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Everything posted by nothke
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
nothke replied to rbray89's topic in KSP1 Mod Development
Hay this is awesome!!! It would be really nice if you made Kerbin City the most dense spot cause it's meant to be sort of like New York of Kerbin =) Also, note that the lights from cities spread sort of like dendrites, protruding from cities in star shapes and following the highways according to density (due to most suburbs being formed near them). Two major cities should therefore be connected with a pretty bright highway. Example on New York Also take geographic location into account. note that river deltas (New York, Sydney), bays (San Fran, St. Petersburg), narrows (Istanbul, Copenhagen), rivers (Babylon), islands close to coast (Hong kong) are most probable locations for big cities as the most cities are formed on locations that have most easily reached resources (as the most fertile land was found near the big rivers) but also provide protection (not open on all sides), generally the most prevalent cities have a perfect balance between the two. On the other hand, there is no need to cover everything homogeneously, make some vast areas unlit or poorly lit like deserts and steppes and countrysides but not only to geographical location but make everything pretty asymmetrical so one continent much poorly lit than the other. EDIT: Woops I didn't see there are so many pages, I see some of the discussions and the new map now xD -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
nothke replied to HoneyFox's topic in KSP1 Mod Releases
OH MY!! This is exactly what I wanted!! I love the realism mods like deadly reentry, remote tech and such. Time to try this one on my shuttles =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Wow! This looks amazing! Yes, we will need it =) also I'd reserve a free plot in front of it for a park or alley =) Hope to see it textured nicely. There used to be spoiler tags long time ago, but they removed it after one of the server moves / repairs / crashes, and have never showed up again (although they promised they will) =( -
Simple Railway mod in development. Kerbtown based.
nothke replied to Tw1's topic in KSP1 Mod Development
Haha, this rolling concept is really cool. I'd go with it. Now I understood why you are making these slanted cuts, you actually want the whole system to be modular like legos. I think the cross section is good, but I am skeptical about using so many wheels. I'd rather try to let other people make bogies out of stock parts, that way we might see revolutionary/evolving designs we don't even think of right now. I'll try making a long, curvy and elevating test track with those dimensions when I come home. (I already have the track path, I just need to insert a new cross section) Do you know how exactly to make the animation run on click like it does in the silo mod? -
[PLUGIN] [0.2x.x] Automatic Centre of Mass Tracking - 0.01
nothke replied to ecat's topic in KSP1 Mod Development
Is it possible to use the same thing but with engine thrust balancing instead of the rail? For example you have multiple engines but one tank spends more (like in the shuttles), so that you slowly reduce power in one engine and increase in the other to keep the balance. That would cut most of the problems with building shuttles -
Simple Railway mod in development. Kerbtown based.
nothke replied to Tw1's topic in KSP1 Mod Development
it's much simpler to just make a "substituting switch", where an entire section moves linearly replacing the entire track section like here: Here is an example of this switch in Wuppertal's schwbebahn: It's usually used on roller coasters or monorails and generally on systems where you don't put wheels over the rails, but have them from all sides like in this experiment =) The main advantage of this type of switch is that it's guaranteed to work cause there are no gaps between switch and rail in both positions. All the other switch types like the one previously proposed by me or TW1 have gaps which will probably force trains to slow down drastically before entering the switch (unless you want explosions). The disadvantage is that it's bulky, if you have 2 tracks side by side you would need to separate them first to make room for the switch. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Ok, no problem, is there something you actually made? -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Yeah, we can place it somewhere on the island, just to make sure no one will build something over it. I don't know how performance choking are lights. Shadowless ones shouldn't be that much. I wonder if it's possible to make lightmaps for KSP. Probably yes but it requires UnityPRO -
Universal Resources: Because Kethane is too Easy!
nothke replied to mushroomman's topic in KSP1 Mod Development
I like the mod's idea, and I really like that you added nitrogen. although I'd lobby for the nitrogen color to be purple, cause it's its burning color and is most commonly colored with purple in chemistry papers. Nitrogen also opens the ground for producing coolers (liquid nitrogen) or if combined with hydrogen - as ammonia also for heat management systems. Also it can be used for creating realistic cabin atmospheres (not just pure oxygen ones) -
Why don't you cut up the loco into smaller modular parts like, cockpit, engine, fuel tank, etc similar to c7/b9 plane parts, then we can combine it with other parts as well. Not to mention there will be more explosions =)
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I wanted to answer you, but it got drowned by other posts. Yes, the city props are very much needed, and those look pretty good!! If you make them as single models I will probably be able to arrange them as separate objects in Unity. I don't really know if more repeating objects is better than many objects merged into one, performance wise. IMPORTANT: Plot devs working for phase A, please send me your models as soon as possible. It doesn't matter if they are not finished or not. You will correct them in the next build. (I will also PM them) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Well I just imagined having a tonne of different ideas from everyone. I didn't want EVERYONE to do the same thing, so it's ok how it's now. I am just concerned that enthusiasm is falling somewhere and it seems I am not getting a lot of models recently. I am talking about phase A, there's only a few plots that are actually completed. I imagined people to work faster / not care about details that much. -
I know.. me: NOOO PRESSURE NOOO PRESSURE xD
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10/10 Zokesia Skunkworks obviously xD
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SpaceX Falcon 9 v1.1 CASSIOPE Launch Thread
nothke replied to Mr Shifty's topic in Science & Spaceflight
9 mins to launch =) that thing is so tall and thin xD Musk really likes stacking 2m parts doesn't he xD -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Guys, you have to correct smoothing groups (aka normals) so your cubic models don't try to "round out themselves". There is A LOT of mods in KSP that suffer from the same illness and it's just very obvious. this is what I found about how to do it in blender: http://blenderartists.org/forum/showthread.php?61087-Smoothing-groups-mini-tut in 3ds max, select all faces, scroll down in modify panel, and press "clear smoothing groups", if you need areas smoothed, don't unsmoothen them =) I will make a short tutorial later to show how it works. I don't know, I didn't try putting lights in yet. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Here's a little something from me: The terminal has got a redesign and a real roof =) Also the tunnel is dug and road placed, it will take some time to join up all the roads properly, it's still all a mess as you can see. I still need to design the lower floor of the terminal and put in all the little details. I don't garantee it will be completely finished in the next version. -
I am actually in the process of trashing the idea with viruses or putting it on hold, although it's a very Kerbal idea if something goes wrong xD. But I just didn't have an idea what you could effectively discover with it. Instead I will turn that part into a Kerbonaut blood sample holder for biomedical research.
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Uhm... That's an algae sample.. But this is a deadly virus: (WIP) =)
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Dihydrogen monoxide hoax (Why a water hoax?)
nothke replied to Designer225's topic in Science & Spaceflight
Who ever fears dihydrogen monoxyde should watch this: http://www.ted.com/talks/rives_on_4_a_m.html =) -
360 photos of Discovery before her final flight. Photos of Processing facility and VAB included =) And wow, just wow.. http://360vr.com/2012/02/16/discovery-flight-deck_2193/
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LEGOs with science
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
nothke replied to NoMrBond's topic in KSP1 Mod Development
Great models, but there is a lot of normals mistakes (smoothing). I don't know how are they handled in Blender, but you should really fix them. Other than that it looks great =) There's a lot of mods out there with same problems, great models, but normals are ruined.