AdmiralTigerclaw

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  1. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    Okay: So, instructions. Follow these, and it will flow into your becoming your answer. 0: Get into the flight scene and put yourself near where you want to deploy the terrain decal. You MUST be in the flight scene. 1: Open Kerbal Konstructs. 2: Select the Terrain Decals tab. The Decal tab shows you a list of active decals on Kerbin, not a list of available decals. An actual list, of every decal created for other bases. If you note the names, it's all of @Eskandare 's bases. Do not mess with these decals in any way, move on to instruction 3. 3: In the lower left corner of the KK window, you'll see a button for creating a new decal. Click it. Immediately, the decal editor will pop up. At the top of the decal editor, it will be named something along the lines of KK_terraindecal_blablablah. Rename the decal at once so you don't forget later. I suggest naming it KK_JMKinternational or something along those lines so that it has a unique name that goes with the airport. The file that gets created later will go into the same folder as the statics. 4: Next, in the flight scene itself, you will see a NSEW designator pop up centered on your craft. It's a visual marker as to how wide your decal is, where it's centered, and how high the top of it is. 5: In the editor, you will see a radius value. It's in meters, and it's RADIUS, not diameter. So a radius of 1000 will create a decal that's 2 km across. Your visual marker will reflect these changes immediately by having the lines become longer. But it won't rotate if you change its heading. Not that changing that setting really matters. 6: In the editor, you will see the standard options for moving the decal marker around N, E, S, and W. Adjust those until the center of the decal is where you want it to form. You also have absolute height modifiers, get those more or less in line with the local terrain if you want it to look as natural as possible. It is entirely possible to create a plateau if you so desire. Recall: the Loui's "Volcano". TWO WARNINGS: a: The decal marker does not drag the camera along with it. You'll have to play musical camera to keep in position, but precision won't be a problem at this point. b: Don't have your aircraft in the same place as the decal when you save and render the decal. It'll instantly wreck your vehicle, even with anti-destruction cheats turned on. That'll force some awkward adjustments to fix it. 7: Near the bottom of the editor, you will see a dropdown button called height map. There are a dozen or so options that create a general surface shape for the decal. Some of them are flat, some of them are not a good idea to use for an airport. You may switch between them all you want until you find what you like. Right below the dropdown is a field for smoothing the decal into the terrain. Default is a value of something like 0.125. The higher this value becomes, the more 'natural' the decal blends into the terrain, but at the expense of making the flat area on the top of the decal into gentle slope, making it harder to level the airport on it. The lower the value becomes, the more SHARP the edge of the decal becomes. A value of zero, thus, creates perfect cliffs. 8: Color map is only useful in special occaisions, ignore it. It has a smooth field as well, equally ignorable. Again, used on the Loui's "Volcano". 9: A few radio buttons at the bottom are also available. Cullback looks like it takes portions of terrain along the edge, and chops their shapes into the decal, making it possible to create a terrain decal that has a ragged cliff edge the follows a ridge line. Experiment at your own leisure. I'm not exactly sure what the other two are actually doing, but I have them on, and I don't see anything of concern. 10: When you are done setting the parameters you want, the 'save and apply changes' button is what you want to press. The game will freeze up while it does its thing, and then the altered terrain will pop into existence. Again, make sure the aircraft you are using for the scene is outside the range of the decal, or the decal will just pop into existence on top of it and murderize it. ALSO, altering the decal, or creating a decal, will mess up any statics you are working on, forcing you to realign them. This is mainly because the statics try to auto-level with the terrain, and that includes the terrain decals. Convenient, but also annoying if it's not perfect. 11: When you have the decal the way you want, DO NOT attempt to edit any statics right away. Instead, return to the space center, and then go to the tracking station and re-start flying your vehicle. I don't know why, but once you actively play with the decals (at least in my version of KK), attempting to edit or spawn statics doesn't play nice. The statics editor doesn't want to appear, and things act stupid. Changing scenes and coming back fixes that.
