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amankd

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Posts posted by amankd

  1. On 8/6/2021 at 5:21 PM, Nate Simpson said:

    This is a good note. Will add to our backlog. Thanks!

    this could be a variable made as part of the difficulty setting of a particular save, more and smaller objects are collideable when on higher difficulties to make roving more like real life plot and execute rather than doing donuts

  2. On 9/8/2021 at 9:21 PM, ave369 said:

    This base building mechanic intrigues me a lot. I'm going to use it to turn Laythe into the second Kerbin once I get KSP2.  Build a full space center that can assemble and launch all kinds of spacecraft there, and settle dozens of Kerbonauts. Also, Minmus should become an auxiliary spaceport in early game.

    what? 5  buildings on the entire surface haha

  3. Hi guys, sorry for the radio silence, this mod is rather unique in that as long as KK is updated this can work, its just models and configs for KK rather tahn anything that really breaks, I havent been working on this at all but I have been playing with the Idea of trying to do something with it.

     

    basically the issue is time to deploy. its not time efficient to fly out to every location I want a city, verify its suitability and place a city, I need to automate atleast some part of it. 

     

    since ive been thinking of picking this thing back up ive been working on gathering some data. I exported some HUUGE resolution maps using sigma cartographer (10,000x5000 pixles) in colour, height and slope and then by combigning them produce a mask of suitable areas for cities to be placed. 

     

    my plan is to produce a few scripts that can take in an image, that is this mask, randomly seed city locations over the "suitable areas" denoted in white. itll then need to look up on the height map the altitude value of that pixle or group of pixles and then calculate the latitude and logitude of each of the cities locations. and then the final feature Ill need is some script to compose all of this into a specific cities config file. going to be complex, although good news is Im a total data horder and still have the original unity project with all my cities work in them so if i need to modify origin locations or anything I can.

    anyways this is probably going to be really really really hards so if anyone has any ideas for how to do this Im all ears but this is my goal, now... lets get researchin

     

  4. On 9/22/2021 at 11:36 PM, panarchist said:

    RefLat and RefLong are only used in group objects. A group is simply an anchor - and yes, they're planetside coordinates. It was implemented several versions of KK ago (after AlphaAsh left) to solve the specific issue you're talking about. A group can hold any number of objects, including 1. The primary advantage to a group is that you can move a Group Center, and it will move all the objects associated with that group as one, maintaining the relative location.

    Wow definitely seems better than it was last time I explored this. I now just need to make a batch solver for suitable locations based off map data, randomly seed cities over that area that is suitable (maybe even add biome specific terrain interface materials) and make a script to pull height from height map colours and finally compose all those components into a cfg lol, best get started!

  5.  

     

    21 minutes ago, panarchist said:

    Assets are normally associated with a Group Center. The Group Center uses RefLatitude and RefLongitude for location, with SeaLevelAsReference and RadiusOffset for the height. Individual Assets ("Instances") use RelativePosition, which is the distance (in meters, I think) from the RefLatitude and RefLongitude of the associated Group Center. (Instances have a "Group" attribute) 

    RadialPosition is the vector from the center of the body that a static is placed on when it has no associated Group. GER-Space has a definition in the KK Github wiki. You're probably best off creating a Group in the location you want and then assigning your objects to it.

    okay that doesnt sound too bad, i did wonder why different objects seemed to all have radial distance as zero but thats because the ground center is at the deffined height. each city is a singular object on its own rather than an assembly but there are some extra bits such as signposts and road linkages that may be groupable. Ive always worked ungrouped and placed singularly and on their own.

    is the group just like an empty game object that all others can be placed within and take their frame of reference?

    i had an investigate of your link, I saw something not really used in other statics, is ref latitude and reflongitude an absolute positioning seperate from the grouping and does it align with planet side coordinates? so for e.g. can i use a map service, read the long and lat from there and produce a table of them and then insert instances into the config file using absolute positioning instead of reletive?
    oh and as an asside how is altitude set with the reflong and reflat, does it default to sea level? do you use radial offset then to set it? its a significant part im going to attempt to read altitude reasonably from mapings and place the cities close enough to not be too egregious

     

  6. does anyone have any info on how the positions work in KK, like in the configs it displays 

