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AlphaAsh

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Everything posted by AlphaAsh

  1. Control Towers pack updated to Airfield Extras. Now includes more control towers at helipads and airfields, a taxi-way at Kerman Lake and lots of hangars. Check out the OP for the link. More stuff for airfields in the near future. EDIT - Helipads also updated to v1.1. The position of the helipad at Ben Bay has been slightly changed and a number of additional helipads have been placed at locations for some possible bases in the future. Let me know which locations you like. There'll be more locations in the future as I continue to survey Kerbin. EDIT - A corporation has completed construction of their headquarters at Ben Bay. You can find the link for this new content in the OP as well.
  2. Sorry chap, I don't have any issue with regards to mod distribution. I have an 'audience', a user-base and have very little concern about if it gets bigger or how quickly. My concern is with producing fun content and trying to find a way around the game's limitations and to utilise its freedoms to squeeze as much fun out of it as I can. The fact that others get to enjoy that too and maybe tell me I rock000rz or whatever, is icing on the cake.
  3. Because I like adding extra content to my games. Because I'm an 'artist' with a huge ego and like an audience and because every attempt I've made to profit from said art or work professionally as said artist has resulted in me being in conflict with other artists and managers and then being miserable, underpaid and always skint. When I make mods, none of that matters. I answer to no-one except myself first, then my audience. And they're an audience. Not customers. Big difference. I think you're under the impression that most modders want as many players playing their mods as is possible. I think you might be wrong. I make mods for me first, then players who want them. I don't worry about those who aren't playing them. I've been modding games for nearly two decades. I've tried working with teams of modders and it typically didn't end well. I've worked in communities of what can be only described as over-entitled a-holes who refuse to download anything if it isn't as p*** easy as possible to install and use and is as good as any professional content. Stop trying to change the modders. Pick some of the current initiatives that are attempting the sort of things you want then and go back them up.
  4. OP given a spruce up and the link to the all-in-one download on Kerbal Stuff added.
  5. There's an all-in-one download on Kerbal Stuff. http://beta.kerbalstuff.com/mod/77/KerbinSide
  6. Updated OP with some teases of work in progress for future releases.
  7. Currently got a possible fix being put in place and then tested for Krystal City. I'm optimistic but it's a lot of work still to do yet. EDIT - Ah poop. Massive fail here. Nevermind.
  8. New content added to the downloas in the OP. Mountain-side command centres for two launch sites.
  9. Per my request, discussion of the 'physics lag' issue has been moved to a separate thread here: http://forum.kerbalspaceprogram.com/threads/89213-Suffering-with-lag-when-using-Kerbin-side
  10. I can certainly look at adding some more tracking stations before I add RemoteTech 2 functions.
  11. KerbinSide has to be split up. It puts responsibility for managing physics lag with the players since I can't do anything about it other than to split it up. Or stop making it. EDIT - If I release a complete pack, I'll probably end up spending more time repeating myself about the physics kludge stuff than making the mod. Sorry chap.
  12. Installation instructions in the OP updated with link to KerbTown.
  13. Working on it. The OP will be updated shortly.
  14. Links are live. KerbinSide: Pick N Mix Bases. The only mod that lets you pick n mix bases. Sort of.
  15. Nearly ready. Check back every few minutes.
  16. I suppose the elephant in the room is this then. Why's Squad reserving Modding Mondays for mods only hosted on Curse? Or is that hosted on Curse and anywhere else? The distinction probably matters.
  17. This. If you're going to do anything like what is being proposed in this thread, you're going to have to have a front-end that modders will want to use and then a back-end that does what it is that you want it to do. And even then you'll not be able to automate everything in that back-end. Not possible. You absolutely will not get modders conforming to anything.
  18. So here's how future releases will work. - I'll be releasing a single base/location at a time (or an update to a single base/location). AND/OR - I'll release a single asset/building if it is used in multiple locations. - Each release will contain: models, textures, KerbTown configs. - These will be installed in the usual manner but each release will share the same folder, so that textures are shared across all releases. This keeps the memory footprint down (but won't improve the physics lag problem). This will mean uninstalling individual bases/locations/assets/buildings will be fiddly however. I'll have to document what .mus and .cfgs are in each release. This will also mean that any previous install of KerbinSide must be removed prior to picking the stuff you want and installing it, since the previous mass-releases will be broken up into separate releases. Otherwise, mayhem on Planet Kerbin. No idea how to distribute through Kerbal Stuff yet. They may see individual releases as spam. Hoping they make it possible to have multiple files per project soon.
  19. And the issue there? The categories. Curse didn't think out the categories carefully.
  20. I do agree that a priority should be categories. Just not tags, please. Being able to have a mod in multiple categories would be cool. It can be tempting for modders to put a mod in less-than-appropriate categories for coverage though, so a limit would be wise. Three perhaps, with one as the primary and the other two secondary. This does mean the categories have to be carefully thought out with as little redundancy as possible. Erm, so good luck on that if you go this way I didn't volunteer. Ahem.
  21. Maybe I'm being an idiot here, but can't you just import the two meshes separately then place them under the same gameobject, apply colliders to your simpler mesh then remove its mesh renderer?
  22. Could you work on cloning yourself next? That way we get this sooner.
  23. Heya rynak. It's to do with the position of objects in the sphere of influence in relation to a vessel at time-warp. Throw a rocket into orbit and then use time-warp. You'll understand the problem then. Chug chug chug.
  24. A note on physics performance. The development methods used for KerbinSide were changed to try and deal with unexpected problems with KSP's physics management when warping a vessel travelling at 750ms+. The general consensus from other modders was that when too many individual game objects exist, a large number of position checks take place (as the KSP system is moved round the vessel) that result in physics lag. To rectify this it would be necessary to merge the separate game objects in Unity into a single game object, therefore reducing the number of position checks to 1. After finishing up the latest update to KerbinSide, I tested KSP's 'physics handling' pretty intensively and have come to the conclusion that merging the individual objects into a single game object has made no bloody difference what-so-ever. So, I'll add this to the OP and leave it to players to decide whether they can live with hideous physics lag when warping vessels at speeds of 750+ ms. There's nothing more I can do about it.
  25. v0.31 is released! Upgrading from 0.30 to 0.31? Delete previous version of KerbinSide. DOWNLOAD: http://www.kashcorp.co.uk/KerbinSide031.zip INSTALLATION INSTRUCTIONS Drop the contents of GameData in the zip in to your KSP GameData folder. Version 0.31 features and fixes: - Jeb's Island Retreat now has an airport. And a city. Launch using the KerbTown icon in the VAB or SPH, selecting Krystal City Airport.
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