  2. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    I'm not finding then, I'm making them. Terrain Decals. They're one of the tabs in Kerbal Konstructs. You add a new one, set the radius to a little over half of what you need for a runway length, move it where you want, set its height, and set the height map to one of the available options. The terrain decal creates a custom terrain map (or 'decal') that overwrites the terrain it's on. Though, after you place it and get what you want, you need to pop back to the space center and then back again. KK doesn't like to work right after editing it. The 'Volcano' in the Loui's picture is also a terrain decal. I've been naming the terrain decals coder-friendly names of the airport complexes. Like KK_badlands, or KK_cottonmouth, and storing them in the folder the airport statics go in. To be fair, before I stumbled into them poking at the KK editor, I wasn't going to launch into this project. But the moment I started going 'what does this even do?', and saw it create a flat terrain feature of arbitrary size, I grinned and realized where those flat areas the other bases had came from. Kojave Sands, for example, is sitting on an absolutely huge decal.
  3. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    Cool, I'll poke at it. Meantime, my note of the day is I'm starting on Mystic Lake International. EDIT: Fastest I've put an INTL airport together. I tried something different this time, and just upsized the Observatory Base to size three, instead of trying to put a dozen of them together like puzzle pieces. Saved me a LOT of work. I need to get in and tweak the runways and taxiways a little more before I'm done with this one, though. You can see the foreground of runway 16 at the taxiway has a height problem. I just can't get them angled so that both ends are smooth with the runway, AND cross each other without one doing a fair impression of a highway overpass. Anyway, this one's angled base on my best guess for where updrafts will draw the winds. During the day, daytime heating will be causing an onshore breeze (shore is behind the camera in the image). However, the valley between the mountains out to the horizon to the left will draw air in that direction. Meanwhile, Mystic Lake (background, mid right), will act as a thermal dampener, ensuring that the surface winds prefer going towards the valley instead of straight inland. Thus, Runway 10 is the primary. Runway 16 in the foreground, faces directly to the lake and directly across the land mass to the ocean. In the event of direct wind patterns from the ocean straight to the lake, or back the other way, this covers that alternate direction.
  4. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    I'll have to poke at that, then. Right now I use Pilot Assistant as my autopilot, with NavUtils, Kerbal Konstructs' navigation aid, and Waypoint Manager as my nav aids. Does Kramax come backwards compatible for KSP1.2.2? I can't go any further forward without breaking a mod stack the size of Texas. EDIT: Also, I keep reading Kramax as "Crawmerax".
  5. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    You mean like this? I did that the same day I was working on L-OUIS. I've actually made an L-16A2 Twin Turbo afterwards (Essentially, my idea of a vehicle upgrade). Upsized the rear Vstabs for a little more control of sideslip. Upgraded the engines to turboprops. In my mind, the cabin has been pressurized. It ups the speed and altitude of the aircraft significantly. Mach 0.7 at 7 km with power and altitude leftover. EDIT: Here, the L-16A2 I should also mention that Loui's is not a water spawn. The spawn is up on the deck, but you can easily roll into the water and roll out of the water. You just need to be a float plane, or a VTOL, or you're going absolutely nowhere. EDIT: @Beetlecat I've got it in mind to create ILS approaches in NAVUtils for the airports I put up. The big difference being that there is only one primary ILS per airport instead of for every which direction. (NavUtils' list will get hueg already, don't need it hueger'.) One thing I would like to do as well is create a series of target waypoints that are about 20 km out past the end of the runway for each ILS, 1000 meters above the runway level. I'm talking with @MaxPeck in PM and he's informed me about some of the rules concerning the approaches in the real world. I was thinking of doing the waypoints with Waypoint manager, but I don't think it has a way to sort and compress the waypoint tree for custom points. That would result in both a huge waypoint list, and a lot of waypoint markers cluttering the map view. And aside from being on the runway at KSC, it's REALLY hard to trig out a traffic waypoint using the Lat/Lon coordinates. With KSC, I was able to just sit down on the runway theshold with an aircraft, right-triangle-trig the hypotinuse for the altitude and ground distance, and just move the Longitude by decimal numbers until I had the distance to the waypoint match the hypotinuse. Not so easy if I have to tweak Lat AND Lon in unknown amounts for runways with non-cardinal headings. That being said, I'm also wondering about using NAVUtils for it. The HSI markers are easy enough to work with, and I THINK (Without checking directly) I could make a waypoint and an HSI slope for each airport's ILS. I just brought up NavUtils and saw that it only creates runway ILS approaches unless you have a target selected. Waypoint manager creates a 'target' to use. Again, the problem runs into having Santa's Naughty List in terms of length. If Waypoint manager had a way to stick a waypoint into about three or four layers of folders, and the ability to go into them in tree format, that would be perfect for making a huge list of traffic waypoints. Sort by Region, Airport Class, and pick the airport approach.
