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Showing results for tags 'city'.
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KERBAL CITIES PACK Finally quick and simple and INFINITY various cities are upon us, thanks to the blender city plugin "Scene City" which the Facebook community of ksp were kind enough to crowd fund the purchase of, this plugin allows me to model say 11 different building types of different sizes along with a set of roads, i click generate with some perameters and BOOM we have a city! BUT the bad news ("how can there be bad news with something this awesome" i hear you cry!) the process of turning this into a city is fairly long ( about a days work on and off with bug testing) so i cant have THAT many city variants in the game so im aiming for about 20 of varying sizes to be getting on with, possibly adding more later. what this mod contains right now? not very much, it is basically my test city, integrated with KSC, to allow people to gauge the performance hit, see what it looks like and how it works and to get an awesom city to play around in some info My codevelopers! I'm happy to be co-developing this mod primarily with Fast_de_la_speed, the developer of the Fastcorp line or mods and a little on the side from Jatwaa, better known as Billy Winn Jr and announced by the ksp FB page for having the best laugh in the business! you should follow him closely on youtube for any big releases as he will be the first to know! this mod utilises Kerbal Konstructs, but is incompatible with kerbinside (for the simple fact that at this momnent it spawns in the same place) you can move it around using the Ctrl+K key menu if you so desire features: both implemented and planned basic proceduraly generated city with a variety of buildings and road networks network of interconnected cites spread over the entirety of kerbin at approx 20km intervals (minimal rendering hit) destructible KK (this may get released sparately) the ability to have the collision of a vehicle with a building cause it to alter the transforms of the static, despawn it and spawn a damage model with lots of FX similar to the ksp stock method ( i have no idea where to start so if anyone wants t help out do gimme a ping) FAQ why is the city where it is? in my opinion a race that would build its VAB less than 100 meters from the launch pad isnt gonna sweat about building a major city just the other side of it, kerbals hate commute times, but you are more than welcome to up-sticks and move them where ever you like as detailed above! it is mostly there because as im testing it i don't want to drive miles and miles! what is the performance hit? ksp is a very poorly optimised game in reality, and despite the low poly count of my buildings they still take up alot of processor so the hit is quite heavy but i have no idea how heavy as ive only ever played it on my pc and i need a wide spectum to put a spec together (more on that later) what YOU can do! Bugs we arnt many are we so you guys are our major bug finders! find something that doesn't look right let us know! is there a step in the ajoining roads? is there a texture out of place? is the city inexplicably floating 2km above the ground? let us know where it occured and we will get on to it Performance! this is possible a first, a mod with recommended specs! what we are after is a wide number of people with specs varying from the ludicrus to the potato to let us know how it runs and on what settings, so we can put together a min on max quality a min on med and a min on low settings and so people know what to expect Ideas if you have any ideas for features, improvements or how to complete my ambitious goals please do give a comment models if you have any ideas for ksp buildings, houses ect please let me know, or better yet give them a model, and i will see what i can do with them, more variety is allwasy better (buildings are 10, 20, and 40 meter square tiles) placers and finally if you have a passion for placing cities and roads over the entirety of kerbin give us a shout! its a tiresom and ardous job to be doing when we could be creating more and better cities contributers these are the amazing few who have donated and supported this mod so far through the gofundme campaign linked as the donation link on the space dock page: Nathan Johnson-- £10 Billy Winn--£20 Anon--£70 you are amazing and FINALLY the mod link! Get Kerbal Cities Pack Here! p.s. i will get an image album and some decent vids up here as soon as ive got a decent internet connection!
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Need help to fix citylights.
petrisha posted a topic in KSP1 Technical Support (PC, modded installs)
hi everyone, i try to install city lights with SVE for almost a week now and tried many different configs\textures but all the time the final result is a flickery mess i can't stand. i am not considering myself a modder and i'm probably lacking some knowledge so if anyone can shed me some light on what should i do to make it work properly i'd be hella happy;) also i think it's important to mention that i managed to get it to work a couple of times and even launch the game multiple times without this problem but the next day it's all the same. i am losing my sanity here -
i am currently making a city for kerbal konstruct a concept that many have tried, failed or succeeded on, the problem is that most people get caught up in real life, but i am a student with loads of free time to work on stuff like this. the problem is i don't know how to get what i have made into ksp, i know there is modeling then unity and last coding but i don't know how to perform the last two steps. and help designing or even modeling or texturing buildings would be great. thanks
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Note: This challenge requires skill be warned! Gilly, among other things, is small, really small. Making a city there will be really hard, because of the very poor gravity and high inclined orbit. But it's possible! What you have to do to win the challenge: A functioning solar power station (No more than 50 solar panels) A hotel/dormitory holding at least 35 Kerbals. Fuel Tanks SSTO Fueling Station landed on gilly (Needs to be having an Advanced Grabbing Unit and has connection to the fuel tanks) Mining Station Have it connected to each module (Optional, Needs Kerbal Attachment System) A flag (Optional) A SSTO landed and successfully "grabbed" onto the SSTO Fueling Station (Optional) What mods are recommended? Distant Object Enhancement (If you made a gilly orbital station then seeing it from the ground would be cool!) USI Life Support (Or any other life support you prefer) ModActions Mod B9 Aerospace USI Kolonization System MechJeb (Embedded Universal) So... Is there any banned mods? Any other mod that is not under "Recommended" or "Required" are banned! Leaderboard!
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Well, I think a mod could make cities using the existing ksp space centers assets, combining the 3 tiers with the old KSC and the island airport, there is somewhat variety of buildings, repeating and combining them in some way, we should be able to recreate cities or other kinds of settlements, could even be procedullary generated by a seed, is not like the videogames aren't full of repeating buildings I don't think I'm the first thinking this, but I don't find anything, and I don't have the skills nor the time for doing that, so I give the idea for whoever wants it.