    Quote

    RadialPosition = -468049.5,211876.906,-310724.5
    Orientation = 0,1,0
    RadiusOffset = 0

    but how does that relate to a specific locaion? how would it work for example if I wished to place assets or specific assets in a particular location on kerbin from a map without launchin the game (for e.g. using a script to automatically place objects)

    also how is height defined? does it place the konstruct at the surface altitude based off of its origin? or does it place at a fixed height and then require moving up or down to mesh with terrain.

    incase this seems to be leading somewhere im contemplating reviving my cities mod but to get it to where I want it I will need to be able to batch place objects all over kerbins surface based off of an external coorindates system like pulling lat and long from a map or image texture and then batch generating config files to place 20-50 exampls of a particular city over kerbin based off of terrain angle and altitude (to prevent underwater and placing on ground which would not mesh with the object)

    any ideas?

  7. epic info! cheers, was wanting a more accurate set of aerodynamics than my first time i modded a pelican into the game. but im having some interesting other issues. i have always used a config from another equivalent part to make sure im not missing anything before i start changing values but this time im having issues of the data not updating... like i think the object is updating cos changing the config moves the nodes around and changes the drag in flight and similar but my part in the game still comes up as "mk3 cockpit" rather than the names ive set. its also only working for the cockpit and my other parts are straight up not appearing at all.... man i forgot how finicky ksp modding can be and i was doing it BEFORE drag cubes xd

     

  8. Recently rediscovered an old install of mine (v1.0.4) that contained a number of my old mods I made, amongst them my old pelican mod. now in that all i did was mod one big block shape into the game and called it a day, it looked the part but didnt really fly the part.

    using the blender .mu importer i got my old files back that id have no hope of finding again. i could have just split the model up and re modded but i decided to re texture the thing, and to go for a stock-alike look at that. so here is my work so far, immediately prior to the part im sure im going to have difficulty relearning, all that unity shiz but either way here's how i'm planning to split it up and what it looks like so far

    ill try and post updates to it (and the eventual balancing) as i go to here

     

    https://imgur.com/gallery/3h2M36h

     

     

     

  9. basically yesterday i found my old development ksp install from the height of my mod making days... 1.0.4...... in it are all my favorites from before unity 5 ruined my day and made wheels too hard for me (back then) i have nearly all the mods i would install these days tbh, tweekscale, BDA, the good ole kerbal foundries but what id really like to do is try and load up my kerbal cities mod back in 1.0.4. im trying to just reimport the current gen model.mu's with original but modified configs to little avail (we talking over 12gb of ram usage over-here, doesn't crash but not spawned one yet) so what i was wanting to do was dig up an old version of unity 4 (unsure of the precise best version number for it) and most importantly the original unity 4 parttools so i can reexport back in unity 4. anyone have any ideas how i could gather this info? and files?

  10. ive been looking to scatter my buildings from my cities mod somewhat randomly within regions that work for them (based on terrain flatness ect) but a majour hurdle im having is the altitude. would it be possible to have a variable setable in the instance section of the config that just says altitude: terrain in which case it spawns the city with the transform at the altitude of the ground at that location (naturally the mod maker would need to position the transform correctly for it to spawn) but it would make kerbin population far more intuituive

     

  11. 14 hours ago, wasml said:

    Nice! Curious how you place these and are they generated models or procedural?

    PS - you might want to take the keys away from that Kerbal - he seems to have trouble keeping it between the lines (or off the sidewalk for that matter) :D

    the roads are made via splines and are unique to each terrain, kinda guess work based on altitude and terrain, the end pieces are made custom too based off taking photoes of the positions and heights and angles needed, the cities are proceeduralm in their generation initially but are placed by me flying to the location

     

