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AdmiralTigerclaw

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Everything posted by AdmiralTigerclaw

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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".
  8. 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.
  9. 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.
  10. 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.)
  11. And that's why I like spreadsheet files. Fixed in less than a second.
  12. "Now you know muh' pain." Yeah, like I've been going on about, aligning the parts is tiring. But I will persevere. And luckily, the locals won't be so complicated, being a lot smaller and all. Incidentally, something else I'm doing as I make the airports. And before anyone thinks I'm going a bit overboard... I figure, it's easy, it's simple, it's useful. I can enter data as I go and stick it in the folder for players to reference. Minimum Effort and all that.
  13. I've got a Regional slated for the North side of Green Coast. There's a lake there with a small section of land jutting out into the ocean at 36.5N by 88.5W. All the positions I've marked on my plan map are referenced through Temporary Kerbal Maps. Since it shows terrain in much more clear detail and allows me to poke about. The locations I was planning for INTL airports in area K were: - Kerbin City's bay, at 6.5S by 84W on the south side of the bay. We might need to ask @Eskandare if he knows anything about Kerbin City. And Kerbin City's airport. We could always shift X-KKCI down a bit so that they don't overlap. Multiple large airports in close proximity aren't unheard of. The strip of land at 8.52S by 83.6W might be a good alternate that's enough out of the way. - A bay in the NE part of area K at 29.2N by 21W I have 10 intl airports slated, and strangely I just realized that when I made the map key, I somehow chopped 30 degrees of far eastern longitude completely off my plan map. I thought I only counted nine Xs.
  14. I've been wanting to do airports that looked like airports almost since before Kerbinside came out, when it was just Kerbin City. I now have working tools, and I plan to make use of them. And I want to give players airports to suit everything from epic spaceplanes, down to short-hop props. With the right setup, I'd love to see small planes do circumnavigation hops with all the local airports I plan to install. EDIT: @Bottle Rocketeer 500 Do you want to take the Intl. Airport location that was Kerbin City? I was planning to make that 'The Biggest' of the INTL airports with maybe FOUR runways total. Might be neat to model it after Atlanta Hartsfield Jackson's layout. Though I may slap down one that has a field layout like Denver. It's got a solid terminal design.
  15. I was thinking about that too. I did, however, have to delete the old Kside segments on instructions to make the KSR statics work properly. So I don't have any helipads or some of the buildings that would make those look nice. Best thing to do, I think is get the airports built and filed away and then do the science bases as a separate subset after getting the right ones cleared as 'working'. If someone wants to load KSR and old Kside up and start figuring out what will cause problems, and what won't, have fun with that. I do like some of the Kside models, too. The platform helipad was pretty cool looking, though I would like to see a helipad that follows FAA rules for Helipads (I need to look that up too. I think there's actually a size and clearance requirement between the pad and helicopters.) As for the arctic bases, I actually have a funny thought concerning the use of the terrain decals KK lets us use. I know at least one arctic base in real life just uses a stretch of smoothed/cleared ice. So it would be neat to build a base, but have no runway. Instead, just mark 'safe' boundaries for players to build a C-130 to land there. Also, if anyone else wants to build an airport, pick one of the spots on the map, build the airport to my specs, and stick all that into a folder. It'll speed things up. But you gotta' let me know you're doing it. If you know how to set up statics in KK, a few pointers on the Intl airports. 1: I scale the runways up to 1.3 and then shrink them using only the 0.001 editing factor, while shifting it around to try and control mesh drift. This gets me a 3,200ish meter runway that's 90 ish meters wide. I haven't used waypoint editor to re-check the sizes. 2: The 'grass color' for 'concrete gray' I've been using is 0.45 / 0.45 / 0.45 / -0.22. 3: I use a lvl 1 Launchpad under the tarmac scaled all the way down to 0.01 to create a hidden spawn point that acts as Tarmac spawn. 4: When preparing a site, place a launch pad and create a spawn point a few KM off to the side first. When you put down the terrain decal and save it, the rest of the KK spawn behavior (in my version) stops working. You have to leave the scene and return to it for it to function again. Making a launch site nearby saves time when you have to do that. 5: If, in later stages, the game starts telling you the new launch site is non functional, you have to reboot the game (in my version). 6: I'm assigning groups by IKAO code now. So the airport I'm working right now on all contains statics grouped as XWCMC. I'm going to put those all into a folder structure as follows: Kerbinside Remastered/Airports/International/[AIRPORT IKAO] Touching on 6 above, because I plan so many airports, I'm organizing the bases into subfolders. Airports with subfolders 'Spaceport', 'International', 'Regional', and 'Local'. I was considering sub-subfolders for IKAO regions, but I don't have THAT many airports in each category, and alphabetical ordering will organize them into groups at that point anyway. EDIT: On heliports. Found this: https://www.faa.gov/documentLibrary/media/Advisory_Circular/150_5390_2c.pdf Got some good stuff, but would need to have a modeler attack it.
