Jump to content

Vonnmillard

Members
  • Posts

    96
  • Joined

  • Last visited

Posts posted by Vonnmillard

  1. Oh my, thanks a lot. I do refer on the posts here a lot to fix things such as the reaction wheel which I apparently forgot to fix! So all your help are much appreciated :)

    Also, I'm going to go back to continuous releases I think due to the fact that I have more time now. So lesser parts but more releases. This time it's still a number of parts. But here's something to look at this early in development (I'm also developing Grounded)

    9teJ9ga.png

    Hey, blackheart, remember that I asked about a Cockpit Based off the B-1B Lancer?

    Well, what about a Cockpit or Fuselage based of the AH-1 Corbra/AH-1Z Viper and the AH-64 Apache? 

  2. On 6/3/2018 at 4:06 AM, Eskandare said:

    Sure, I haven't added one yet because it is difficult to place statics near the poles.

    Also, about adding Bases at the Poles, not AT, because of the stated reasons that makes it Difficult, how long will it likely take to make such bases? So in the meantime, I'll try to make my own, while I wait

  3. 10 hours ago, AdmiralTigerclaw said:

     

    I'm afraid that's undoable.  I have too many mods (120+), several of them with custom-input tweaks made to them, and several of them old as dirt.  To 'give you' my 747 to try would pretty much require me to upload my entire gamedata folder just so I don't miss anything I may have messed with that went into the Sky Queen.  I'm not uploading a 3.6 gig folder.

    Oh, ok, I see.......

    I understand

  4. On 5/10/2018 at 12:36 PM, AdmiralTigerclaw said:

    You don't want spawns at all the gates.  I'm looking at making dozens of airports, and each spawn creates both an entry on the KK list, and an icon on the tracking-station map.  Having multiple spawns at each airport would result in a huge mess of a list.  As for doing all the extra cosmetic stuff...  I'm not going to get THAT crazy invested into it.  KK's placement system is just too inefficient and takes too long.  It took 12 hours to put together what amounts to snapping a bunch of half-hexes together and fiddle in some extra parts.  The other thing is I don't want to grab up KSC++ models and parts.  That'll force a dependency.

     

    As for realistic things like criss-crossing runways...   Runways are placed based on dominating surface wind patterns.  So I'll be trying to figure out what is most common based on what the map of a spot looks like.  Would be neat if KWS was functional for players.  Surveying actual wind patterns would be neat.

     

     

     

    EDIT:

     

    Okay, here's my plan for airport distribution.

     

    yzN5og3.png

     

    As I said, a LOT of airports.   In order to keep them organized on the KK launch site selector menu, I'm probably going to have to append the IKAO code with a letter-hyphen on the front denoting airport type.  My criteria I wrote up for myself are as follows:

    ==

     

    Kerbin Airport Types:
    -------------------------------
    S: Spaceport   (5,000,000 Funds to open)

    At least one 5000 meter runway.
    One 3200 meter runway.
    Located on Equator, ocean to east.
    Supports large spaceplanes with extreme takeoff/landing speeds.
    Operates with LF, OX, and MP.
    Always has multiple VAB models and major comms relay dish.

    NAMES:
    - Armstrong Interstellar Starport (S-WARM)
    - Krackensbane Galactic (S-EKKN)

    -------------------------------
    X: International Airport (1,000,000 Funds to open)

    Two runways, at least one 3200 meters or longer.
    Supports large aircraft such as 747s.
    Only LF available.
    Always has advanced lighting for all approaches, and ILS guidance for optimal approach.
    Always has spaceplane hangar with tower.
    Short range comms antenna.

    NAMES:
    - Badlands International (X-GBDL)
    - Snakebyte Bay (X-WSBT)

     

    -------------------------------
    R: Regional Airport  (500,000 Funds to open)
    One or two runways, at least one being standard 2500 or 2700 meter.
    Supports medium aircraft such as turboprops and medium passenger jets/business jets.
    Only LF available.
    Has advanced lightning on optimal approach with ILS, other approaches get simplified lighting.
    Has a small tower.
    Short range comms antenna


    -------------------------------
    L: Local Airport  (100,000 Funds to open)
    One runway, smaller than normal size.
    Supports small and GA aircraft.
    Only LF available.
    Only simplified lighting, no PAPI.
    No tower.
    No comms Antenna

     

     

    Keep in mind, the funds to open criteria is not final.  They're just rounded off numbers that took down steps from the 5 mil  starport value.

