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Razchek

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Posts posted by Razchek

  1. Currently rebuilding the launch-site selector code and tidying up bugs I've found reading through this thread. I do not appreciate the implementation applied by the person who picked up the project. Although sometimes hacking at the code like that to get things working is necessary, so in retrospect I guess I can respect that just a little lol. :)

    I also need to set up a new server seeing as the company that was previously hosting all this content has decided to change owners and has since gone downhill. Scams, no customer support, no access to Plesk/cPanel.. etcetera. :\

    At this time I have no new features to announce.

  2. I've been so busy with my company as of late, I have not had any luxury time. I'm exhausted. I've been recovering this week thankfully. :)

    I will try my best to make time for this project over the weekend and try to get some KSP time in as well, so I can update it and fix any bugs that have been reported.

    Before that time, I'll take a look over the posts that have been made and work from that.

    Hopefully when business settles down a little I can start doing this again with the dedication I once was.

    Until then~!

  3. Well.. that cat's out of the bag now.

    So yeah.. KerbTown will eventually allow people to create "new scenes" to play inside. For now though I'm reserving it for this project! :)

    We have a large schedule ahead and hope to acquire the support of the community along the way!

    Besides.. I need to rework the serializer code I wrote for my business to make it work for KSP anyway haha.

    Not everyone has access to their business's license for Unity.

  4. Here is the output_log.txt file:

    http://www./download/aikv814mci38oas/output_log.txt

    I still can't figure out how to get my buildings to save, hope this will help.

    In that log you hadn't clicked Save Session at all.

    Could you do the following:

    1. Select your model in the KT GUI and click Create.

    2. Deselect your static object.

    3. Click Save Session.

    4. Exit to Space Center

    5. Reload the database.

    6. Enter flight-scene.

    7. If your objects are not there, ALT+F4 and send me the output_log.txt again please.

    There should be a log in /Users/your_username/Library/Application Support/Unity/Player.log, which has more detailed information.

    @ThatNoob; This ^ would be handy. Thanks for pointing out where that is skykooler.

  5. Update 0.13 Beta Released

    • Added native module: TimeOfDayController for those lovely night-time emissive animations.
    • Added feature: per-persistence instances for scenarios and saves.
    • Added a "Initialize" button which will call OnFirstSetup() on the static object when clicked.
    • Fixed script reference destructor.
    • Other minor changes and fixes.

    I really do need to update the manual at this point.. Something I don't like doing lol. But i'll get onto it soon.

    TimeOfDayController module is as follows:

    MODULE
    {
    namespace = KerbTown
    name = TimeOfDayController
    }

    It currently supports only one animation per static object instance. This animation will be played depending on the position of the Kerbin Sun.

    The animation time line is animated from start to finish:

    Start of Animation: 0% - Complete Daylight.

    End of Animation: 100% - Complete Darkness.

    How you transition in between all this is up to you - play around with your keyframes and curves until you are happy.

    The per-persistence feature is undocumented and you should not use it until I have documented it in the manual. You've been warned.

    If you are feeling brave then backup your saves first.

    The initialize button you will see now in the Existing Assets window is for sub-mod developers. I will document this later also. :)

    New video and Easter Egg coming soon.


    There are bound to be bugs. Please report them following the bug report steps from the first post.

  6. @1096bimu: Have you reloaded either the database or the game before the next flight scene as per instruction? :)

    - Didn't read the edit: Good work finding the issue, spaces have not caused any for me - but some names are not acceptable ('LaunchPad' or 'Runway' are two examples).

    If you could provide me the KSP_Data/output_log.txt file I can see if I can determine what the issue was.

  7. Can someone please give me a really long run way? I would also like to have it textured well
    Greys one is a nice runway, it's several pages back - but worth looking at.
    how do you build things with this plugin? ive seen people make arches and trains with this, So how do you create things like that with this plugin?
    I've read the manual, but i can only place the launchpads. Is there a seperate download for roads and things?

    Chapter 2 of the manual goes over what you need to do to get your objects in-game.

    If you can create a part for KSP then you can create a static object for KSP. It is almost an identical procedure, and the rest is also covered in the manual.

    You need to be able to model your own objects to put into the game.

  8. Anyone know whether there is like a repository for launch pads, buildings etc. on the forums?

    I am actually in the process of setting one up. When it is available you will find it here: http://kt.hubs.co.nz (place-holder content)

    I'll be sure to update the main post when I've gone ahead and finished the actual repository.

    http://imgur.com/a/svfsJ#9 Roughly what I hope to achieve once I've finished. Now back to work :0.0:

    Look forward to seeing the end result. :)

    D'oh, I'm an idiot. The KSP.log file in the main KSP folder (that appears to be the default location and name for the Linux log file) told me I'd relocated the VAB and SPH folders accidentally; one of the downsides of the Mod Manager being Windows-only.

    That's a pity. Hopefully they adapt their code for the unix file system.

    I want to do some more random buildings for people to just generally use as assets. Do we have a set of standards or references to go by, like how wide we should make roads, how big a Kerbal is for doors, and stuff like that? I can't think of a good way to do roads without using really big textures for stuff. Other useful info would be stuff like texture size and polycount info, I have never done anything for Unity before so it's kind of all guesswork for me. Basically what I'm asking about is kind of like a design FAQ.

