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Everything posted by nothke
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
nothke replied to TaranisElsu's topic in KSP1 Mod Releases
Hay, these are really nice models, I made some portable packs myself to be included together with KASPAR racks I sent a message to the OP long time ago (a month) but he never replied For the beginning, there are 3 life support mods, crew transport and crew support by Troublemaker, IonCross and now TAC, and also EsvDefcon wants to make a new one.. These are all promising mods, but again none is working perfectly and they all have similar problems, they get discontinued over time.. I am sure they could unite, make compromises about their ideas, solve the problems together and bring us something ground-shattering =) And also remember that life support might officially come to KSP one day.. (copied from my post in KASPAR) -
Head on to the development page if you want to help and join the project =) http://forum.kerbalspaceprogram.com/showthread.php/46643-Kerbin-City-Community-Project-phase-A-and-B
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Somebody is already making bridged towers like the Petronas. I think that thinking about this is too far ahead. But I don't think other cities will be part of this project, anyone can utilize and make more cities with KerbTown. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Very good! Well, we know that it is possible cause the Squad is doing it with new VAB, and Razchek mentioned recently he will implement the emissive texture change of day functionality in a future version =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Wow! Amazing work. You can make more if you'd like =) How tall is it? -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I sincerely don't think conventional trains are very Kerbal. I think we shouldn't place any static vehicles in the city cause vehicles are made by players. Unless these are some Kerbal parts like those old tanks and engines seen in the island runway. That is why I suggest we should make train tracks, but no trains cause the player will build their own trains. Having a scrapyard full of Kerbal parts would be cool, but we don't have the models =( 512x512 is most optimal, I know the textures look blurry up close, so I suggest using as much tiled textures as possible for up close. Take a look at my runway for example, it's quite blurry up close, it's 512px wide, the concrete specks look terrible, but still it looks good from distance and in the end it really doesn't matter that much, stock KSP stuff like the runway looks even worse. I am sort of looking into stock KSP buildings and parts for reference. I think that the performance is going to go drastically down when we add new plots, but I don't know until we actually see. I worked in racing games before and you usually had a shader that combined several maps, for example diffuse+add+multiple where the diffuse could be the big base and then you would add a multiple layer and tile it much smaller so that it appears like detail when you come close. There is a similar distance blended shader used for KSP terrain, but unfortunately we don't have that shader in part tools. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You don't model/texture in Unity, Unity is a game engine, that, in case of KSP you use just for compiling your models into game objects. To model you will need modeling software like Blender or Sketchup -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You can say your idea right here and I will take them into account. As for the ideas we already had, you can check the first page in the DEV CORNER under "PHASE B" Great idea, a "physical" KSP forum in Kerbin City =) Someone should make an ingame-browser so you automatically access the forum when you get in there xD So, about phase B and C: ("almost" copied from the first page: ) This time, we take a different approach to giving out plots. Instead of giving priority to practical things, giving squared, exact dimension, free-to-build plots for everyone, this time, there is a big focus on your idea, on what YOU would like to build, rather than technical specifications. There will be completely different types of plots and districts, so if you wish to build for example a skyscraper headquarters building, you will get a small plot in the business district, on the other hand if you want to build a warehouse complex, you will get a more spread out plot in the industrial district. Also, since KSP is a game of immense scales, from walking around/EVA-ing to flying interplanetary ships, I think we should take that in account and create areas with different detail level. What I mean is that we should have detailed "hotspots" around the city, like, the city hall, or the campus or train station or the art gallery or some other interesting areas that you can walk in and walk around, while make some areas less detailed, just meant for driving around, while some with a pretty blocky appearance just meant for flying around and making the whole city look "complete" from distance. So I think the best way to implement this is to ask people, or see how detailed they can make buildings and depending on that they have an area. Another thing that we need is modular objects, such as street furniture (billboard structures, streetlamps, signs, etc) that can be scattered around the city or static ships around the bay. Also we will have a few more bridges. -
You should join the project development thread, this thread is only for the actual city builds.