  16. I do intend to vary up the terminals a bit, but nothing TOO fancy. Every area I make I have to put in those half-hex pads, and aligning them is a female dog. Also, I need to be careful with the SPH. It has a Control Tower bolted onto the model, so I've been using that as my tower. I'm considering doing some terminals with rows of Mission Control Lvl 3s side by side. But I'll wait to try that until I'm working on the airport I'm putting in the location of old Kerbin City. I can't stress how slow getting things set up with each airport really is. It's not really KSR or KKs fault either. Floating points and the way world coordinates work in KSP make things behave weird. I have to eyeball the position of the statics from four-million different angles, and I still don't have them lined up seamlessly. Sometimes their heading is a 0.005 off. Sometimes they have different heights that I just can't align to a smooth 0. (I get a decimal value of scrambled eggs, and I can't enter numbers manaually to zero them out. I have to click the buttons.) The other problem I have to be careful of is mesh drift on the runways. I have to zoom in close to the center stripes and jimmie their positions around at 0.001 movement so that I don't end up creating runways with 20 meter long grooves the landing gear can fall in. By the time THAT's done, I have to realign things again.
  17. 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. 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) 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.
  18. Okay, I yanked the name chart from the other page and used it to jumpstart ideas. Let me know what you think of this: The logic behind what got what letter... B: Borealis (Northern Lights) A: Australis (Southern Lights) K: Kolge (from the map.) W: West Kolge N: North Region (Sub-polar, 'West Kolge' just goes so far I had to split it.) S: South Region (Sub-polar, ) G: Gnosis (God, that pun. 'G'nosis... or Geonosis.) E: Eastern Region O: Ocean (Contains the largest island set) U: Underworld/Undersea
  19. I just stumbled onto the old dev thread for Kerbin Science Ijnitiative, and they have a pretty solid list of region and feature names. That MIGHT be something worth scavenging. THREAD: (Ancient) I'm'a yank the map.
  20. I don't think we need to worry about getting kerbin codes mixed with real life airports. Also, I might call them IKAO instead of ICAO. The real question is... how do we name geographic regions on Kerbin? I know there are some roll plays and such where they pulled names together. Though I think it would be prudent to actually put names to the continents and seas of Kerbin. I've seen people call them 'Continent 1' etc... North ocean, south ocean... Honestly, I'm surprised Squad didn't at least name them.
  21. Well, here's a quick fly around. Let me know what you guys think...
  22. Here's a question guys. Do we want to put ICAO-like codes on airports? Example codes: KEDW (Edwards Airforce Base) ; PHNL (Honolulu Intl. Airport). Right now, I'm putting BDLN on Badlands Intl. Anyone else want to suggest airport names and ICAO codes, fire away. EDIT: I think this one is almost done... https://imgur.com/a/feNu1Uq
  23. I kinda' wish working with KK was more streamlined, but making these things is ultra slow if you want to get alignments just right. I started toying with BDNL around 10 AM. And took that screencap around five if the posting time is to be believed. I want to do airports in three sizes, plus some outliers. 1: Small Municiple airports with runways only suitable for GA-sized aircraft dotting the landscape every few hundred km. Oh, if I could just cluster a configuration and plop it down anywhere like a rubber stamp... There might be a way to do it in KK, but I don't know how. 2: Medium to large International airports like BDNL. With launch spawns that aren't right on the runway. Stuff that's suitable for building size and mass accurate 747s. (Turns out, the takeoff length of the 2700 meter runway is actually shorter than the takeoff distance of a 747-400ER.) 3: Spaceports with 5,000 + meter runways for monster units. One thing I'll have to do though, is make my fuel tanks stock-friendly. Right now, I'm putting Kerosene in them, since I use Real Fuels.
  24. So, when I finish these, do you guys want them packed up for use? First base is going up slowly...
  25. Hey, @Ger_space, thanks for poking me. I'll get that downloaded and give it a shot. I also have a request, assuming all things are working. Can you create a tarmac aircraft parking hex/half-hex with a spawn point? I would love to spawn at some place other than the end of a runway and make use of Taxiways. Plus, there's a lack of plain tarmac. Fast Edit: Or is that Eskandare? EDIT 2: And it works nicely now.
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