    First rule of KerbTown: Go nuts.

    There are no 'standard' assets distributed by me. Sorry. :)

    Kerbals are roughly 1 meter tall.

    Can i use this to put roads on the Mun to various Kethane deposits?

    Yes. You can place these objects on any celestial you want.


    The next update is just under going some testing then I'll push the release through (probably some time tomorrow).

    Two new notable features are:

    - Per save/scenario statics.

    - Animation control for time of day objects (lights when it's dark).

    I am also working on two new pieces of stock content (as well as updating the Eve EE) that will be coming in a future update.

    There will be a new very large ruin to explore. As a part of that project I will be showing off the upcoming Level of Detail implementation. Which handles level of detail on multiple descendant objects of your root static objects.

    There are a bunch more changes which I will post in the change log on release.

    Thank you everyone for the support developing this mod. I will ensure to continue it's growth! :)

  9. No, that's not it - the KerbTown menus work fine; I'm talking about the regular craft Load and Save options - they don't do anything now.

    Interesting bug. Could you check the debug log for me? Are there any errors that occur when you click the Craft Load/Save options?

    I don't have Linux copy of KSP to test this with so I'm hoping I can help from looking at the logs.

    If anything does occur in the debug log, please send me the KSP_Data/output_log.txt file.

    Also.. try it without the sub-assembly mod and let me know the results there as well. :)

  10. Mockup of base layout...

    http://i.imgur.com/YeoNzqM.png

    Need to add roads, a crane near the pad, and a dock with the rocket transport ship moored there.

    I do hope you post this up for people to use. I need another reason to visit those icy places.

    Perhaps you might want to write an optional module as well: to adjust the friction of the wheel colliders that enter a trigger collider around the icy runway.

    Then simply revert the changes when the wheel colliders leave the runway. Would be a nice surprise. :D

    Good thing the ice doesn't melt between launches. :P

  11. http://i.imgur.com/ofdQEro.jpg

    Well it's in game and it works now! It still doesn't look that great, probably because I tried to fit everything into a single 1080x1080 texture. The main hill thing is face-mapped too.

    Here's the zip if anybody wants it https://dl.dropboxusercontent.com/u/21315217/OT-Rover%20Test%20Ground.zip

    I'll probably do some more with it later on but I have been playing SRIV constantly instead.

    Nice. This will be sitting nearby my KSC. I think I may add some slanted walls around it though (as a separate object).


    Very slick. Reminds me of my sea port.


    My kerbal portraits now flash pink and other colors when I start a flight, and are black (with no kerbal) while the flight is in progress. I installed this mod and the Kerbin City content, but not the beta content.

    Anyone else experiencing this issue?

    Next time it happens, quit out of KSP (ALT+F4) and send me the output_log.txt and any steps needed to replicate it.


    Is there a possibility, in the far, far future maybe, that we could change/mod the atmosphere of planets or is that not in the scope of this mod (Im asking because it looks like it might be possible, if you already can do such stuff like adding buildings...)

    Not in the scope of this mod, but changing atmospheres of the planet is actually relatively easy. I'm sure if you put the request out in the requests forum someone will take it up.


    I've just installed Kerbtown and Kerbin City and note I can't get a Load menu in the SPH or VAB anymore. I have subassembly mod and am running in Linux via the native Steam client. Is this a known bug?

    Edit: I removed Kerbin City and the Subassembly mod and neither had an effect. Now trying the 64-bit executable.

    Sounds like you don't have the new "Assets" folder installed where it should be. (GameData/Hubs/Assets/KerbTown/*)

    Extract everything from the archive rather than just the plugin library.


    snip

    A KFA.IND (yes it's something I made up, not a real thing :P) Airfield that is currently a WIP, obviously xD , and yes I do plan on lengthening the runway, maybe adding a hangar or two.

    Very cool! The tower looks familiar haha.

  12. Are there plans for more monolithic structures in the future of this mod?

    Because although the kerbol system is neat, I like the idea of discovering ruins or structures all over the place.

    Yes - I am making some stock EE ruins to discover and some to explore and will publish them when they're ready. :)

    I have found a bug.

    http://i.imgur.com/ZRgZl6J.jpg

    Hint: look at the navbal.

    Using IVA when the placement mode is active results in a strange, out of body type experience. Is this a known bug?

    I'll take a look. Step to replicate is just to create or select an object while in IVA mode?

    @Devo; Very nice company monument! :D

  13. I'm making something for Nyrath's Orion mod, figured I should post it here: https://dl.dropboxusercontent.com/u/56154768/KSP.21/KorionLaunchSite.png

    I like it!!


    So Raz. Instead of erm.. Having to write my own module (i can't do it). Making it so that adding a certain gameobject at a certain angle emit smoke on launch.

    Adding particle systems that emit only when you launch should be a sub-mod. Hopefully someone will help you achieve that.

    You'd be most likely to get help after Squad fixes their exporter/importer for the legacy-based particle components.


