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AlphaAsh

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Everything posted by AlphaAsh

  1. Exactly. It does raise some challenges regarding science acquisition but I'm working hard to get the balance right. It's looking likely that there will be more overall science obtainable at various points in the tech tree, spread out over a larger number of 'experiments'. This does mean that if you decide to do all the science grabs rather than choose what to focus on, you're likely to progress more rapidly in tech. Truth be told, I' not too worried about that. Play-testing will help finalise the balance on that.
  2. I'd considered moving any 'rocket' related parts out of start but decided to leave the most basic ones to allow some early innovation, like sticking a rocket on the backside of a plane and seeing how high you can get it. Start also includes an unmanned space capsule with a 'kanine' inside it. This allows you to start checking out high atmosphere and low orbit as you progress your plane projects. KAP's all about choice and innovation.
  3. More visual stimulation added to second post. I really should get doing some more Kerbin Around.
  4. Second post updated with images. Shots of some of the stuff built with these goodies forthcoming.
  5. That's likely to be plugin territory. Beyond the scope of my initial plans for this particular project (but a great idea regardless).
  6. That's definitely one of the parts of gameplay that KAP will address. A lot. Not surprisingly, it means there's a considerable shifting from the right of the tree to the left and it's going to be challenging to refill the right side but there's a lot of mods and a lot of ideas I haven't begun to sort out or implement. Also, it means a serious rejiggering of science rewards but KAP is about providing "historically accurate" ways of going about that, before getting to more "sci-fi" ways of acquiring it late-game.
  7. "Test pilots may die and kanines may not return from orbit, yet it is their early efforts that allow us to go further than ever before." - Unknown Kerbanaut KAP will modify career mode heavily. It's primary goals are to provide more historically appropriate choices for progression of your space program. This means you'll start out with a lot more parts and have a lot more choices about where you choose to focus your efforts and operations. From the outset you'll be able to build prop-planes and basic jet planes. Early space exploration will primarily be unkerballed. Or will it? One aspect I love about stock KSP is having to innovate if you don't want to just pull science in in the traditional ways in order to progress up the tech tree. KAP is all about giving you lots of stuff that allows you to innovate. This doesn't mean your progress will be slowed. KAP won't be adding any new tech nodes. It will move a lot of Squad's parts around, it will make changes to some of those parts and it will offer many new parts that are rescales and integrations of existing Squad parts. After jets and unmanned space exploration comes satellites and the age of manned space exploration. Moon landings. Deep space probes. Space stations. Extra-planetary bases. Space industrialisation. Colonisation. UPDATE in progress. I make parts now, so I'm able to come at KAP in a very different way from which I originally had in mind. LICENCES Copyright © 2014, Ashley Hall and Alpha Strike Games All rights reserved. Redistribution and use in source and binary forms, without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Addendum 1: You may modify the contents for personal use but may not re-distribute modified versions of the content without obtaining permission first. Contact Ashley Hall on the KSP forums, PMing the user AlphaAsh. Addendum 2: This work may not be re-distributed, modified or un-modified in a 'mod pack'.
  8. Gave KSP MA a good work-out on the old build/dev environment where the issue came up. Can't reproduce the problem no matter how hard I try so I'm guessing I'm an idiot or I'm not reproducing the actions I took correctly. So.... red-faced. Sorry for the trouble chap. EDIT - I should add that the KSO mod itself was incomplete. Like many of the mods I have installed it was heavily modded by me.
  9. - Complete mod folder was deleted. - Never pressed one of the proceed buttons. - Didn't look to see if the KSO is/was checked. After installing KSP MA it had already done what I assume is an initial inventory of the GameData folder. I didn't have to "check in/out" anything. I just set about playing with the change category feature without really checking over the initial file inventory. I can confirm that the build of my TC/Mod did initially include KSO before installing KSP MA. - The mods were already inventoried immediately upon running KSP MA first time after install IIRC. I'll freeze my current build and see if I can replicate the issue again. Fingers crossed this is a case of user-stupidity because I like this mod a lot. Feature request: Obviously KSP MA is very good at reading in cfg files. Any chance you could expand KSP MA to be able to edit other parameters in a cfg file? This would mean it becomes a very useful cfg editor when I can't be arsXXX ahem bothered to fire up Notepad++. Cheers in advance.
  10. rbray, is there a way to have a volumetric layer without the 2D layer? Cheers in advance.
  11. As requested. Yep my game is heavily modded. I'm working on a TC/mod of my own. I use source control so that when I introduce new mods I can quickly back out anything that causes problems. After installing KSP Mod Admin, I opened it up (over my current build) as you would and took it for a test-drive. Primarily I changed a few categories on some parts (useful feature). I then fired up KSP with my current build and lo, my KSO parts had vanished. I checked my files. KSO directory was just gone. I promptly uninstalled KSP Mod Admin and rolled back to a previous build.
  12. Been looking for a 'combustion engine' part for a while and this mod brings it. Lovely. Thankyou.
  13. Cheers CaptRobau. That confirms what I was just checking.
  14. In the example, the FlyingAltitude and SpaceAltitude parameters, how do they correlate to altitude boundaries for science? I thought there were four, flying low, flying high, in space low, in space high and wondered whether those parameters were relevant to that? edit: Pore spelin
  15. That's exactly what happens when an internal is defined in a cfg that either has the wrong path or the internal itself is missing from the correct spaces folder.
  16. That sounds like a missing internal space. Check to see the internal is defined in the cfg and that the internal is in the spaces folder.
  17. Getting some odd behaviour from the inline/stacking chute part and trying to track down the cause. Basically on launch there's a massive delay coming out of the VAB, then the stack chute 'falls' out of the stack and explodes. Doesn't happen reliably but seems more often when any other part is attached to the chute radially. Anyone else seen this?
  18. rbray89, any chance of some documentation for the various GUI settings sir? Having a frustrating time experimenting with little success. Even just some 'tooltip' level documentation would be very helpful.
  19. Yeah that was my thinking too. Time to hunt down the latest build. *mutter mutter* EDIT: And it's the next thread down lol
  20. Odd. The buttons just appeared when I installed the latest MechJeb. And toolbar doesn't seem to have the menu option for what to show and not anymore. Hence my confusion. Investigating. Cheers for the quick response anyway sarbian.
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