     

     

    EDIT 2:

    Starting on a second Intl airport.  Cottonmouth Continentlal (X-WCMC)

    FzFH5zM.png

     

    Don't even get me started on how annoying placement is here.  Apparently the slight roll and pitch where I landed the AW-609 to place down a spawn point also translated into spawning the instances.  I had to slight-roll things to get the taxiways not to behave funky.

    Speaking of 747s, can you let us try your 747?

  5. 7 hours ago, Eskandare said:

    Sure, I haven't added one yet because it is difficult to place statics near the poles.

    Also, when you said "it is difficult to place statics near the poles", do you mean it's impossible to do so because the closer you get to the middle, it'll mess the position of the static that you're placing?

  6. 3 hours ago, AdmiralTigerclaw said:

    Here's a chart-shaped progress report on airports as a whole.

     

    9c9weH9.png

     

    The red tag is the airport Bottle Rocketeer is working on.  Don't know his progress.  But now I'm down to just poking out where my region E international airport is going to be.  Then I move on to smaller regionals.

     

     

    8dL21fN.png

    Hi there. What do you think about an Airport in KSP that's based of Singapore Changi Airport? ( https://www.google.com.sg/maps/place/Changi+Airport+Singapore/@1.3504975,103.9770508,7298m/data=!3m1!1e3!4m5!3m4!1s0x31da17d693d0cde3:0xd6d6dd5e414e4503!8m2!3d1.3644202!4d103.9915308 ) Not asking you to do it now, but Wondering what if there's such an Airport for KSP

  7. 49 minutes ago, Icecovery said:

    The aircraft in the video cannot be released publicly because of copyright issues. A member of our team already re-created and released Su-27, here is the link:

    Other aircraft may be re-created and released in the future, but not necessarily.

    Okay, I understand, I can wait for the other Aircraft, but I would like to see a Part Pack with the B-1 "Lancer" Style

  8. On 9/9/2017 at 1:58 AM, blackheart612 said:

    @Shiolle From what I have read, it seems like a refined CTT Patch, should I link the post to the OP? In any case, you're right, I did fiddle with the weight of the early engines to reduce weight a little, but they might just be overweight (still). In my mind, there seems to have no problem is some fat shaming to make them lose weight. I'll look into it. Though I do believe such speed is workable with FAR (despite all being made and tested with stock), they closely resemble their real life speed performances while on an aircraft.

    @AshleyBB It is interesting, and certainly possible.

    @Vonnmillard As a 2.5m cockpit, it would be a great supersonic cockpit alternative to the Droopnose cockpit, I'm also interested in doing it. Just the cockpit. Not the wings. :P 

    @inigma In the configs, firespitter specifies if it's a tailrotor or not, I think if you set it to false, it should be able to propel with it, else, there's no way I can think of to make change it w/o changing configs.

    --

    Anyways, I still dev, but like I said way before, still working on getting a license so I don't have much time to dev, I do play other games on the spare time though. Now I got significant time off to make a part. Before I do magic to it, I'm not sure if it's longer than it should. I reduced the length of the non-commercial Mk1 cockpits and I have slight regrets about it. I might keep this as is. It is, of course, based on the MiG 1.44 @XOC2008

    It7C7Ha.pngdD2N9a0.png

    Also, thank you to the man who pledged to my Patreon! I wasn't sure if and how it worked but it does apparently, so thanks again!

    About the 2.5m "B-1B Lancer" Cockpit, will it Eventually be released?

    And BTW, do you also plan to make a F-22 Cockpit (Maybe in Mk2), almost similar to the Mk22 Cockpit, but with only one Kerbal?

×
×
  • Create New...