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Everything posted by nothke
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Btw, happy "centepagial", or uhm.. "millepostial" =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Yes it does, it takes a while, I had a bunch of tests these days, so real world troubles, But it's almost complete, I have a list of small errors I need to solve. But it's at least twice in size than b1 so a lot of errors to solve. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Please write that on the other thread xD I don't want to mix everything. -
Well it's hard to explain first what does "complex" mean?. Sometimes the game itself is incredibly complex "under the hood", but still are easy to use and play (GTA series). There are some simple games that just have a terrible interface that you could also call "complex" cause they are just hard to play xD There are games that have steep learning curves but are very easy to play once you understand everything and learn "the tricks" just like in KSP. You can say chess is a very simple game, it's rules are easy and anyone can start playing it. But then it's probably the most complex game ever made cause you have a billion ways to make moves. Many RTS games are similar. Locomotion was a continuation of Transport tycoon, but the open source versions simutrans and open TTD add even more components making the game even more complicated. MS Flight Simulator, must be my favourite among "complex" games with steep learning curves, but when you learn it all, it's quite easy and at the same time challenging. But to me, if I had to call games "complex" that would probably be those grand strategies like Hearts of Iron, Total War, Civilization and such.. Any big strategy that requires players to make hundreds of parallel movements and think about everything. But I really call them complex cause they are "not my cup of tea" and I personally find them very hard to learn. On the other hand there are people who find these games very easy and intuitive.
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Here is just another Kerbin City thread! =P If you can't model or texture, you can still help the project with your artistic or writing skills: http://forum.kerbalspaceprogram.com/threads/56735-Kerbin-City-Community-Project-needs-YOU%21 -
Hello KSP fans!! I see a lot of great stories, and great art around here, so I was thinking of offering some "jobs" to you so you can help build Kerbin City Community project even if you can't model or make textures. IMPORTANT!!! Apply with links to your previous work (if required), in posts below. The works will be selected so do it as good as possible! You will be credited and you reserve the right for your work. I will prompt you if I require modifications of your work. Available jobs: Writing (1-2 people) The Kerbin Times newspaper is a single page "cover" that is meant to be out for every new build (or more often, depends on the popularity), that is supposed to comically announce what is new around Kerbin City or just some random funny headlines. I wrote and designed the first number, and you can see it here: http://i.imgur.com/ASQAzTI.jpg Writing and designing this cover took me a day, so I realized I should give it to someone else cause I can't spend so much time writing, especially when inspiration is gone =( plus I am not that good at English to write it flawlessly. I require you to write in a similar manner and with similar length and also I'll make some suggestions and say what will be new in the next build. You don't need to do any graphics as I will fill in the template, but you can provide "photos" (screenshots) if you want. Requirements: Expert knowledge of English. Previous writing works, fan posts and such. I need some actual proof that you can write well. Painting Billboards (unlimited) There will be billboard advertisements scattered around the city at some point and it would be really cool to have people to paint some funny Kerbal-style commercials on them. Requirements: Creativity and painting skills! (obvious) No real companies should be advertised, but parodies (GTA-style) are allowed Do not focus on detailing but better quantity because the single billboard will be quite small (check technical) Technical details: Billboards will be 2:1 ratio images (so 1000x500 pixels, for example) The resolution you make them in won't matter but have in mind that the billboards will probably be reduced to 256x128 px, but I will see that, depends on general performance. Make sure to save in higher than 512 resoultion. 256 is very small, but it will ensure that many billboards fit on one lightweight texture. You should not detail too much as well. Paintings/posters On the future island there will be an enterable gallery building (or a few of them) which you could visit in EVA and see the paintings. Requirements: Actually done Kerbal fan works. Screenshots are not allowed! Technical details: This time, the format/ratio doesn't matter. It's the idea that matters.. ..Although of course resolution will be rescaled according to texture placement Road vehicles (crafts) Making craft files of cars, trucks, helicopters, vtols, anything that could be used in an urban environment. We could make a little craft library bundled with KC for driving around the city. Modular Multiwheels mod is strongly recommended for wheels, it has a very good engine system that goes quickly around streets, it has a great suspension model, and it also allows very cool DRIFTING! Requirements: Creativity!! craft reliability Modelling Just mentioning it if you already don't know, you can make buildings or anything you want on your own plot in Kerbin City, main dev thread: http://forum.kerbalspaceprogram.com/threads/46643-Kerbin-City-Community-Project-(packing-build-2)
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
If someone would repack it to .zip and upload I wouldn't argue. But I don't have the time right now to do it. -
KerbCom avionics can do separate gimbaling for each engine, also thrust balancing for each engine making asymmetric thrust craft possible (like the Shuttle). SRBs are sometimes buggy though, but running liquid fuel only engines is pretty smooth. Another thing it can't do is change the actual angle of attack when just having an external tank. The real Shuttle's direction of travel is skewed so that the center of thrust is balanced to the total CoG, that is why the engines are angled "up". (at this altitude wings make no lift so it's unimportant). As the fuel from the tank depletes, the CoG moves toward the orbiter and the engines gimbal even more. Maybe next step for KerbCom avionics is to implement shifting direction of travel. Then we will be able to make true Space Shuttle =)
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You can export them together no matter if they are separate objects or not. On the other hand you don't have so many of them to be such a problem. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
No, it's better to send me .fbx or .dae or .obj -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Sure, why not I'll check the model. Can't guarantee it will be in build 2 -
Does this society still exist/work? Or something else like it? I need some "official" help at naming features around Kerbin City =)
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Radiosity for UVW mapped part in Blender
nothke replied to dtobi's topic in KSP1 Modelling and Texturing Discussion
The thing you are looking for is called "render to texture" or sometimes texture baking or map baking. Radiosity is a form of global illumination which can be rendered either to screen or texture. I suggest you use ambient occlusion, it's even better than shadow mapping cause KSP already has already got dynamic (sharp) shadows and what you need in KSP is only pronouncing detail and having "soft" shading. But yes, GI (radiosity) maps for glowing parts are very useful too if that's what you need. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I've gotta say this: Woah!! It seems like build 1 never happened how far it is behind this. Few more days of testing, getting bugs out and probably receiving some last moment models and a bit of "paperworks" and build 2 is over -
Woops, something is wrong. If Fustek parts are 2m, then it's wrong. I did not count in the 1.25 rescale for example into the measurements. If you look at the first picture in OP you can see that 4 kaspars barely fit in 2m (middle scheme, http://i.imgur.com/pT24apN.jpg). You also missed the second revision where I shortened the racks a bit so they could fit nicely around stock 0.5 girders. But since you are impatient =P, I am sending you the model, check the mail.