  6. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    Sounds like they need 1000mg of Chill in chewable format. Scratch that. Gummie format. Anyway, I've uploaded the latest 'version' of KSR Airports to mediafire, and the link will be below. http://www.mediafire.com/file/87544va4fk3143d/KSRAirports.rar/file Aside from a few more airports and a spaceport, I went back and did some small changes. Instead of lvl 1 launch pads, I've switched to using shrunken 1700m 'C' runways as the spawn points. They're easier to deal with, considering you don't have to worry about the flag sticking up now. And I was able to make the 'grass' that outlined them bright yellow, so they look like some kind of parking stripe. @MaxPeck I'll get overheads for Loui's Tropical Floatplane Stop and Booster Flat's Island Air Park uploaded soon. Also, there's a question from me floating in our running PM conversation. @Eskandare Did you want your bases added to the airport information chart? I didn't quite get what you wanted when you went "Don't forget [your bases]"... You quoted my entire post so there wasn't any context. I've been operating under the assumption that your bases would be treated separately. And to answer your question from last week, I believe my terrain settings are at maximum. Let me know what you want. @Bottle Rocketeer 500 You doing okay on X-KJMK? I know it takes a while to get that sorted out. And if you're ready to hand it off, just zip the files into a folder and hand it over. I'll still need to take a photo for an Icon and give MaxPeck an overhead shot.
  7. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    I would assume it's because when you rescale kerbin up in size, the result is that the grid positions likewise spread out more. Thus, the numbers for the positions may be the same, but the actual positions are farther apart. So the bases start spreading out as well, breaking them. And the only way to fix that is reworking the positions of all the parts. Thus, yes, likely the same behavior. Now, if anyone gets this one, Kudos.
  8. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    Could be a third-party and multiple problems. The icons in the tracking station have their assets supplied by Kerbal Konstructs. Specifically, the icon textures. The KSR stuff is handled in its own folder. Messing up both parts means something bigger than normal is going on... Here are some things to check: 1: Are you using one of the texture compressing mods to reduce the memory footprints of other mods? If yes, consider pulling that to check your map icon problem. Blank map icons were one thing texture compression mods messed up. 2: Did you install KSR without checking on Kerbal Konstructs? If yes, check the following link: https://forum.kerbalspaceprogram.com/index.php?/topic/151818-143-131-122-kerbal-konstructs-1433-03052018/&page=40&tab=comments#comment-3370334 The old KK assets interfere with KSR assets and must be removed. The versions in that link as noted will fix that problem since the example base assets are deliberately removed.
  9. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    That reminds me, you might want to go do a pass on your bases. 1 - Either Harvester or Kamberwick is too low to the ground, and part of the terrain juts through the middle of the runway. I forget which one it is. 2 - Kojave Sands' runways are too high over their taxiways that the slope riding down to them is dangerous for vehicles with underslung engines like a 747 to transition. That second part is actually one of the hardest things I've been trying to smooth out from base to base, ensuring that platform, taxiway, and runway transition slopes aren't too large for aircraft to transition without busting themselves at the slope-change.
  10. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    Do you not have the buttons on the left side of the screen for all the space center options? That caught me off guard the first time too. And I noticed the PAPI are a bit annoying as well, so for my airports I've been making them at scale size three to get around how they pixelate at a distance. EDIT: Okay, so I've almost got Coral Cove ready to pack up, but I've run into a problem with the logo. For some reason, it's not working. I've checked, rechecked, and triple-checked it. It's a PNG, just like the others. The file name is OCCIlogo, the file is calling folder path KerbinSideRemastered/Airports/International/CoralCoveInternational/OCCIlogo ... The file is 150x140... But it just refuses to see it. I confused. I feel like I've typed a wrong file path, but for the love of me, everything looks good. EDIT2: And now I think I know what's going on. Before entering in the new image. Select a different launch site than the base being worked on, then quit out of the game. It actually wiped the line I was trying to edit. Once I reedited the line in, it worked. Freakin' weird behaviors. EDIT3: Today's project is... The first of the two equator spaceports. With HUEG primary spaceplane runways. And now Krackensbane is almost ready for packing. The thing that keeps getting me and making me take longer, is that there seems to be a slight pitch and roll offset to the statics when I deploy them. That makes aligning a very dragged out process. Made worse when you use major up-scaling. The other issue with the huge scale-ups, is that using normal scale stuff ends up with things 'floating' because the shape block isn't deep enough. Shouldn't get in the way of playing this one. But it might have some slowdowns.
