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Everything posted by FormosaT_9
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Find a nice location on kerbin!
FormosaT_9 replied to Rutabaga22's topic in KSP1 Challenges & Mission ideas
Lmao I was there when rover travel '22 (and this is same ranges view from south) damn it looks better in Parallax2 -
Find a nice location on kerbin!
FormosaT_9 replied to Rutabaga22's topic in KSP1 Challenges & Mission ideas
one of the rover travel when S32.5 ; -5.5 -
seems like there are some drivers in Paraterraforming but I still want the one made by skykooler.
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Going to space. With a Mass Driver. A small adventure.
FormosaT_9 replied to Tw1's topic in KSP1 Mission Reports
if that MU survive.... damn, how many epic stuff is gone after Kerbtown ? -
did that MU survive after a decade? I dont mind it may not have textured- just want to enjoy the remain from ancient wise.
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How about R-P-P-R I dont recommend, but depends on you.
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[KSP 1.8+] Kerbal Konstructs (Continued)
FormosaT_9 replied to NathanKell's topic in KSP1 Mod Releases
[KSP 1.8+] .... how about KSP 2? I change position of taxiways and harbor; deliberately made launch pads different too. runways is shorter than K2 for sure, I think they are only 2800m here. and there dont have parking lots and giant radio dish, and Im zero skill of make MUs maybe future. -
[KSP 1.8+] Kerbal Konstructs (Continued)
FormosaT_9 replied to NathanKell's topic in KSP1 Mod Releases
just pass by. Thanks for keeping KK work and those ones who making packs of statics. -
Kerbin City Restored (patch for 1.8.x - 1.1.x)
FormosaT_9 replied to Aerospacer's topic in KSP1 Mod Releases
just pass by. Thanks for keeping KK work and those ones who making packs of statics- 56 replies
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- static objects
- kk content
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@ColdJ OK, that it is.... I place it somewhere close to KerbinCity, its shape is good to connect other statics. HOWEVER its coordinate have some problem. When I generate it for the first time, it was vertical- point to the sky; even I paste coordinates from other. also it seems like have some offset- in the image all of them are "same" but aren't parallel. next I try to land my smallest MK-3 plane on it: NOT EASy AT ALL. even I scaled it to wider - I think the collision of mid line is problem. maybe try delete it (keep surface FLAT) and extend it to six lanes?
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@ColdJ @OrdinaryKerman after a night (Asia time), I have some words. many "roads" from KK pack are work like runway / crawlerway statics, and they looks like this: they will disappear in a specific angle. that's why the KSC++ pack name their "route-36" as Ghost Road and this is annoying for fallen and pilots. so those like spcbridge1.mu from KSR would be a good choise. Then you might asking, "that means the whole route is elevated, how about ground roads?" well, in my experience Kerbin is not much flat as you think... how do I know ? because I wheel driving around it once before. -here comes my ideas (havn't learn modeling, so..) don't have to design slope/ ramp/ hump/ street.light, only have flat straight/ bend/ cross/ right.left exits. and I got a bit problems for configuration..... ...becuase I have many sites on the planet. for example, if I give you the cfg of I.S.B (spcbridge1.mu from KSR) there will something else in -38;-71 Instead step by step to clear those files I'd rather share the whole world. If so, it will be July
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i will try. and do you want the terminal buildings? KSC - route36 - KerbinCity east-coast Border Custom - I.S.B - west-coast Traffic Control I can pack them as well, just needs some time to clear out who is who...for now I have Aurora / BADT / Fastcorp / Cities pack / KerbinCity / KK water sites / KS & remastered / Kosmodrome / KSC++ / OKC / OSSNTR / Starship Launch Expansion / Tundra... what a miracle all of them works well hope the soundwalls can be lower it can have much joy for emergency landing
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after your v4.1 ...... five years ! I updated the ghost road with Fastcorp and KerbinSide: and keep the railway and moving cars in KSC. --- thanks for giving route ideas
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- static
- road to kerbin city
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(sad for the images are dead) Have it done yet ? I remember saw someone did a Top Gun cinematic with all 6 minutes of Darkstar. video on YouTube is that you guys? good work.
- 3 replies
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- lockheed-martin
- sr72
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just pass by. I think coding them to automatically setting up statics still too hard, specifically the whohe Kerbin is endless hills from sea level to 800m alt. (I said that because after hundred hours wheel driving, I don't think that is good choice to planting them without terrain editing **map decals of KK) so this is what I'm thinking (fanwork Interstate System, by Tex) (fanwork Cities on Kerbin, by cdpch2057) trying located few positions, or even pair with night spots fromvisual pack, design the base one by one. only 10-20 statics and KK them like lego. (Actually I'm doing this to "rebuild" the Kerbin-City, southwest KSC) and by the way I can't find the road in KCP spackdock thumbnail. Did you release it? if not, hope you can extend that too. There are some people want to drive more artificials
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the signs and curve of interchange are from FASTCORP. I changed texture dds file to fit the route-36. In the beginning the whole route-36 is all FASTCORP, however those statics are "too detailed" - using over one thousand of them to get it done, and terrible performance. so today it's most parts are very_big_bridge from KS. my thoughts ? if you really wanna make a pack of roads, MAKE THEM LONGER. like a static is 2km in the game.