Raven. Posted July 16, 2014 Share Posted July 16, 2014 KerbinSide v0.30 is now available.Upgrading from 0.29 to 0.30?Delete the following folders and their content out of your GameData folder:KerbinSideLackMisc(You may of course re-install the original KSC++. I've included it in the zip.)Now proceed to the installation instructions below.DOWNLOAD: http://www.kashcorp.co.uk/KerbinSide030.zipInstall contents of GameData folder in the zip into GameData folder of KSP.Version 0.30 features and fixes:- The impact on the physics 'kludge' in KSP to handle speeds greater than 750ms should now be minimised.- All use of KSC++ assets has been removed from KerbinSide locations.- Locations have been stripped back to the bare essentials. Just the launch-sites.- KSC's island runway can now be launched on.- Jeb's Island Retreat runway has been (temporarily) removed. This is to make way for a future release on the island (Krystal City).- The bases are just now very bare-bones but will be expanded upon in future releases.I'm giving it a try to see how it goes. It's too bad, I liked the KSC++ assets at the north pole runway base . The North pole base is my favorite, especially with the Astronomer's Pack and Texture Replacer installed.Hey, that gives me an idea and a suggestion. What about those power generating wind mills close to the north pole runway base? Everything is flat there, should be some high winds in that area. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 16, 2014 Author Share Posted July 16, 2014 ... It's too bad, I liked the KSC++ assets at the north pole runway base . The North pole base is my favorite, especially with the Astronomer's Pack and Texture Replacer installed...I'll shoot Lack a PM and see if he's willing to contribute his KSC++ models so they can be merged into KerbinSide scenes. I need the original models to merge since placing them individually is what leads to physics issues. Don't worry, I'll be expanding all the bases and your windmill idea is excellent. Link to comment Share on other sites More sharing options...
Raven. Posted July 17, 2014 Share Posted July 17, 2014 Well, here's what I got. On standard KSP, 32 bit with Active Texture management installed, the mod works mostly without issue. Now, I'm a user of the 64 bit hack, and the interesting thing is, the game crashes when loading one of the sites. Now I don't know if it's something with the mod or not; I'm going to reserve calling it a bug until the official 64 bit version in 0.24 is released. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 17, 2014 Author Share Posted July 17, 2014 I'm not supporting the 64 bit hack but obviously once the official 64 bit version rolls out I'll be looking to upgrade KerbinSide to both 32 bit and 64 bit 0.24. Link to comment Share on other sites More sharing options...
PringleMan Posted July 19, 2014 Share Posted July 19, 2014 (edited) Any news on this? I guess we are waiting on Kerbtown?edit: Loaded this up in the x64 executable. It seemed to be working just fine in general. Jeb's Resort Helipad is underground now, and it crashed once each when trying to load Mount Snowey, and Jeb's retreat but they loaded fine when I restarted the game. Edited July 19, 2014 by PringleMan Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 20, 2014 Author Share Posted July 20, 2014 Just got back from a holiday and now busy testing KerbTown and KerbinSide on 32 and 64 bit KSP 0.24. Looks good so far. If KerbTown does need fixin' and it's not prompt, I'll fork it. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 21, 2014 Author Share Posted July 21, 2014 KerbTown is working fine under KSP 0.24. KerbinSide is also fine, with some minor placement issues that I'll address in KerbinSide v0.31. Based on very stable and reliable performance from 64 bit KSP so far, I suspect KerbinSide will favour support for that over 32 bit, regardless of KerbinSide's low memory footprint.Most placement issues (buildings buried) is down to terrain settings at medium or low. I develop KerbinSide with terrain detail on high. Link to comment Share on other sites More sharing options...
alphawolfx45 Posted July 21, 2014 Share Posted July 21, 2014 SOOOOOOOO GOOD thank you so much for this awesome mod!!!!!! Link to comment Share on other sites More sharing options...
PringleMan Posted July 22, 2014 Share Posted July 22, 2014 Hey can you re-release that map on the front page with the current bases that are actually in game? My gaming community is running a DarkMP server where we have "factions/companies" and have designated launch sites along with it. It would be nice to have that map on our forum post, with the proper locations marked. Link to comment Share on other sites More sharing options...
pellinor Posted July 22, 2014 Share Posted July 22, 2014 Building these bases would be a perfect sink for excess funds (and/or science)! Is it possible to spawn them from your code or do they need to exist from the start of the game? Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 22, 2014 Author Share Posted July 22, 2014 Hey can you re-release that map on the front page with the current bases that are actually in game? My gaming community is running a DarkMP server where we have "factions/companies" and have designated launch sites along with it. It would be nice to have that map on our forum post, with the proper locations marked.I've done an interim update until I have some time to do something more accurate/up-to-date. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 22, 2014 Author Share Posted July 22, 2014 Building these bases would be a perfect sink for excess funds (and/or science)! Is it possible to spawn them from your code or do they need to exist from the start of the game?My wife and I are exploring the possibility of a feature of this sort in a fork of KerbTown. Essentially launch sites would have tech requirements in career mode and with the introduction of funds in 0.24, a modifier to ship costs launched from them (more or less).And always happy for anyone who has the time and programming skills to step up to the plate to help with that. Link to comment Share on other sites More sharing options...