  11. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    So I experimented a little more with rescaling the base pad half-hexes. The geometric scaling works out that the narrow side of a scaled-up half-hex fits the large side of an unscaled half-hex. So I got work done faster. I also tried a different arrangement for the concourse. Looks even more like an actual concourse but it took like, eight Mission controls. Would be nice to have them in a model merged as one. XOCCI "Coral Cove International".
  12. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    I think the next airport I'm going to work on will be the Intl in O region. Get something made on the south end so we have an even spread around the planet. That way, as people pick up the incomplete pack, they have something that isn't all focused in the north. I just need to figure a name out. I'm going to Wiki up stuff on Bamboo and see what comes to mind. Also, I should mention if you're not already aware. Don't do more than one airport at a time! The new instances end up being shoved into that new instance folder, and unless you pull the files out and pack them into their other slots, you'll end up with two airport sets sharing file space... Which will make it a nightmare to organize. Once you finish your Kerbalized JFK, isolate those files into their airport folder BEFORE you start the little ones. I learned that the hard way when I realized it was doing that. Had the start of a small airport I was going to keep for personal use... and it had assets in half the Badlands files. I had to manually remove them from the text by direct editing.
  13. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    Go for it, I'm spending the moment goofing off with this beast. Trying to figure out why Pilot Assistant doesn't want to behave with it. My other tiltrotor operates fine, but this... Well, it doesn't want to level, and it doesn't want to altitude. I think it's the V-tail. I don't think Pilot Assistant likes V-tails. It probably can't decide which torque moment it actuates. EDIT: And after switching to a T tail, I find I'm right. The AP just cannot figure out what to do with a V tail.
  14. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    I would have done this a while back myself, but I can't adjust to the learning curve of 3D modeling software. Anywhozle, I was thinking about another function that KK has, and that's the various facilities available. I've been considering two things to add to my list of things to do. 1: Utilizing the 'barracks' and 'business' facilities, create 'oil rigs' out in the ocean that you must land helicopters on and activate to automatically produce funds for the player. There are no spawns here. You have to find them and land there. 2: Taking that concept one step further, utilizing the 'merchant' function to create resource stations that you must create a vehicle that must land at, purchase the supply, and fly back to another airport where you can 'sell' the resource. And the way to keep the player from spoofing it with the 'recover' option would be to use the value multipliers. Purchasing the raw resource at multiplier one at the source facility. The source facility would also have a sell-back value, but that would be at 1 or even 0.98 to force a loss if the player is clunky. Then, at the selling airports, have the sell value be a multiplier of 1.5 to 2, and a buyback of 1.6 to 2.1 to discourage it. In this manner, sourcing resources and flying them to specific terminals becomes an operational task that requires money and kerbals to create a plane with the correct hold and mechanics to arrive at the destination, money to purchase the resource, and the flying prowess to conduct the round trip to the selling terminal. Heck, the value of selling and the profit to be made can even be adjusted by proximity of the selling terminal to the sourcing locations. Example: an 'Oil' well complex in the West Kulge desert could be purchased for 1 F a liter. Or whatever the base price would be. Flying a tank of this to a nearby terminal would have a selling value of 1.1. But fly the resource to Gnosis and deliver it to Badlands could be set to net 2.2 F. You could create an entire player-run resourcing operation with static bases alone. And that has me wondering, I need to check what the vanilla resources are, or even if it could be easy to create something that can be used expressly here without breaking other mods or resulting in a dependency for the community resource pack. EDIT: Okay, here's more or less a .rar with the folder structure and the first two airports I've done. I'll get around to taking aerial images for @MaxPeck later. http://www.mediafire.com/file/ywe4ceiidy7qn4f/KSRAirports.rar And just in case a mod comes by to gripe about the files needing a license... There is no license! You are free to mess around with this all day and even sell it to your neighbor! Because I'm so confident these automatically generated KK configurations will bring much profits! (I don't have an [Asuna] 'Staaaaaare...' [/Asuna] emoticon to put on the end of it, so just imagine this.)
  15. AdmiralTigerclaw

    Kerbin Side Remastered [1.4.x]

    And that's why I like spreadsheet files. Fixed in less than a second.