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vanlaukaus

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Everything posted by vanlaukaus

  1. Am aware, that is in the Known issues list. Will probably be fixed using MapDecals in the next update.
  2. Yeah. For stock, a decal is used only for removing Parallax scatters around the center. For JNSQ, I actually had to do some flattening.
  3. JNSQ Kerbin. It is now positioned and aligned properly, but there are floating roads, trees and antennae. JNSQ KSC's default runway also has some nasty inclination, leading to new structures not aligning properly with it. Finally, the grass colors are terribly off and the pier is submerged in the ground... Sigh. I've been working with JNSQ all this time because I already have it conveniently installed. Looks like it is time to try and make it work in KSRSS instead. Should I use Reborn or the legacy version?
  4. Well... I guess I'm getting somewhere.
  5. Thank you! It looks like this only moves the default KSC though, not my custom group. Or am I getting something wrong?
  6. I doubt that is doable without making the user manipulate some files, but I'll try making that outline nonetheless. To think about it, there is nothing about mapdecals that should be requiring constant computational power. Sure, that is in the todo list as well. Hoping that once I figure the proper way to align the KSC with one homeswitch, it won't take too long with all the others. Currently starting the university, so I'm a bit short on free time. Sorry if this all is taking a bit too long.
  7. There are no tree statics in the KK packs that I'm using. However, I can replace one big MapDecal that sterilizes the entire peninsula with a lot of small ones that will only be clearing zones with buildings in them. A bit worried about the potential performance issues on low-end PCs, but that will surely look significantly better.
  8. Hey there. Firstly, press the KK toolbar button (1) and find the launchsite you're interested in in the selector (2). My sites are located at the bottom under airfields added by KerbinSide. Then click on that launchsite. Now you need to open it (3) in the Base Manager window. After doing so, click "Set as Launchsite" back in the selector (4). After this you will be able to set this launchsite as default. Alternatively, it will appear in the stock selector under the button you launch your crafts with.
  9. Yup, nothing we can do but wait for now. Check the SpaceDock page, by the way: just uploaded a version with a mapdecal that removes large Parallax scatters. Also recolored the landing pads' grass to a darker shade of green - the colors still don't match perfectly, but it is better than it was.
  10. @SheepDog2142@Captain Mathus Situation update: I asked Linx about automatically applying Parallax' PBR to KK statics' grass. It looks like this is not a thing so far, but he did tell me that some people have already requested this so it will be given a higher priority. The best I can do for now, I'm afraid, is picking a color that'd just blend in as much as possible. I'll see what I can do.
  11. Just realized what the problem with that is. KerbinSide's and OSSNTR's default concrete colors are quite different, and since it isn't a preset, there is no way to tweak those colors in-game. Guess I have some figuring out to do. As for the Parallax fix, I'm finishing downloading it right now. Gonna upload 0.21 to Spacedock in a bit; may even throw Navutilities runway support in while I'm at it.
  12. I could just switch all grass segments to be concrete... Wonder if that'll look better.
  13. Whoops. Let me see what I can do about the scatters. Pretty sure a MapDecal will work regardless of Parallax version installed. I'm less certain about grass colors, though. Not sure it is possible to apply Parallax texturing to KK statics at all, so just matching grass color as accurately as possible might be the only way.
  14. Haven't tested it with Parallax, actually. Let me know how it goes, perhaps there will be a mapdecal needed.
  15. =Van's KSC= Ever felt like the default KSC runway is way too short or narrow? Worry no more. Description This is a Kerbal Konstructs config aimed at expanding the stock KSC and making it way more spaceplane friendly. Whether you're struggling with taking off or landing, new launch sites added by this config aim to help you in your aeronautic endeavours. No more wingstrikes or runway overruns... hopefully. New launch sites A 5000 meter long, 145 meter wide runway. Heading: 90 degrees. A 4800 meter long, 70 meter wide runway. Heading: 90 degrees. Two 3250 meter long and 90 meter wide intersecting runways. 90 and 150 degrees headings. Two large helipads near the 5km runway. Each is approximately 110 meters in diameter. A small group of helipads in the middle of the space center. Two water spawn points located near a large pier north of the main center. 0 and 90 degrees headings. New statics A group of large dish arrays west of the KSC. Those look especially great during sunsets. A network of roads connecting all launch sites. Some roads might be a bit bumpy. Six landing pads for reusable rockets. A lot of buildings that, hopefully, will help to make the scenery a bit more lively. Which side are you on? Screenshots =Imgur= Download =SpaceDock= Installation Make sure to properly install all dependencies listed below. Drop the VansKSC folder into your GameData. Upon entering SPH, make sure to open and enable the launchsites you need in the KK launchsite selector. Dependencies Kerbal Konstructs Omega's Stockalike Structures: NTR KerbinSide Remastered ModuleManager Known issues As smooth as it all looks from above, some roads, crawlerways and grid blocks might be bumpy. Be careful and don't overspeed. Some roads are also prone to levitation. I'm working on it. Support Stock Kerbin. Sadly, that's it for now, although JNSQ support is expected to appear soon-ish. I'm also hoping to add support for other planet packs Conflicts Any homeswitch planet packs and/or ones that scale the home planet up. Other custom KSC configs. Special thanks Thanks to @JadeOfMaar for helping out with figuring the config syntax and providing an example of homeswitch compatibility configs! Changelog
  16. Greetings! I was wondering if it is possible to manually change the craft's rendering distance in extended hangar. I recently found myself regularly building crafts over 10 kilometers in size, and with something like that building becomes inconvenient due to most of the craft simply not being visible most of the time.