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
First of, thank you guys! We are on the KSP weekly =) Not just ON, but more than half of it is about the project and Razchek's KerbTown! Good thing there was no major issues in the mod showcase video and the city worked fine =) phew. But apparently, there is a confusion between KerbTown plugin and Kerbin City Project, I feel embarrassed that from the video it sounds like it's Razchek's lack of organization. Yeah, I must say I had a big time problem with organization as you know but it's a one-of-a-kind project and apparently I don't know sometimes where to put things. I also don't quite understand the confusion with links. If people want to download a mod, they should go to modding showcase forum, the development thread is used just for that, development. Most of the mods have a development thread, AND the showcase tread. The catch in this project is that there is not just one modder who publishes and sends links to showcase, but since it's a community project that invites anyone to join the development, I need to put info about it also to inform those who download it, that is why it's maybe confusing. Another thing is that the download is... one day old. It still is "hot" and didn't cool down so of course there is a lot of confusion and I ran down to publish it as soon as possible (well at least I did the newspaper thingy xD). And actually, there is only one requirement, and that is KerbTown plugin. So 2 downloads in total. The reason why I am not bundling it with Kerbin City is, firstly, in this way I pay full respect to Razchek for making the awesome plugin by redirecting to his thread, and secondly, if Razchek puts a new version of the plugin, I might not be right away there to update it in my bundle too, so the versions might be out of sync and cause a lot of trouble. Now, the future of the project: There is a big confusion about the phases too xD Some people are asking what is phase 3 (or C) now. If you read the phase description carefully you can see that phase B is not about modelling, it's about the masterplan, the more precise layout of what is to come and then, laying down of the streets, but not the plots. Phase B is meant to have everyone involved in brainstorming about it. I wrote people down in Phase 3 or C (C from now on, I always confuse numbers and letters) in the readme, cause these are people who asked for plots. So, lets say that phase C is going to be the actual modelling of the plots, but there actually will not be plots in the sense of the phase A because the method will be different (you can read about it in phase B section of Dev corner). CONFUSING, I know. Soon, I will give you a more extensive description of phase B. I will update you on this later and hopefully things will be much clearer. And now, back to work =) I have an airport to finish and overlook how the rest are doing =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Oh yeah I forgot to say it should not be a terminus station, but a transit station (tracks going off on both sides) These are 2 version of where the tracks should go, one has a separate bridge over the "east river", while the other goes over the second deck of the "brick bridge" and for the station, this is what I was meaning, the two versions, one where the concourse is completely divided from the tracks (other floor), or the other where the top of the tracks is open so that you see trains as you enter the building. Both are good.. The first one gives more space in the top, a clear view of the hall that could be used for other activites too, and the other is more focused on trains, but note that the only trains you will see are probably those players make (unless someone shows up with an automatic train schedule plugin) closed version: open version: green is the "bridge" by which you would get to the middle platform (for example), or orange another way to put stairs in.. Note that this is just an example, my thoughts on the layout, the platforms or stairs don't need to look like that, well, nothing needs to look like that xD There should be at least two tracks though, but it's all your choice really. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
This is a known problem with KSP, I don't have this problem, but it happened once to me that Kerbin dissapeared, I restarted KSP and it was ok. I have no idea what causes it. Anyone else has the same problem with Kerbin City? -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Wow, that's looks amazing. I studied architecture and I think that your design is too classical for the real world. I don't know if anyone would build in style like that today unless it's a recreation of an old building, that your design is not. Also I think it's too comical for a real station cause it looks like.. Train. It's cool, but I don't know if I'd like to have it in my town and have tourist to come to see the train station that looks like train. It would be weird cause I don't live in Disneyland. Don't take this critique hard on you, I have a thousand sketches like this, but which are intended to be sketches. On the other hand, the building is just PERFECT for the Kerbal world!!! =) You should know that the tracks are PROBABLY going to be underground, on one level below so you can build the whole entrance hall.. As an entrance hall, a main concourse. Similar to the grand central perhapse (just an example don't stick to it), with stairs going below ground. Or you can do an "open pit"-like with the stairs and visible train platform below. I am looking forward to seeing the completed model -
Yes, this is a known problem with KerbTown, but I even think it's quite good cause then you can spawn ships next to each other (for example a supporting crane or a vehicles you intend to dock), without having to move 300 meters away from the pad to not get it erased. It's annoying that (stock) KSP sometimes inadvertently erases the ships that I wanted to stay there. You just have to be careful when launching with KerbTown and clear the pad debris from the tracking station. No, I'll reserve that for a "SeaLaunch" like ocean platform. I am thinking of something just like it is on the picture the current "launch bridge" is on current Kerbin City, a cantilever pad over water, but properly designed with a steel and mesh structure.
