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medsouz

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Everything posted by medsouz

  1. Whatever format is easiest for you that will allow me to throw it into Unity.
  2. I was just thinking about this and I definitely plan to add destruction, however the way I would do it (and I'm 99% sure Squad does it) is let asset devs provide a 2nd "destroyed" model that it switches to. EDIT: Just added the icons AlphaAsh made, thanks buddy!
  3. I got bored and added this: Launch sites will now show up in the tracking station. I still need a decent icon for that though so if anyone wants to make 16px icons for VAB sites, SPH site, and "Any" sites I would greatly appreciate it.
  4. I was thinking of doing something like RollerCoaster Tycoon and make special statics that can snap together automatically. It might make your job easier.
  5. Any chance you want to collaborate on the modular highway? I've been planning to add a feature to KK to make roads/train tracks/fences easier on asset developers. Yeah thats a stock KSP issue, I'll see if I can work some magic to fix it but no promises.
  6. I don't have access to a computer right now but if I remember correctly the 100% range is 2.5KM and then it gradually goes down with the maximum distance being 2.5KM + the diamater of the planet sphere. The lowest I remember seeing was like 40% but I could be wrong.
  7. I'm conflicted, should I make it so x meters around any launch site is a recovery zone with the stock rates (the advantage of this is that there is no configuration). Another option is to let users create an object that acts as a center point to their custom space centers with configurable recovery values. The second method would also make it easier to replace KSC in the space center screen if I get that working in the future.
  8. I just released version 0.3, you can get it from KerbalStuff CHANGELOG v0.3 (9/22/13) Fixed site type and author not doing anything in the editor Added module loading Added AnimateOnClick module, the other KerbTown modules will be done soon.
  9. Could you zip up all the KerbTown addons in your GameData and send them to me? I'm having a lot of trouble replicating your issue.
  10. Set VERBOSE_DEBUG_LOG to True in your settings.cfg and find the source of the NRE for me.
  11. It might be possible but I have no plans to even attempt that any time soon.
  12. I just responded to a bunch of comments / requests from Divico and I figured I should share it to show everyone what I've been planning. ------------------------------------------------- Strange, I'll look into fixing those. I'll try to replicate this I plan to rewrite the editor camera stuff at some point. Have you tried changing the increment? I plan to add that at some point, I wrote the editor GUI in a really ....ty way compared to everything else though so its going to be a pain to modify it. I'm not 100% sure on how to calculate that but I'll look into it. Good idea. I'm looking into seeing how the open craft window prevents clickthroughs. I had no plans to add Toolbar support but if it isn't too difficult I guess I could. How about display a notification in the bottom right where the quicksave message usually pops up? I'm going to add sorting / categories to the launch selector in the future I was going to make it remember the last selected site. Maybe I could have default launch sites for custom space centers if I get that working. I'm trying to see if I can get the stock launch site cleanup to work.
  13. I haven't had time to write a manual yet, most of KerbTown's (the mod that I am replicating) manual applies for Kerbal Konstructs though if you want to look at that. https://docs.google.com/file/d/0B99SKez9WSfhUGN4NHJBWHgwOFk/edit
  14. Major as in I wrote the wrong config name down for the site type, description, and logo causing them to be deleted when you save objects.
  15. Maybe I should just add a config setting and save you the work.
  16. I just released an update to fix a major saving issue that AlphaAsh found. Grab the update from KerbalStuff v0.2.1 (9/18/14) Fixed major saving issue Added launch site transform fallback mode for older KerbTown objects like the ICBM silo
  17. I added support for Kerbin City in the last release and in the next release will have a fix for even older KerbTown addons like the missile silo. Check my PM.
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