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FormosaT_9

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Everything posted by FormosaT_9

  1. Lmao I was there when rover travel '22 (and this is same ranges view from south) damn it looks better in Parallax2
  2. seems like there are some drivers in Paraterraforming but I still want the one made by skykooler.
  3. if that MU survive.... damn, how many epic stuff is gone after Kerbtown ?
  4. did that MU survive after a decade? I dont mind it may not have textured- just want to enjoy the remain from ancient wise.
  5. How about R-P-P-R I dont recommend, but depends on you.
  6. [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.
  7. I think I saw these somewhere. I change position of taxiways and harbor; runways is shorter than K2 for sure, I think they are only 2800m here. and there dont have parking lots and giant radio dish, after all this is KSP ONE.
  8. And your road: i start using it from route-24 (only gulf bridge will build), 2 parts for 10+km - damn that's goood.
  9. just pass by. Thanks for keeping KK work and those ones who making packs of statics.
  10. just pass by. Thanks for keeping KK work and those ones who making packs of statics
  11. I uploaded my truck to KerbalX, you can test driving with it. You said "number of vertices" things, so I think piers can be reduce to....max 10 in a static. New markings are pretty.
  12. @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?
  13. looks nice ! It can help me finishing the imagine of the IB from Kerbin to Viden.
  14. @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
  15. height problem is due to the shape of planet, and it gets worse because (stock) Kerbin is too small. my I.S.B, if I didn't orientation those statics with P-U one of exit will higher 200m than another. So i will suggest longest non-scale in game - less than 6000m
  16. 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
  17. 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
  18. (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.
  19. 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
  20. 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.
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