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Omega482

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Everything posted by Omega482

  1. Don't worry about those. They are totally expected. They are due to OSSNTR using the interior textures. I build the models using those textures. The textures are not distributed with the mod (they belong to SQUAD), and so on initial load, the game checks the model and can't find the texture, boom error! However, once KK is loaded it links up all the meshes with the correct in-game texture. No problemo. I could maybe get rid of the error messages by using a dummy 2x2 texture. But it would be a pain rewriting all the cfgs. In short, don't worry. Everything is nominal.
  2. Wow! That is fantastic! Awesome stuff! Oh btw, I was thinking about the mesh names. Take a look at the OSS_MM_patch.cfg file. It's basically a list of all the mesh names and which internal texture they should use. It might help.
  3. Hi infinite_monkey. So I really would like to stick to the "no textures required" part of this mod (for now), it keeps it nice and lightweight. However, I can see this being a popular request. I will try and sort something out for you, likely as an optional patch of some kind.
  4. Debug stuff would work to find the mesh names. Personally, I don't mind being bugged by nice people. If you want to share any pictures of your launch center I'd love to see them!
  5. The gutters are "model_combined" and "model_dirt". The pipes are "model_pad_pipes". Glad you're having fun with it. Be careful, disabling the mesh in the model won't disable the collider, you'll still bump into the pipes if you hit them.
  6. It looks like module manager isn't running properly. When MM runs it should generate a bunch of cache files and puts them in that folder. Like the image below. So that basically tells us that module manager hasn't run properly. If module manager isn't running properly the textures can't be allocated properly resulting in grey looking buildings. Could you delete that copy of module manager and install the latest version of the .dll from here
  7. That's a neat idea and totally doable with only CFG changes. In most cases, all that you'd need to add is this code to the CFG. VARIANT { //Static with base Enabled, all meshes active name = Default } VARIANT { //Static with no base, Standard hex meshes disabled name = NoHexBase deactivateTransforms = model_asphalt, model_asphalt_line01, model_asphalt_line02, model_grass, model_pavement } If you wanted to play around with that right now, that's all you'd need to add. Any further discussion should probably take place in the OSS:NTR thread. This is yet another example of how easy and versatile the KK static variants system is built.
  8. Dropping in to say that I love Kerbal Konstruct's variant switch feature! I'm working on adding it to my models. Check it out! Thanks @Ger_space
  9. Hello readers, Just dropping in to say that I'm still alive and kicking. Here's some pretty statics that you can expect to find in the next release: These are a set of medium-sized aircraft hangars. You can never have enough hangars, right? These ones, in particular, are based off the old hangars at Cape Canaveral Air Force Station in Florida. Very important hangars in space flight history, Hangar S was used as a training space and a vehicle test space for the Gemini program. I've also been working on implementing @Ger_space's brilliant variant switch feature with these hangars and the other existing hangars, Check out the Gfycat below.
  10. All great points. I will be working on multiple length and width runways. RE: terrain colors, You should be able to change terrain colors using Kerbal Konstructs already, all my statics are set up to do this.
  11. This is correct. This is also why I cannot make runway segments to allow players to assemble runways themselves. There would be too many bumps and it would make the runway unusable. Runways must be one single piece.
  12. The alpha does not have any runways. But if we're on the subject of runways; If I were to make a runway. What features would you like to see? I'm really interested in making a wider longer runway for players that like to make massive space planes. Maybe it should be in the style of the Shuttle Landing Facility?
  13. You are missing module manager. It's a required mod. I'll bundle it with the next release to cut down on this problem Also you are missing tundra's space centre for the launch pads
  14. Hi, oh dear. Well, that launchpad isn't created by me. It's from Tundra's Space center. You could go and post this over at @damonvv's thread All of the additional launchpads are from Tundra's Space center.
  15. Hey Kerbas_ad_astra, you're really doing great work with this. It would be a real shame to lose Ven's. So Thank you. Also, there is an issue with mesh/texture switching on the Rockomax X200-48 tank. The ven version loads but the stock variants are invisible.
  16. A big thank you to @damonvv for making such a fantastic space center here. He really did all of the leg work on this one and has been invaluable in testing my statics!
  17. What's this? an... ALPHA RELEASE - OSS:NTR 0.0.12 Yes, You heard right. I think I'm happy to finally let you play around with the buildings. You've been asking for it! Now you can have it! I'm inviting you guys to test it out for me. Please Keep in mind that this is an ALPHA release, This isn't going to be bug-free or feature complete at all! This is an invitation to test the statics and help me build a better mod. If you come across any problems, let me know on here and I'll try and fix them. Oh, there's a bunch of stuff that you've probably not seen in here btw, >>DOWNLOAD THE ALPHA HERE<< ----------------------------------------------------------------- If you're going to try these out in game, I would really recommend that you download KSC Extended. Its a pre-deployed set of statics so you can play right away! Its a collaborative effort between me and @damonvv to bring you a cool extended KSC complex. Damonvv did a whole lot of legwork to get this working and it really is a fantastic space centre. It requires you to download Damonvv's mod Tundra's Space Center. This adds the awesome launch pads he's been working on.
  18. Hello Readers, I've had a busy holiday season. I'm still working on OSS, but development has slowed a little due to some real life things. But I'm happy to show you some more things, and boy. This is one of my favourites. Disclaimer, this model has been done for a while now... I don't think I've teased it before. YES! That's right. The actual NASA VAB but in Kerbal style! A four-bay VAB for all of your rocket building needs! Should be plenty roomy enough to assemble four full Saturn stacks. I'm calling it the tier 4 VAB becasue its a significant size upgrade vs the stock tier 3 VAB. As with all of my buildings, it's not an exact replica of the IRL VAB. It's more of a what if Kerbals built this building in their own style. So there are some differences. I actually got to visit Florida in December and see the VAB close up. I was awed by the size of it. I think it is my favourite building in the world and it was so great to see it in person. Here's an in-game screenshot, courtesy of @damonvv If you were really eagle-eyed and paying attention you may have noticed this VAB in the KSP community rewind video also made by @damonvv, if not, please check it out. You can see the VAB at about 01:00. BTW damonvv is helping me alpha test the buildings in a private release, I haven't publically released these buildings yet. This is a little comparison of the four Assembly buildings. You can really see the difference in scales for these buildings. I can see several people asking for an alpha release. I think this would be a great thing to do soon. I'm getting to be happy with the variety of buildings in the mod. I still have some buildings I want to showcase to you guys.
  19. Hello Again! I guess its time for another little update? Let's have a look at this fella. He's called the SMARF (Solid Motor Assembly and Readiness Facility) I know it looks like a big chunky box, but again, this is based on a real assembly building used by NASA. The real-life SMARF was a later addition to the ITL system and used to assemble the Titan IVB. The SMAB and the SMARF are located really close to each other at the cape, connected by the same piece of road. I felt that I couldn't do one without the other. It was a challenge making the SMARF look pretty, Its got a lot of flat boring walls and is basically a big box. I'm pleased with how it turned out. I plan to have these two as the same kind of size class, the SMARF model is a little taller, but not by much.
  20. So the SMAB is just a little smaller than the lvl2 VAB and a little bigger than the lvl1. The door is about 50 meters tall. Currently KK doesn't support size and weight restrictions, maybe sometime in the future? Also, I think its the launchpad level that defines how big a rocket can be launched? We will see. Here's a few pics for scale: You should watch this space. You might be pleasantly surprised.
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