Eskandare

[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs

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1.0.1 is up along with fixes and a few additions.

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On 20/04/2016 at 8:46 AM, Eskandare said:

I also wish I had a copy of the old <REDACTED> and its texture. I'd love to <SECURITY CLEARANCE ONE REQUIRED>. Yup, just figured out how to make my own. Soon our old <REDACTED> will return for the next base release.

I too miss the old <REDACTED>. Not so much for its ability to <REDACTED> small <REDACTED>, but for the ability to explore its interior with a Kerbal. Now we need more Surface Experiments style KAS/KIS props and dehydrated snacks to equip the <REDACTED> with the suitable 60's era consoles, rations and equipment, and once it's done, some contracts to make it more fun.

@Eskandare, did you get my tips about a secret submarine base too? Much easier to design for the sea than the land, that pesky terrain makes The Block stand out a bit.

Edited by colmo

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Oh, you mean the <REDACTED>. Yeah I'd imagine it would be possible to <REDACTED> that with a little <REDACTED> and some <REDACTED>. Of course, you might have to <REDACTED> but that's fairly <REDACTED>.

Hope that helps.

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47 minutes ago, colmo said:

I too miss the old <REDACTED>. Not so much for its ability to <REDACTED> small <REDACTED>, but for the ability to explore its interior with a Kerbal. Now we need more Surface Experiments style KAS/KIS props and dehydrated snacks to equip the <REDACTED> with the suitable 60's era consoles, rations and equipment, and once it's done, some contracts to make it more fun.

@Eskandare, did you get my tips about a secret submarine base too? Much easier to design for the sea than the land, that pesky terrain makes The Block stand out a bit.

The block wasn't supposed to blend but I know what you mean. I created a new grass art pass that looks nicer, but the still has tessellation which is unavoidable. I might try lowering the opacity against a BADA55 or maybe 8ADA55 green texture.

2 minutes ago, AlphaAsh said:

Oh, you mean the <REDACTED>. Yeah I'd imagine it would be possible to <REDACTED> that with a little <REDACTED> and some <REDACTED>. Of course, you might have to <REDACTED> but that's fairly <REDACTED>.

Hope that helps.

I hope you know the <REDACTED> is very <REDACTED>!

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1 minute ago, Eskandare said:

The block wasn't supposed to blend but I know what you mean. I created a new grass art pass that looks nicer, but the still has tessellation which is unavoidable. I might try lowering the opacity against a BADA55 or maybe 8ADA55 green texture.

I hope you know the <REDACTED> is very <REDACTED>!

Well, yes. <REDACTED> off and get <REDACTED> with it.

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Has anyone seen the <REDACTED> at Kilo-Sierra-Papa? I put the <REDACTED> in there as a homage to the <REDACTED> as we all miss the <REDACTED>.

There is a whole bunch of <REDACTED> all over the place and I keep adding more <REDACTED> to give more things to explore.

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2 hours ago, Jeb-head-mug kerman said:

HOW DO I OPEN HANGAR DOOOOOOORS!

In the OP it says click the <REDACTED>!

 

 

 

 

Just kidding, the door stripe on the far right is the button for the hanger doors. In future I just may make this an actual switch so it is more obvious.

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2 hours ago, ckirky said:

what is with the <REDACTED>?

We could tell you, but then we would have to <REDACTED> you...

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Is it possible to place a new Hangar A and have the doors open in the same way? Also: Reverting flights, loading quicksaves, or recoveing a craft mid animation will freeze them until the game is restarted.

The center markers on the runway are angled slightly wrong btw.

Edited by InfiniteShock
Door started working randomly.

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1 hour ago, swjr-swis said:

We could tell you, but then we would have to <REDACTED> you...

oh, it's that kind of <REDACTED>.....

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How do I use the lift? The XKOM project needs a suitable underground base, and this looks awesome...

Or is it <REDACTED>?

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10 minutes ago, njmksr said:

How do I use the lift? The XKOM project needs a suitable underground base, and this looks awesome...

Or is it <REDACTED>?

You click the platform, it takes 6 minutes to lower and raise to prevent craft from exploding.

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47 minutes ago, Eskandare said:

You click the platform, it takes 6 minutes to lower and raise to prevent craft from exploding.

Oh. OK.

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9 hours ago, njmksr said:

Oh. OK.

Well, 6 to 10 minutes. I kinda forgot what I set the animation time to, but the lift had to be slow to prevent physics from eating crafts for breakfast.

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10 hours ago, Eskandare said:

You click the platform, it takes 6 minutes to lower and raise to prevent craft from exploding.

wow, thats a long time, speedup in time warp?

@njmksr i had same idea, and was gonna base 5 B 52 there aswell

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Just now, ckirky said:

wow, thats a long time, speedup in time warp?

@njmksr i had same idea, and was gonna base 5 B 52 there aswell

I doubt it. I know KSC's sat dishes are tied to time-warp but I've not figured out how to tie static animations to it. Plus that'd defeat the point of avoiding physics problems.

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That runway is beautiful!

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15 minutes ago, ckirky said:

wow, thats a long time, speedup in time warp?

@njmksr i had same idea, and was gonna base 5 B 52 there aswell

Yes, it is a long time and that is because the lift has to travel a long distance. The big hanger was designed around a Kebal X on a crawler. Although I haven't tested it yet since Kerbal Foundries hasn't been updated but that was the idea behind it. Also B-52s and other big planes. :cool:

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I've only played with Kerbinside in passing but I'm planning to use it along with your mod in my career game. Can you use the buildings in the mod to create a custom base? I would like for instance to make a base out in the arctic and possibly on the Mun where a couple of stock anomalies are located. And for anomalies, do they show up on SCANSat like the stock ones do?

Thanks for making this mod, looking forward to using it! :)

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7 hours ago, Angel-125 said:

I've only played with Kerbinside in passing but I'm planning to use it along with your mod in my career game. Can you use the buildings in the mod to create a custom base? I would like for instance to make a base out in the arctic and possibly on the Mun where a couple of stock anomalies are located. And for anomalies, do they show up on SCANSat like the stock ones do?

Thanks for making this mod, looking forward to using it! :)

The buildings are separate from the airfield. Just a warning, launch sites don't work on celestial bodies other then Kerbin. SCANSat should work to find them. 

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Finally got to play with it and I love both The Block and the animated hangars.

Suggestion - The Block needs access tunnels, perhaps three of them in the centre of the three walls not adjacent to the lift - fit their entrances with the hangar doors, and if they're buried, they're just service tunnels anyway; if they're high above ground, there are other static mods to built roadways and ramps, or build a simple hairpin roadway to the base of the model for each.

There's so much space down there, the mind boggles with the potential uses. Perhaps a personnel elevator which only has room for Kerbals and so can move a lot faster than the main lift would also add to the accessibility. The old <REDACTED> base had a staircase, which I presume would add many more colliders than a simple lift.

Another variant of The Block would be one with an animated sliding door instead of the lift, splitting open to allow craft below to take to the sky.

I noticed the helipads on The Block which weren't launch points - I presume it's not possible to have multiple launch sites on the same part? Perhaps they could be split off as launch sites in their own right?

Edited by colmo

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