comham Posted July 23, 2014 Share Posted July 23, 2014 Building these bases would be a perfect sink for excess funds (and/or science)! Is it possible to spawn them from your code or do they need to exist from the start of the game?While I think that's a useful feature to have for other mods, it's better to have the bases always spawned from day zero, as they fill the world up and make it seem like the player is not the center of the world, just another part of it."Buildable" fuel pumps would be a sensible addition though, since they're useful. Link to comment Share on other sites More sharing options...
montyben101 Posted July 26, 2014 Share Posted July 26, 2014 How much memory does this mod use? sadly i have to use 32 bit Link to comment Share on other sites More sharing options...
rabzoue59 Posted July 26, 2014 Share Posted July 26, 2014 Montyben101 said :How much memory does this mod use? sadly i have to use 32 bitFor me : I ran it with both of them, 32 and 64 and didnt saw any framerate drop.Ran with best terrain texture, because default setting cause flickering i believe.But a low config will cause drop, normal. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 26, 2014 Author Share Posted July 26, 2014 Approximately a 6 meg memory footprint atm.EDIT - I added in stuff I'm working on. Next version will be approx. 25 meg. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 27, 2014 Author Share Posted July 27, 2014 Gratuitous preview screenie! Link to comment Share on other sites More sharing options...
montyben101 Posted July 27, 2014 Share Posted July 27, 2014 Could you make a "lite" pack, perhaps only with the extra stuff at the KSC and KSC 2? as their really the only ones i use? Link to comment Share on other sites More sharing options...
visivante Posted July 27, 2014 Share Posted July 27, 2014 Hey AlphaAsh, thank you for putting so much time and effort into this awesome and immersive mod! I've been running it well in KSP 24.2 64Bit. My only request is a list of Latitude and Longitude coordinates for each of the bases so I can synchronize your bases with RemoteTech2 ground stations, I think that would be really cool!Thanks! Can't wait for more bases spread around the continents -- I love flying around from base to base! Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 27, 2014 Author Share Posted July 27, 2014 Could you make a "lite" pack, perhaps only with the extra stuff at the KSC and KSC 2? as their really the only ones i use?I don't include or support the extra stuff at KSC anymore. For that on its own you need Lack's KSC++. I had to drop it because the individual assets were having too much impact on KSP's physics kludge that happens when you time-warp at 750 ms+.After that, v0.30 of KerbinSide is as 'lite' as it can get really. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 27, 2014 Author Share Posted July 27, 2014 Hey AlphaAsh, thank you for putting so much time and effort into this awesome and immersive mod! I've been running it well in KSP 24.2 64Bit. My only request is a list of Latitude and Longitude coordinates for each of the bases so I can synchronize your bases with RemoteTech2 ground stations, I think that would be really cool!Thanks! Can't wait for more bases spread around the continents -- I love flying around from base to base!Thank you And welcome to the forums. redteddy23 was looking at adding RT2 stations a few weeks back. Shoot him a PM or maybe he'll notice this thread update. He's got the all clear to do this, since I haven't erm... gotten round to it Link to comment Share on other sites More sharing options...
montyben101 Posted July 27, 2014 Share Posted July 27, 2014 Do you mean your going to get rid of he extra stuff at the KSC in the next update? Or do you mean your not going to add anything to it? Link to comment Share on other sites More sharing options...
rynak Posted July 27, 2014 Share Posted July 27, 2014 It looks like despite of the "made for high detail settings"-talk in the original post, you're actually trying to keep polycounts way down. Thanks! That means i might actually be able to play this (i can always reduce textures if needed, but polycounts are something i cannot fix myself). Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 27, 2014 Author Share Posted July 27, 2014 Do you mean your going to get rid of he extra stuff at the KSC in the next update? Or do you mean your not going to add anything to it?I didn't make the extra stuff you are seeing at KSC. That's KSC++, more KerbTown stuff by Lack. I dropped using his assets at the locations I did in v0.30 but included the original KSC++ for those who still wanted the extra stuff at KSC.I won't be including KSC++ or adding anything to KSC in the next version of KerbinSide. Link to comment Share on other sites More sharing options...
AlphaAsh Posted July 27, 2014 Author Share Posted July 27, 2014 It looks like despite of the "made for high detail settings"-talk in the original post, you're actually trying to keep polycounts way down. Thanks! That means i might actually be able to play this (i can always reduce textures if needed, but polycounts are something i cannot fix myself).I am trying to keep polycounts down but for any 'base' worth a damn there's still going to be a lot of polys and a good GPU is going to be needed. Updates to KerbinSide are going to be a single base at a time in the future, so you can try a base and if you hate it, it hammers your GPU or burns your house down when your GPU explodes in a ball of flame, you can choose to uninstall that base. Link to comment Share on other sites More sharing options...
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