the thread. I'm only updating the all in 1 pack when I think there's been enough updates and changes to warrant it. It's actually a lot of work to put out the individual releases you see in the OP. But that way you get stuff more often. You can install the new stuff on top of the all in 1 without issue. So no is the short answer to this. Sketchup Blender Unity KSP's Part Tools KSP KerbTown There's a lot of snobbish hate of SketchUP IMHO from professional modellers. I am a professional modeller and a certain Squad staffie also used it in producing the KSC you see in game. It is a very good modelling tool to get started with and combined with proper modelling practices has many of the features you'll need that our otherwise buried under complex unintuitive interfaces you'll find in other so-called professional software. I use Blender for a few features that aren't in SketchUp.- 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
Read back a few posts. This has been 95% fixed by optimisation. Install some of the stuff you like and go see what happens in the tracking station or warping in orbit now. It's fixed. Added to the list. And now for some WIP. Old school Kerbal tech.- 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
Two new releases tonight. Airfield Extras 2, including a new control tower and radar station. KerbinSide's first showcase base - Sandy Island Helibase, by Eskandare. Find them in the OP.- 2,488 replies
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