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KMP v2, now in solitaire edition
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Simple Railway mod in development. Kerbtown based.
nothke replied to Tw1's topic in KSP1 Mod Development
I think you are complicating things. Adding new forces and wheels will reduce the collision precision. And adding more colliders, it seems to me more like problems than solutions. You need something more robust and functional. In my opinion, it just really matters that it works. I don't know why you need 2 pairs of wheels on the bogey. It maybe looks more realistic, but computer physics are not, I think it's a waste. I don't know what plugin you are using for them, tank tracks?? I don't understand how does the train get stuck in the track? Can you make a video? -
ok, this time it worked! but the ship was jittering all the time, skipping by 100-200m every 2-3 seconds, when I went on EVA things got even worse, I came by the ship and suddenly it jumped 3 km.. In the end, my KSP crashed.
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I sent a ship to orbit, marked it as public, got out on EVA (controling the Kerbal now). I told other players control my ship. They said they can't it says "it's taken or private", but actually it's not. So it can't work in this way?
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Hofugir, I am sorry about this, but your model is actually perfect for explaining some bad modeling practices, First, you have merged the helipads and the roof poly together and created a lot of unnecessary polys (you are working in Skethup no?). Instead you should have grouped the helipad model and then layed it on top of the roof to keep the poly not creating additional unnecessary edges: I solved this problem by erasing the roof plane and making a new poly with just 2 quads /4 tris (I made 2 quads here cause the plane is big and to prevent potential collision problems. Second, you created stairs with a lot of detail in the mesh. It is better to make stairs just as one slope with a stair looking texture. but lets keep it this way as you've made it and lets focus on making a proper collider for them. As these will be all mesh colliders you certainly won't be able to walk over these stairs in KSP, cause the polys are too small, and too close together (the back sides of each step). The collision with the Kerbal would just be too buggy, he would fall over, go through stairs or bounce around.. What you need to do is make a separate much less poly collision model that will not be rendered: So what I did here is make 3 simple low poly meshes that cover the stairs (red) and the railings (blue), I will merge them later (just made them separate so you can see), put a mesh collider in Unity and MAKE THEM INVISIBLE, so that you see the original stairs mesh, but you actually "interact" with the proxy collider. Should be no problems now.. So for colliders, they need to be as low poly as possible, but not larger than 200m, cause then Kerbals tend to sink through. Also a lot of collision faces slows down the game and when KC gets more developed it would certainly choke it. EDIT: Not only that you have merged helipads with the roof poly, but you have merged each step of the stairs to the side. There is A LOT of unnecessary edges and polys now as you can see. This one is actually more extreme than the extreme case shown by bac9 something exactly given as an example by bac9 in his Sketchup for games tutorial. I solved this by overlaying boxes over your model. In the end I just removed the faces that you don't see. And here comes a new rule: Everyone making models for the project, needs to read this tutorial!!! (either you are working in Sketchup or not, it's very useful) http://www.crydev.net/viewtopic.php?p=819235 it especially focuses on the invisible edges that the Sketchup makes and how to group objects to avoid that happening. -
This potentially destroys hanging around the new KSC or simultaneous take offs or tower buzzing and things like that.. I'd prefer that there is a launch schedule that you need to apply for. So for example you hit launch and the system replies "your launch window opens in 40 seconds" so when the window opens you have around.. 30 seconds to use the launch pad, if you don't clear the pad in time, your ship gets removed.
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Oh wow it looks great, don't mind the texture quality, it has a very "balanced" look even without higher res texture. My inbox is not full anymore, but if you want to display models and ask for things, you better do it here (unless it's very personal xD). When sending models you should pm me. -
Unfortunately I can't get into KASPAR until I finish and publish Kerbin City build 2, which is a few more days. Also a few more real life things are slowing me down a lot. sumghai: The width is the only thing I am not sure quite sure about. The other dimensions are final. I will send you the model as soon as I can. BananaDealer: I will consider your offer, but when I come back to this project =)
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I changed the sound fx wiki entry, so there should be no confusions about how sounds currently work. http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Sound_FX_definition And yes, the internal sound library is "hardcoded", the Sound folder in the Squad folder is just there I think to give an example, or is there cause they forgot to erase it. But it doesn't do anything, you can freely remove it and the sounds will work.