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AlphaAsh

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Everything posted by AlphaAsh

  1. Love the idea but that'd probably need some serious coding in KerbTown which is being maintained by another modder. Got a link to that launchpad? I'm always on the lookout for more parts/buildings.
  2. Mekan1k is spot on. Delete the mod dependencies, re-install them, then install 02. 01 is trash - just bin it.
  3. 99% certain it does. I'll confirm this later today.
  4. With the help of my wonderful life-partner in crime we think we got this sussed. Link to v0.2 in the first post. I'm going to bed. If it doesn't work I'll fix it tomorrow. EDIT - The fix for those with 01 is simple. In LackMisc/Parts delete the folder called KAP. In KerbiceBuildings/BiggerLaunchpad/KBIKSCBPAD.cfg LaunchSiteName = Beachside Helipad LaunchPadTransform = should be LaunchSiteName = Beachside Helipad LaunchPadTransform = Bpad_spawn
  5. All this. Pretty sure KerbTown is still very b0rked. I've spent most of my evening trying to diagnose a problem with a release for KerbTown (so much egg on my face) and stripped it down to a single additional spawn location and still no joy. EDIT - Another theory didn't pan out.
  6. Ahhhh KerbTown you sneaky thing. Pretty sure I've tracked it down to KBIKSCBPAD.cfg. Apparently the Beachside Helipad lost its LaunchPadTransform. Testing the fix now.
  7. I haven't used the Wayland Tower as a spawn point
  8. KerbTown saves instance data in the config of the parts. Still trying to diagnose this. Now checking if the linked KerbTown is the one I'm actually using. I iz frustrated and confuzzled now.
  9. I didn't like where it was I then re-used the part but am still deciding whether to make it a launch site, so it currently isn't one.
  10. The issue is definitely in the distribution file. I'll pull the link until I can determine exactly what got missed. I did a clean install here and no problems, so I suspect KerbTown is writing something else that isn't properly documented. Cheers for your patience chaps and chapesses.
  11. I'll try another test. Also after running KSP, come back out and run it again. It might be KerbTown not initialising properly, which it does sometimes.
  12. It should. Where'd you try to launch? That screenshot is what happens when KerbTown fails to find a physical spawn point that matches the selected launch site, which means I suspect a mis-install. Restore GameData and try following my install order again.
  13. Want some new bases on Kerbin? First, backup GameData and saves. You know the drill. Then go look at the downloads and get what you want. DEPENDENCIES Say thanks by donating? Want to say thanks for the mod with hard cash, wonga, dosh etc.? All donations go to the caffeine fund. INCLUDES Kerbin-Side Core, Kerbin-Side MainBases, Kerbin-Side Ground Control, Kerbin-Side Kampus, Kerbin-Side Skyways, Kerbin-Side KSC2 and Kerbin-Side Air-Race Last Update: 6th May 2016 | Version: 1.1.0 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock Want to launch from somewhere other than KSC? Grab KerbinSide, install it and then look for the KK icon in the VAB or SPH. Click that. Click a launch site. Launch! KerbinSide uses the Kerbal Konstructs mod to add a number of new bases to Kerbin. Helipads, runways, launch sites and more. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 22nd April 2016 | Version: 1.1.2 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock Kerbin-Side KSC2 is a supplement for Kerbin-Side but it can also standalone. The original Kerbal Space Center, sometimes referred to as 'The Old KSC' is updated into a large spaceplane base with two runways. The old launchpad is available for rocket-launches again as well. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 22nd April 2016 | Version: 1.1.2 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock Kerbin-Side Kampus is a supplement for Kerbin-Side but it can also standalone. Operational hangars, apartments and a business park are added to your KSC. You can utilise these new facilities in a career game through the Inflight Base Boss of Kerbal Konstructs. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 22nd April 2016 | Version: 1.7.1 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock Kerbin-Side Air-Race is a supplement for Kerbin-Side but it can also standalone. Adds three air-racing tracks, one near KSC and two others close to bases from Kerbin-Side. Kerbal Konstructs includes support for time-trial air-racing. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 24th April 2016 | Version: 0.3.1 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock Ground-Control is a supplement for KerbinSide, but it can also stand-alone. It makes use of the latest features of Kerbal Konstructs to update some of the facilities provided by KerbinSide, so that they can function as tracking stations, and as receivers for communications from vessels in the Kerbol system, using an inflight Downlink. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 23rd May 2016 | Version: 1.0.3 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock A stream-lined set of core assets and bases, providing basic airstrips and helipads scattered across Kerbin, with about a quarter of the RAM foot-print of the complete KerbinSide. Includes runways, helipads, control towers, hangars, taxiways, fuel tanks and radar stations. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 22nd April 2016 | Version: 1.3 | Requires: Kerbal Konstructs Download from Alpha Strike Games | Download from SpaceDock Just the static assets. None of the bases. If you want the bases, you want Kerbin-Side Complete, not this. If you don't want to learn how to use the Kerbal Konstructs editing tools, you want Kerbin-Side Complete, not this. For use if you don't want the bases included in Kerbin-Side but you do want the static assets to make your own bases for your own personal use OR you make and distribute bases using the assets in Kerbin-Side; you point to this as a requirement for your base pack OR you've been pointed to KerbinSide Core as a requirement for a base pack you want to use. Please note that Kerbal Konstructs is NOT included. You'll need to get that separately. Last Update: 28th April 2016 | Version: 2.1 | Requires: Kerbal Konstructs & Contract Configurator Download from Alpha Strike Games | Download from SpaceDock Adds several contracts for transporting kerbals to, from and between the bases in Kerbin-Side, usually with a visit to or close to spaaaace!. Also adds the first four missions of a campaign revolving around ancient places on Kerbin, with espionage and intrigue in spaaaace! Intercept an unregistered satellite. Escort an informant to KSC. And more! Many. Check back regularly.
  14. I'm tempted to release something but I'd rather wait on more parts for KerbTown use. It's a shame none of the KerbCity assets have been released.
  15. 03 update. Been busy integrating more of Firespitter because helicopters are fun. Also been busy with KerbTown making bases all over Kerbin, using parts made by Lack and Justin Kerbice. Art. Just cos.
  16. Looks very Starship Troopers. Lurvly A long airstrip would be great. I found a short runway one but had to stick two together which results in a tiny bump, meaning if you land in the wrong direction... boom. CrashFlyingAcademy, that was it.
  17. The train is animated, yup. Jeb's been trainspotting. Such a geek.
  18. Work on Jeb's Island Retreat in progress. Going to try rescaling the road to see if it can pass as a runway next.
  19. Lack sir, you are a good heart. I'm having a lot of fun working on Jeb's personal retreat island thanks to this wonderful art. *huge manly hug* Keep it up
  20. It's been a lot of fun trying out 64bit KSP over the last 48 hours or so but I'm rolling back to 32bit today. Whilst I have had long periods of stability I am now seeing crashes far more regularly and an increase in time being spent trying to stabilise 64bit KSP rather than playing it. I need a stable KSP for mod development and I need to have to worry about KSP's memory limtations for that. It's become pretty clear from my testing that KSP does need a lot more work done to it (IMHO) before it's compatible with 64bit Unity. This 'hack' is not a miracle cure.
  21. Okay, I'm going to dissect this. First concern is that ModuleGenerator will merrily make the oxidised materials even when their stores are full. It just gets dumped. "The next recharge conversion will run out of space to convert iron." That's the problem there. It doesn't. This still looks like needing a plugin.
  22. This is bonkers. A good bonkers. I've found 64bit KSP to be a lot more stable without ActiveTextureManager, although load times are obviously a lot longer.
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