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


AlphaAsh

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Holy... How is this not all over the front page??

One question, does the "Everything in 1" pack include ALL of the listed things? Or does it leave the KSC++ stuff out?

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Busy optimising everything and standardising textures when I got to coastal extras and realised that there was something crucial missing from KerbinSide.

crates.jpg

Don't know why it took me this long to realise what a terrible omission had been made.

Edited by AlphaAsh
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Update on the researsh ships expansion I'm almost done retextuing to be more in line with stock. It's been a learning experience with Unity. I finally got transparencies to work. :-D. My first release will be just the aircraft carrier and the research vessel. More to come shortly.

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Update on the researsh ships expansion I'm almost done retextuing to be more in line with stock. It's been a learning experience with Unity. I finally got transparencies to work. :-D. My first release will be just the aircraft carrier and the research vessel. More to come shortly.

Good stuff.

Four more packs have now been updated with further optimisation and texture standardisation. v0.34 getting closer :) You can find the updated Coastal Extras, Airfield Extras 2, Ancient Anomalies and Residences in the OP.

If you have KSC++ installed, just drop the variant configs over the new Residences again. So, update Residences first, then install the variant again. Enjoy.

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Happy to report a full re-install of this stuff (prior to your update of the Arakebo Station) fixed the funky lag I was getting. Even had KSC++ from Lack installed. However had an out of memory crash yesterday and unintalled the lot of it. Ran 6 test flights out of the Dead Kerbal Crater Helipad (crashed during the 6th). Not your fault, Unity's garbage collection is, for lack of a better term, garbage. Wasn't paying attention to RAM usage (x86 game executable, game runs at 2.5 gigabytes with my current install without Kerbinside. Stable enough that I forgot to close it last night and let it run for 6 hours in the VAB [did close and re-open the exec prior to this crash as I updated some modulemanager configs]). Hopefully the optimizations you're doing will help. This definitely livens up the planet.

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Jeb's Retreat Airport and Ben Bay updated.

Ben Bay's textures have been standardised and part count reduced by approximately 90%.

Jeb's Retreat Airport has had the same done, yet I've managed to expand this base considerably.

Find them in the OP.

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In case anyone is using the NavUtilities ILS mod, I went ahead and created a KerbinSide config file so you can have ILS at all the runways :)

Ski-jump style runways are listed as "FW" for the launch direction, and "RV" for the reverse direction.

http://www.virindi.net/junk/kerbinside_033_rwy.cfg

Nice job chap. Mind if I find a place to put that link in the OP? Credit for your work as well.

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Version 0.34 is done. You can find the All in 1 on Kerbal Stuff. Includes updated content for the individual packs in the OP which I'll be updating shortly.

kerbinsidev034promo.jpg

Edited by AlphaAsh
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I've got a present for you AlphaAsh:

I just added a patch to KerbTown to prevent the 750+ ms / Krakensbane / Timewarp lag issue that KerbinSide has been having. Feel free to grab my updated version here.

If you find any issues don't hesitate to tell me so I can fix them!

Keep up the good work on this wonderful mod. :)

Edited by medsouz
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I've got a present for you AlphaAsh:

Keep up the good work on this wonderful mod. :)

Thank you so much for this. Testing is looking really good. Persistency on parked vehicles is unaffected by the unloading and reloading of assets, which was my main worry.

You just got rid of any remaining warp lag with this :)

You've suddenly made much more extensive bases a real possibility. Cities too.

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Hello to all.

I have been trying to get this (actually KerbTown, as linked in the OP) to work with ksp 24.2 x64, with no luck. If i have missed something that says this is not compatible with x64, sorry... I have tried where the Kerbtown (Hubs) is the only 'extra' mod, and still crash....

Has anyone had any luck with x64 and if so, what was the 'trick' to get it to work....

I am trying / wanting to set up extra landing strips around the planet as emergency strips...

thanks for any help, advice, words of wisdom....

DrTedAstro.

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Check my sig chap and you'll better understand when I say: I'm sorry to say I can't officially support the use of KerbinSide under Win x64 KSP and I have no advice to give you other than use the 32 bit version.

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It's just a suggestion, but a aircraft carrier would be cool.

My co-conspirator Eskandare is working on one.

Ah Ha, the 'fine print'......

64x has not been too much of a problem, except for a few 'touchy' mods. Do you know if there is any plan to work on this, or just abandon it in 64 bit?

thanks for reply...

I'm not working on KerbTown. I use KerbTown. I contest your claim it's a few touchy mods. I can't help with KerbTown working under Win x64.

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Understand about KerbTown.. Thanks anyway for info. Currently running with 66 mods in my "Test them all" version. Just have to be careful when adding a mod to keep saves and watch the error log for signs of problems.... Took some time to pick through what would and would not work, but is stable enough now for good play...

I look forward to when I will be able to use your mod. Looks like exactly what I am wanting to do for certain games..

cheers.

DrTedAstro.

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@Woopert Absolutely. I've tested extensively. (I have a love / hate relationship with this mod lol) I'm not sure what will happen with regards to having ships on different runways / launchpads outside of stock when you uninstall it however as I've never tried that. I'd assume they'd just get deleted; but that's just speculation.

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I know this has probably been asked before, but if you install this mod, play with it on a save, the un-install it --- will that save still work all fine and dandy?

Yes your save should be fine although anything sitting on k side structures will fall and crash into the ground below. I have dev save I use to stress test the game when working with mods.

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