    I'm working on something....Quite epic!But for those curious,there are no pictures because its a secret.

    Lol. Shh don't tell us that, it's a secret!

  14. My rockets always spawn under the ground and explode as soon as physics load... Any ideas how to fix this? I tried really small rockets (Mk1 pod, a tank, and an engine), but they still exploded! :(

    Increase your terrain detail level in KSP Settings.

  15. @raz

    The first time I tried to do it like you write it in the documentation, but then the animation stopped working. Please don't mid me if I changed the "select launchpad" button. It's now the launch button with another color. But I don't even know how thankful I am for the tools you made. I waited like a year for that:).

    You are allowed to modify the button texture for now. -As long as the KerbTown.dll file remains unmodified. :)

    I have sent you a modified archive via PM - you should really keep it this way, otherwise there will be issues with other installations. I tested the animation on the Silo as well, to make sure it still works. :wink:

    Also, keep up the good work!! :D

  16. Click just to the right of a flag selector, you should find the launch site selector. It doesn't show up for some reason.

    Anyway, it's a nice silo, but could you make it deeper? Try using a FASA Titan II as a gauge, it's a good ICBM to start with.

    @Themorris; Nice work, looks promising! :) You so spelled my name wrong, just write "Raz" if it's easier lol. I've also linked to this page from the KT development thread.

    You do need to keep the Hubs Directory structure along side your mod otherwise you will get some minor issues (like the launch button texture disappearing).

    GameData\Themorris\YourContent
    GameData\Hubs\Plugins\KerbTown.dll
    GameData\Hubs\Plugins\LICENSE.txt
    GameData\Hubs\Assets\KerbTown\ktbActive.png
    GameData\Hubs\Assets\KerbTown\ktbDisabled.png
    GameData\Hubs\Assets\KerbTown\ktbNormal.png
    GameData\Hubs\Assets\KerbTown\ktbOver.png

  17. @Fitzy3; You'll need to learn how to get your sketches into Unity first. That's past the scope of the manual for this project. There are tutorials around this forum for getting your models from SketchUp into Unity. Take a look around for those.


    @Greys; It was implemented more or less to see how things would roll with KerbTown. I didn't think of the other consequences at the time - but yes, it's going to cause a lot of issues non-KerbTown related as well which is going to make the user experience a lot less enjoyable, so I will reconsider an alternative down the track. For now I have removed the scaling feature.

    As for the object connections; when I get onto the mouse placement code I will have to think about using the "node" system for snapping the objects together much like you would in the VAB/SPH.


    @oniontrain; Unusual that they were exported like that. You should edit the normal map texture to reduce it's intensity.


    @rasheed; Definitely possible. But you will need to write that as a module yourself.

  18. Just got to play for the first time in a while and a lot of things went wrong

    The scale of a static defines it's camera limits. If you have a scale of 10, 1, 10, then your camera becomes entirely worthless as you cannot angle it at all, all of the controls cause the camera's focus point to move along a plane, this includes zoom.

    The scaled instance of my runway that I was playing with Never loaded properly, even when I was spawning things onto it, causing everything to explode repeatedly, and when I managed to halt the game before things started moving around and force focus to load the runway, if I messed up once everything on the runway would be irrevertably destroyed. I even tried deleting every other instance of that static thinking it was only loading the first instance.

    The camera will lose accuracy on the object pivot point if the scale dimensions are not equal (i.e. 3,3,3 = good | 3,1,3 = bad).

    To be honest I'm not too keen on the scale modifier for static objects - I have a personal preference to have everything preset right from the modelling application, as to avoid issues in Unity and KSP (animations for example don't play nice with some scaled objects).

    I may fix the issues you've mentioned in an update.

    Or on the other hand I may remove the scale feature from the plugin to enforce pre-export scaling as these are not the only issues the addition of 'scale' will create down the track.

    I'm leaning towards the latter unless I can come up with a good reason to keep it.


    Hi people of Kerb town. I have been investigating the potential of a Simple Railways Mod.

    The full idea is described in that thread, but I'm hoping to be able to use kerbtown as the means to generate rail sections at certain points.

    It would have a rail maker part, that uses up EL's metal resource to make sections of track.

    The idea of requiring resources to build is to prevent people spamming huge rail sections all over the planets, making rovers and landers redundant.

    Ideally, the rail parts would not show up in kerbtown's own interface, but get placed somehow using thier own. Is it/could it be possible to block a part from being in the kerbtown interface like this?

    You can use the isYielding variable. I should hope to add external instantiation in a near future update which will help with your end goal.

    STATIC
    {
    name = FloatingLaunchGrounds
    module = Part
    author = Hubs
    static = true
    mesh = FloatingLaunchGround.mu
    /* .... snip .... */
    isYielding = 0 // Setting this as '0' should prevent KerbTown from displaying it in the editor interface.
    Instances
    {
    RadialPosition = 165000,-500,-578400
    RotationAngle = 0
    RadiusOffset = 3500
    Orientation = 0,1,0
    VisibilityRange = 100000
    CelestialBody = Kerbin
    LaunchSiteName = Floating Launch Ground
    Scale = 1,1,1
    }
    }

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