  12. On 1/27/2017 at 5:39 AM, The_Right_Arm said:

    Thought I would share my experiences with the mod so far.  Everything installed ok, looked good, etc.  So I went ahead and grabbed a tank and drove it from the KSC into town.  I'll admit it took me a few tries to do this.  The road is very narrow, even though the tank I was driving wasn't particularly huge, it was still quite hard to keep it off the walls of the highway, and on the down slope heading into town, I managed to drive clean off the bridge.  4km long bridge: 1, me 0.  After a few more tries I decided to forgo the bridge and just off road my way into town which worked fine.  The city itself looks quite nice; it's deserted but not much that can be done there.  I drove around on it absolutely fine, didn't have any trouble with getting stuck or anything.  Performance-wise there is a noticeable hit to fps when the city is in view, but all things considered it's acceptable and I don't have any problems controlling whatever I'm using.  The only problem I really have is that the city mod makes KSP crazy unstable.  It has a nasty habit of crashing, usually after a revert or after freshly spawning in on the runway.  However, I only seem to have 4 crash folders, even though I have crashed way more than 4 times.  I can give you the 4 folders I do have if it helps.  I have gone through the trouble of confirming that this was the mod responsible for the crashes, I removed the mod from the gamedata folder to see if things improved and the game has not crashed since.  Overall, a very good mod, I quite like it, just needs a little more stability.  I look forward to seeing what comes next for kerbal cities.

    id appreciate thouse crash folders, it is most likly ram related as the entire city model must be stored in the ram, are you running x64? how about installed system ram? i have 24 gb and havent had a crash in months haha

     

    On 5/25/2018 at 5:50 AM, Space_Coyote said:

    Well I'm going to wait till the update and then decidde..

    But then I was wondering on the road issue why the folks who are making this wonderful mod aren't using an asset called Easy Roads Version 3 (there is a Free version at the Unity Asset store.. and can be used in Kerbal Version of Unity (201 p3.1)

    In fact here's a youtube channel that explores this. including the handling of terrain.

     

     

    I'm just curious as to why roads like this can't be used in Kerbal to make a road infrastructure..IF there were a way to get into the Planet Kerbin and be able to add this in, this would actually save a lot of time buidling things like The roads that exist in the pack..

     

    So my question is.. Why hasn't anyone looked into this?

    Maybe somone fromthe group could enlightne me on this? 

    Space_Coyote

     

     

     

    ill deffo look into it, right now the roads are produced by taking a kerbin height map and applying ity overt the length of the road with some smoothing, a slow and imprecise method, id love to be able to shave some time off this

     

     

    On 5/25/2018 at 5:50 AM, Space_Coyote said:

    Well I'm going to wait till the update and then decidde..

    But then I was wondering on the road issue why the folks who are making this wonderful mod aren't using an asset called Easy Roads Version 3 (there is a Free version at the Unity Asset store.. and can be used in Kerbal Version of Unity (201 p3.1)

    In fact here's a youtube channel that explores this. including the handling of terrain.

     

     

    I'm just curious as to why roads like this can't be used in Kerbal to make a road infrastructure..IF there were a way to get into the Planet Kerbin and be able to add this in, this would actually save a lot of time buidling things like The roads that exist in the pack..

     

    So my question is.. Why hasn't anyone looked into this?

    Maybe somone fromthe group could enlightne me on this? 

    Space_Coyote

     

     

     

     

    the main issue i can see however is that ksp planets arent standard unity terrain (which is flat) but it would be cool to see if it works

     

  13. 23 hours ago, Ger_space said:

    Nice to see you back!

    A map view icon ( even dynamic ones) are relatively easy (and buff free) to implement.

    All I need to do is to create a cities facility with a population attribute. 

    (And maybe a city name)

    You give one block of each city this facility and set the population and I can show this in the mapview. 

    This should work similar like the kside ground stations.

    One thing: you need to provide the icons and the population limits for the icons to show up.

    I wanted to release a new version of kk this weekend, so after that I can start working on the city icons.

     

    Thanks for the update! I'll put togethrr some image icons for you, I look forward to anything you can assist

  14. so after a loooooooong time i decied to repick up my cities mod and with some help from the community finally get the ball rolling, so far i have about 15% of the cities spawned and its really awesome as i keep bumping into them as im flying over kerbin to add more cities, but i have a couple of questions, 1) regarding the map view, is there a way to add a dedicated icon for a city and even maybe a dedicated icon based on the city size ect , 2) also re the map is it possible to add information so that if the item is moused over it can bring up a load of data and information like population, name, quote, mayor ecteventually i hope this might be included in your list of musthave mods for kerbal konstructs  but a man can dream lol, after this batch of cities is placed i begine the really hard work, the placement of the highways and roads between the towns and cities for a truly connected kerbin !

    NqU11SY.png

     fpObyri.pngm2W3vnf.pngKmvBYUL.pngNSNiqUT.pngCVIluwh.pngH7kZDXr.png8TZBfIn.png

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