Jump to content

[1.1.2] Kerbin-Side (v1.1.0) & Supplements


AlphaAsh

Recommended Posts

Well, actually these static models can have certain modules added to them via a plugin, and they won't rip a plane apart unless the arresters force is improperly balanced. Eskandre was actually looking into adding an arrestor system a while back (though we never heard how it played out in the end).

Link to comment
Share on other sites

A few questions about the Oceania pack: ...2.) Will the carrier have any sort of arrestor wires?...
If you need an arrestor system you should ask Infinite Dice he has one in his boatparts(+ a catapult system )

Eskandare was taking a look at this but not sure whether it's doable or not.

EDIT -

Well, actually these static models can have certain modules added to them via a plugin, and they won't rip a plane apart unless the arresters force is improperly balanced. Eskandre was actually looking into adding an arrestor system a while back (though we never heard how it played out in the end).
Edited by AlphaAsh
Link to comment
Share on other sites

A few questions about the Oceania pack:

1.) Do you have any larger pictures of the carrier? The only one that I can find is the small picture in the OP.

2.) Will the carrier have any sort of arrestor wires?

Any response would be greatly appreciated, thanks in advance. I'm really looking forward to this one!

I've been working on this, actually seeing if I can get InfiniteDice's plugin to work with the static. Since I don't code in C#, I'd have a long learning curve to build a dll for it. For right now it's in experimental condition. I'll keep tinkering with the arrestor system, but for now it will be dependant on InfininateDice's plugin, unless, someone wants to put some time into creating a plugin that is independent.

Pictures will be coming soon.

Link to comment
Share on other sites

KSP 0.25 breaks Kerbal Konstructs and KerbTown. KerbinSide will not work with KSP 0.25 at this time.

Technical Details:

[LOG 22:57:33.874] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs'

[EXC 22:57:34.169] TypeLoadException: Could not load type 'LaunchSite'.

KerbalKonstructs.KerbalKonstructs.loadObjects ()

KerbalKonstructs.KerbalKonstructs.Awake ()

UnityEngine.GameObject:AddComponent(Type)

AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)

AddonLoader:StartAddons(Startup)

AddonLoader:OnLevelWasLoaded(Int32)

LaunchSite and its methods have been removed from the class PSystemSetup and replaced with a new subclass. It certainly looks like Squad may be considering new spawn points in a future update. Regardless, until someone like medsouz has a chance to poke around at the changes, KerbinSide is b0rked.

No consideration for continuing functioning of KerbinSide was given in this update of KSP. I hate to say it but this seems like purposeful withdrawl of support for additional statics and launch-sites from third parties. I am pretty pissed off.

Edited by AlphaAsh
Link to comment
Share on other sites

I'll try to fix it tonight.

EDIT: I'm currently in a school right now doing an A/V tech job and the web filter is preventing me from downloading 0.25, expect a few hours delay.

Edited by medsouz
Link to comment
Share on other sites

I'll try to fix it tonight.

EDIT: I'm currently in a school right now doing an A/V tech job and the web filter is preventing me from downloading 0.25, expect a few hours delay.

Thx for hopping on this so quickly. I sort of love my boat launches and boat docks.

Link to comment
Share on other sites

You're welcome. There's two assets for boat launching in the new pack. Let me know if they're any good. I'm planning a 'drydock' for bigger boat launches off the land in a future update.

The models looks great, but I am having problems with aspects of how they are set up:

Boat launch 2 is too narrow for most of my designs...which is a personal problem. Boat launch 1 is wide enough for my needs, but I can't seem to spawn to it. When I try, it looks like Danny destroyed the world.

// Generated by KerbTown - Hubs' Electrical

STATIC

{

name = ksideboatlaunch1

mesh = ksideboatlaunch1.mu

module = Part

category = none

author = AlphaAsh

static = true

scale = 0.1

rescaleFactor = 1

cost = 0

subcategory = 0

title = Boat Launch

manufacturer = KashCorp

description = A place to launch boats.

attachRules = 1,1,1,1,0

mass = 1

dragModelType = default

maximum_drag = 1

minimum_drag = 1

angularDrag = 1

crashTolerance = 1

maxTemp = 1

breakingForce = 1

breakingTorque = 1

DefaultLaunchPadTransform = ksideboatlaunch1_spawn

Instances

{

CelestialBody = Kerbin

RadialPosition = 163316.5,-3361.295,-582655.1

RotationAngle = 282.1473

RadiusOffset = 20.64183

Orientation = 0,1,0

VisibilityRange = 25000

Group = Ungrouped

LaunchSiteName = testsite

LaunchPadTransform = ksideboatlaunch1_spawn

LaunchSiteDescription = test placement

LaunchSiteLogo = kscislandboatlaunchlogo

LaunchSiteType = SPH

}

}

Halp?

Boat launch 1 and 2 are both too steep. It's actually easier to get boats into the water by driving them to the west of KSC and launching them from that shallow slope then to use the boat launches. The long sea wall has a nice gentle angle, but didn't see a spawn point on it, and the streetlights look like they would be in the way if I put 4 or 5 of them side-by-side to make it wide enough to use.

Link to comment
Share on other sites

...Boat launch 1 is wide enough for my needs, but I can't seem to spawn to it. When I try, it looks like Danny destroyed the world...

The asset doesn't actually have a spawn transform - I'm guessing you took a guess at what it might be but without the transform, Danny does indeed destroy the world. I'll put a spawn transform on it for next release.

So I'll be releasing Oceania as soon as Konstructs have been fixed for 0.25.

I'm going to be furiously prepping All in 1 v0.37 now that medsouz has dealt with KSP's changes, so let me have the stuffs asap. Crunch time chap :). I'm estimating I'll have v0.37 ready by tomorrow. Mayyyybeee by the end of today. I can hold release for you if you think you can deliver in the next 48 hours.

