Aerospacer

[1.7.x] KSC++ Continued (from Lack's Stock Extension thread) - version 4.1

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Continue of KSC++  by @Lack from:

______________________________________________________________________________________________________________________________

jlrQ7mH.pngztttXPq.gif

Extension to the Kerbal Space Centre, trains, cars, trees, the whole shebang.

 . . .

________________________________________________________________________________________________________________________________

Updated versions of KSC++ :

CURRENT  --  for KSP 1.2.x - 1.7.x   --  KSC++ v4.1 (with road to Kerbin City and ResearchBodies mod's compatibility)

 _____ What was done for v4.1 : _____

1) object's rearranging (look the spoiler):
   a) Move the Railway Station some left - for compatibility with Observatory of ResearchBodies mod (due to @Ger_space request and respect to this must-have mod).
   b) increaced distance of middle-range guidance tower to runway;
   c) Minor rearrange of buildings (near the Station) and palms.
   d) large truck moving from VAB to SPH gate;
   e) hangars near big parking rotate on 90 degrees.

Spoiler

7ZSi5Dw.png - A

7eaW8Kg.png - B

Szn6iOb.png - C

2) added the Ghost Road - Road to Kerbin City.
It have lenght ~112 km and consist of ~150 KSC++ parts.
Some of them never used in KSC++ before, but stay hidden among its files.

StP7GdA.png

1Q3T43u.png

Z8Xxj1v.png

Pit Stop One - new location at 25 km from KSC:

9a0erK1.png

RKmWFVi.png

Final part of Ghost road:

FDntRdX.png

 

-----------------------------------------------------------------------------
Download :   KSC++ v4.1   (just 1.31 Mb)
-----------------------------------------------------------------------------

PREVIOUS version  --  checked in KSP from 1.1.x to 1.2.x (1.3 also possible)   --  KSC++ v3A (look in spoiler).

Spoiler

 

 _____ What was done with Lack's KSC++ : _____
1) merge with KSCPlusPlusCFGFixes.zip files by @AlphaAsh;

2) converting of textures to fast .dds format;

3) minor tweaking of objects placement - for compatibility with Kerbin Side (and clear way for the train):

WnYbijC.png

4) add a few new objects:
   a) middle-range guidance tower (just for visibility control before landing);
   b) large truck near VAB.

GlaA4xq.png

OIPQpmp.png

Olyobf9.png

Both this "new" objects was created by Lack and previously was hidden, but stay among of KSC++ files.

KSC@AlphaAsh++ v3A was doing and checked in Kerbal Konstructs 0.9.6.5, but normal working with latest version of KK, thanks to @AlphaAsh and @Ger_space for it.

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Link to download: https://www.dropbox.com/s/6n0ztny460ne8oz/KSCPlusPlusv3A.zip?dl=0 (just 1.3 Mb)
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Licence:  CC BY-NC-SA 4.0.

Install instruction:

1) Download and install the current version of Kerbal Konstructs;

2) Download .zip from above, put the folder 'LackMisc' from it in your GameData. (Example path: [KSP_rootfolder]/GameData/LackMisc )

 

Pictures of KSC++ (with Kerbin Side Kampus, but without Ghost Road yet) :

RmQqcAS.png

w5RSCZo.png

Edited by Aerospacer
change title, again

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Congratualation to the new release. I'll update the KK intro post to this thread. 

It would be really cool if you could move the one train station to support the Observatory of this mod. 

 

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Congrats :) I might have to play around with this now :D

Edited by Avera9eJoe

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Some addition pictures:

Spoiler

Road to KerbinSide's Kampus

EKGx8Wd.png

Railway Station

pJiSlxQ.png

 

Album of pure KSC++ v3A (without of KS Kampus):

[ http://imgur.com/a/yoAEA ]

Please note - it is the same my "3A" version from post in Lack's thread 

-------------------------------------------------------------------------------------------------------------------------------------------------------

Nearest plans:

1) Road  to  Kerbin City (made from KSC++  road parts).

2) Nord road.

--------------------------------------------------------------------------------------------------------------------------------------------------------

Edited by Aerospacer
typos

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On 12.05.2017 at 8:55 PM, msnbcorp said:

You really should add this one to CKAN :wink:

Sorry, but now I haven't needing skill (and not use CKAN). Later possibly.

 

Btw, 112-km Road to Kerbin-City already done (remain a little bit testing).

Pictures:

Spoiler

 

StP7GdA.png

1Q3T43u.png

Z8Xxj1v.png

FDntRdX.png

 

 

Edited by Aerospacer

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New version of KSC++ is out.

Version 4 - now with a Road to Kerbin City (look in OP).

This road let you to reach the Kerbin City on rover or car, but quite narrow and some dangerous. Speed more 30 m/s is possible, but not recommended.

Why it is called a "Ghost road" you will can to guess on one's own. :wink:

Luck in fli  on the way. )

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Seems quite good, I'm probably going to get this good looking mod. Just a question, why is the ghost road floating?

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@ElpoDaKing - it not a floating, it hard fixed on invisible pillars, made with kerbal's ghost technology. :wink:  Because it is Ghost road. )

Actually now I haven't the right part in KSC++ kit, probably, had to make it handly (later).  Anyway, really pillars not need for pilot's navigation, and as not need as not seen for cars on the road.

Edited by Aerospacer

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I think I might give this a try... is there a current KK link?

 

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20 hours ago, DarkOwl57 said:

I think I might give this a try... is there a current KK link?

 

This should probably be linked in the OP if it is not there already.

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@Starslinger999 Of course. No need to update.

All static content without special function (launch pads, refueling etc.) since 1.0.4(?) now working normally and need to update only Kerbal Konstruct mod.

Edited by Aerospacer
typo

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8 hours ago, Aerospacer said:

@Starslinger999 Of course. No need to update.

All static content without special function (launch pads, fefueling etc.) since 1.0.4(?) now working normally and need to update only Kerbal Konstruct mod.

Is it compatible with Kerbal Cities pack?

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@Starslinger999

KSC++ v4 compatible with Kerbin-City, Kerbin-Side, Kosmodrome, KSC Floodlight, Wenchang Satellite Launch Center, TOP SECRET!, SM Marine Static Pack, South-West Launch Site and probably with some other static content.

Kerbal Cities technically may to use with KSC++, but road to its City initially was made through the KSC++ buildings. In addition, "Kerbal Cities" static pack extremally lagging for my PC, reducing performance up to 1,5-2 fps, and I can't play with it.

Edited by Aerospacer
typo

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Minor update version of KSC++ - v4.1.

CHANGES:

1) Move the Railway Station some left - for compatibility with Observatory of ResearchBodies mod (due to @Ger_space request and respect to this must-have mod).

2) Some rearrange of buildings near the Station and palms.

2XF5NBB.png

RTwiZKn.png

NBg0v4G.png

Edited by Aerospacer
+imgs

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1 hour ago, Mlg Dank Meme lord said:

Can the vehicles move on their own?

in my 1.2.2 save they do; at least at the KSC screen they do.  Haven't really checked to see if they move while flying/roving around yet.

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2 hours ago, Aerospacer said:

@Mlg Dank Meme lord

Road car's speed ~10 m/s, train speed approximately a twice more.

Both really solid and unbreakable, and can to damage your vehicle. So be care on road. :)

Kerbal Dismount -- Now where's Jack Septic Eye when you need him? :wink:

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