  17. Finally finished a cinematic about this big boy. 3054 stock parts, 31577 tons of starting weight, 864 passengers and 460.7 meters of length. ...and it is also VTOL.
  18. This is my most recent SSTO. Safe to say that it is a big boy. Its name is Tempest. It is 460 meters long. It has a wingspan of 113 meters. Its starting mass is about 32000 tons. It takes off vertically. Lands too, in theory. It uses only stock and DLC parts. There are about 3050 of them. It also needs KJR, sadly. As you can see, it features six giant liftfans. Each one of them is 27 meters in diameter, weighs about 80 tons, is powered by 12 Vector engines and is able to generate about 52000 kN of lift at sea level. After taking off vertically, it rotates itself by 90 degrees and flies like a rocket from this moment. Its chemical engines are burning just above 100 tons of fuel every second. For vacuum propulsion it uses 60 deployable Wolfhound engines. It gets to orbit with 1 or less kiloton of extra fuel left, so it is rather useless. But it is big.
  19. Made this humble comparison of most my stock SSTO's with each other and added IRL references! Bigger version.
  20. So this is Phaneron, my new cargo SSTO. Its maximum takeoff weight is 1240 tons. Maximal payload is 530 tons with big fairing and up to 550 tons with smaller one. It is propelled by 50 R.A.P.I.E.R.s. It is made of 407 parts. I made a cinematic about it as well. 550 tons is equal to: -379 Toyota Prius cars; -15,2 Jumbo-64 tanks; -3,6 empty Boeings-747; -1,27 fully loaded Falcon-9: -7860 average people; -55 000 20х0,5 beer crates; -1,3 ISS. KerbalX | Full video of 530 flight Fin.
  21. This is my new flagman, A-1104 Seraphim. It is made in full stock. It is 108 meters long. It weights 433 tons. It has ISRU, mobile lab, crew bay, all the science and a nice semi-automatic solar array onboard. It has 425 parts. It costs almost 800,000. It has 3150 m/s of orbital dV and can reach 4850 m/s if refueled, making it able to go anywhere you need it to go. Imho, it looks pretty nice. I made a cinematic about it. Would be nice if you checked it out!
  22. Just made this vid. Had a lot of fun swimming in Laythe's ocean, so will be happy if someone appreciates! Cloudburst SSTO: -170t -2200 dV in orbit -small ISRU onboard -6 RAPIERs -4 NERVs -Obviously, eight-section Mk2 cargobay for the sub
  23. Well... I just hope that if this will become a community-wide thing, most people will eventually find some compromise of indices, classes and acronyms that everyone would agree to use. Maybe not though. Why dont we try?
  24. Hello everyone! Do you classify your SSTOs? Because I surely do. It is just easier to orientate in the "SPH" folder with it - and it makes craft's name a little bit cooler. The problem is just that other people dont usually understand the weird symbols I put in front of my crafts' names, and I believe that I'm not the only one with such issue. So I've been thinking about creating a universal classification system for plane SSTOs lately: imo it would make describing what you want, what you made or what are you trying to make much easier for community of KSP1 and, probably, KSP2 later. So far I came up with this - what are your thoughts and ideas?
  25. The Sunset, or The orbital submarine that was made accidentally Hello again! In my last reply I promised you to tell more about my most interesting crafts, and since I've recently found my old laptop I used to play KSP on earlier (until may 2020) I'll start from the very beginning. The Sunset is my second working SSTO overall and first working SSTO made in full stock (by the way, it's almost 2 years old - this craft was created on May 8th, 2019). It has only about 1500 dV at orbit, so what is so interesting about it? I'll answer: it literally can be a submarine and start from the ocean floor (just be careful with fuel). What is even more remarkable is the fact that I didn't even wanted it to work like this. It just... happened accidentally. Probably it's the NERVA being fat part of the craft and pulling it down in water. Well... A surprise, to be sure, but a welcome one! For now I am going to only add my old screenshots because the internet here is pretty slow for doing anything else, but when I return home I will be happy to make some new pictures and maybe even record a video of this boi flying to orbit from underwater for yall, if you're interested!
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