I guess we don't have to worry about convincing people to use Kerbal Konstructs instead of KerbTown.

Kerbal Konstructs is the only one that supports 0.25 now. :)

Did I ever mention that you rock sir? Well you do. I honestly thought Squad had killed third party static assets when I looked at the library changes. I guess it wasn't as bad as I thought. Well done.

Edited by AlphaAsh
Link to comment
Share on other sites

Boat launch 1 is wide enough for my needs, but I can't seem to spawn to it. When I try, it looks like Danny destroyed the world.

// Generated by KerbTown - Hubs' Electrical

STATIC

{

name = ksideboatlaunch1

mesh = ksideboatlaunch1.mu

module = Part

category = none

author = AlphaAsh

static = true

scale = 0.1

rescaleFactor = 1

cost = 0

subcategory = 0

title = Boat Launch

manufacturer = KashCorp

description = A place to launch boats.

attachRules = 1,1,1,1,0

mass = 1

dragModelType = default

maximum_drag = 1

minimum_drag = 1

angularDrag = 1

crashTolerance = 1

maxTemp = 1

breakingForce = 1

breakingTorque = 1

DefaultLaunchPadTransform = ksideboatlaunch1_spawn

Instances

{

CelestialBody = Kerbin

RadialPosition = 163316.5,-3361.295,-582655.1

RotationAngle = 282.1473

RadiusOffset = 20.64183

Orientation = 0,1,0

VisibilityRange = 25000

Group = Ungrouped

LaunchSiteName = testsite

LaunchPadTransform = ksideboatlaunch1_spawn

LaunchSiteDescription = test placement

LaunchSiteLogo = kscislandboatlaunchlogo

LaunchSiteType = SPH

}

}

I was mistaken that this doesn't have a spawn transform. It does. Looking at your cfg again I don't see anything wrong with it. *scratch head* I'll look into this some more. Could you perhaps try launching from this again and when Danny has destroyed the world, go poke out your ksp.log, put it online somewhere and PM me a link. Cheers.

Link to comment
Share on other sites

I honestly thought Squad had killed third party static assets when I looked at the library changes. I guess it wasn't as bad as I thought. Well done.

Not going to lie, I stared blankly at the new Facility code for a while trying to figure out why they bothered changing it.

I did find one cool thing: Squad added a launch transform (that isn't configured correctly :() for Runway 27 at KSC (the opposite end of the normal runway). Looks like they plan to add more stock runways at some point. :D

Link to comment
Share on other sites

I was mistaken that this doesn't have a spawn transform. It does. Looking at your cfg again I don't see anything wrong with it. *scratch head* I'll look into this some more. Could you perhaps try launching from this again and when Danny has destroyed the world, go poke out your ksp.log, put it online somewhere and PM me a link. Cheers.

It looks like the new 0.25 build isn't seeing a transform on that boat launch, now:

LOG 12:45:19.177] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs'

[WRN 12:45:19.183] File '/Users/seant/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not exist

[LOG 12:45:19.208] Creating launch site KSC2_launchpad_spawn

[LOG 12:45:19.209] PSystemSetup: Cannot find facility named 'KSC2_launchpad_spawn'

[LOG 12:45:19.209] Created launch site "KSC2_launchpad_spawn" with transform KSC2_launchpad_spawn/KSC2_launchpad_spawn

[LOG 12:45:19.223] Launch pad transform "ksideboatlaunch1_spawn" missing for testsite

[LOG 12:45:19.231] Creating launch site KSC Island Boat Launch

[LOG 12:45:19.231] PSystemSetup: Cannot find facility named 'KSC Island Boat Launch'

[LOG 12:45:19.231] Created launch site "KSC Island Boat Launch" with transform KSC Island Boat Launch/ksideboatlaunch2_spawn

Even though I can see "ksideboatlaunch1_spawn" listed in the hex

Link to comment
Share on other sites

Not going to lie, I stared blankly at the new Facility code for a while trying to figure out why they bothered changing it.

I did find one cool thing: Squad added a launch transform (that isn't configured correctly :() for Runway 27 at KSC (the opposite end of the normal runway). Looks like they plan to add more stock runways at some point. :D

Tanks for the fix, I was worried I'd never going see my carrier again.

Now I've got to figure out which mod killed all the engines. I built a new plane for my logos but nothing burns, FAR is x32 only now, so flight is going to be weird. Procedural (insert part here) is dead. What a pandora's box this update has been.

Link to comment
Share on other sites

It looks like the new 0.25 build isn't seeing a transform on that boat launch, now:

LOG 12:45:19.177] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs'

[WRN 12:45:19.183] File '/Users/seant/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not exist

[LOG 12:45:19.208] Creating launch site KSC2_launchpad_spawn

[LOG 12:45:19.209] PSystemSetup: Cannot find facility named 'KSC2_launchpad_spawn'

[LOG 12:45:19.209] Created launch site "KSC2_launchpad_spawn" with transform KSC2_launchpad_spawn/KSC2_launchpad_spawn

[LOG 12:45:19.223] Launch pad transform "ksideboatlaunch1_spawn" missing for testsite

[LOG 12:45:19.231] Creating launch site KSC Island Boat Launch

[LOG 12:45:19.231] PSystemSetup: Cannot find facility named 'KSC Island Boat Launch'

[LOG 12:45:19.231] Created launch site "KSC Island Boat Launch" with transform KSC Island Boat Launch/ksideboatlaunch2_spawn

Even though I can see "ksideboatlaunch1_spawn" listed in the hex

Pretty sure I've found the issue. Seems I automatically put the spawn directly under the GameObject, not the parent object. Except in this case. Doh. It'll be fixed next release.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...