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Ha, that looks awesome, gives me an idea that we need a real launch pad over water similar to this =) btw, I knew Kerbals made a bad concrete mixure.. It's too porous
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Yes, it's always pretty wet when building tunnels -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
no prob, I am writing you down for the next island -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
An idea for a mod: Wheels with STRONGER BRAKES!!! Current brakes feel like they're from 50s -
Build 2, NOW OUT! Before you download, READ THIS: This mod is in constant development, note that it can destroy all your craft on islands if we move them or change something in the next version. All kudos goes to Razchek for developing wonderful KerbTown plugin. This project would never exist without it. There is a lot of bugs (especially collision ones) and, I am sure, performance issues. When you encounter something very unpleasant please report! Attention!! This mod requires KerbTown plugin by Razchek. Note that the launch part of the plugin does not work in 0.22 (by Nov 16th 2013), so you will have to fly to KC instead. In 0.21 everything works perfectly. For 0.21, download here: http://forum.kerbalspaceprogram.com/showthread.php/40374-WIP-KerbTown-v0-12-3-Beta-Place-static-buildings-cities-launch-sites-more! For 0.22, download here (update by Snjo): http://www./download/j6h246rgk68j654/KerbTownPlugin.zip HEAD ON TO ADDON DEVELOPMENT THREAD TO FIND OUT MORE ABOUT KERBIN CITY COMMUNITY PROJECT Download (latest: build2) http://www./download/d8yw05f4196ehsv/KerbinCity_build2.rar Zip version (thanks to OrbitusII): https://www.dropbox.com/s/wipcgkktzuzc79c/KerbinCity_build2.zip Previous versions: - build 1: http://www./download/ohav9eajcegvb88/KerbinCity_build1.rar Instructions Easiest way to visually find Kerbin City from KSC, is to just follow the coast to the south, it is 111km away from KSC, located in a big bay. To land at the airport runway 30 (the most common one), start from KSC and follow 230 heading. When in range of airport you should spot a small green island in the bay in front of you, begin a descend and when you reach it start the turn to heading 300 and you should be alligned with the runway almost perfectly and prepare to land. =) OR you can spawn in Kerbin City or the airport. Before launching your craft in VAB/SPH, open the KerbTown menu and select places to your liking starting with "KC" (Kerbin City) Changelog: ** BUILD 2: Major changes: new geography names: - Cape Malleus (the peninsula on which the airport is), - Incus - piece of land where Eastern island is connected to mainland) - Incus hill (a hill north of Eastern island) - Stapes island - island at the base of future port and industrial, currently connected by 2 **** to mainland) - City Gulf - the outer, larger bay - City Bay - inner bay - "the Strait" - strait that separates City Gulf and City Bay, the Strait bridge is spanning it - Siege island - new land formation in the middle of the Strait - Truncheon penninsula - penninsula on the south of the City Gulf. - Golden lake - a small lake just East of the City Bay t the East (the lower of the two), has a bright yellow spot in the center, hence the name. Trivia: Malleus, Incus and Stapes are the 3 ear bones aka Occilles in the human ear. The entire bay resembles the scheme of ear when seen from space, therefore the idea to name the geographical features. Eastern: - added Nazari's, Ozi's, Hujiwana's plot and SurfThug's hospital on Eastern - added temporary Arena building on Cooly's plot - no access yet - added construction stuff on NGT's plot in the shape of his upcoming buildings - added antenna from Tom1499 on his plot Airport: - redesigned airport terminal (still WIP, glass missing) - redesigned ATC tower (not complete) - built access road for airport terminal and freigth apron Strait: - formed the "Siege island" and the gallery tunnel on it Kerbin City Xpressway segments: - built Cape Malleus - airport section with offramps for freight apron, or airport employee access - Airport tunnel is now complete - Strait bridge (previously known as "Narrows bridge") is now complete and fully accessible - added gantries and direction signs on important places Minor changes: - BobCat's buildings' glass now have spec reflection =) - changed the tiling of grass to 20x20m to improve detail up close - added a subtle normal map to grass ** BUILD 1 - First published version Nothke's statement on the project: Some time will pass between build 2 and 3, first, because it takes a lot of my time that I don't have (RL), and I can't focus on other projects which I want to (like KASPAR). Second because Razchek is missing and no one really knows how to update KerbTown to 0.22 (Snjo tried a lot but with no success, another proof that Razchek is God =P) The project, in it's current state is not really sustainable. I am still doing 90% of the job. I also have to correct everyone's mistakes, solving Sketchup merging or boolean operation consequences, removing invisible faces, collision problems, balancing/combining textures, that's a lot of work. I am planning that instead, after builing the base for the future islands (the final major job), abandon the project as an author. And instead let others insert buildings using separate KerbTown instances that could be packed together into "community approved" official builds that anyone can download (to prevent having 10 different Kerbin City versions built by different people). I am also looking into better technology for making streets and bridges such as some of the procedural software that will make creation of new roads much faster and easier. Until I find an efficient system there will be no new islands. Credits all rights reserved by respective authors: (some may not be included, I am sorry if I skipped someone, not intentional) Special thanks to: [LIST] [*]Razchek for creating KerbTown plugin [/LIST] current buildings: [LIST] [*]Nothke - KC INTL Airport, Eastern Island streets and expressway [*]BobCat - A3 plot, Eastern Island (plot 10), BobCat industries headquarters [/LIST] People involved in the project: phase 1: [LIST] [*]Touhou Torpedo [*]Nutt007 [*]Rasheed [*]NGTOne [*]Needles 10 [*]Nazari 1382 [*]Mr.Desmond Tiny [*]Cooly568 [*]Hoojiwana [*]BlazingAngel664 [*]SolarLiner [*]Ozi [*]Tom1499 [*]Henrik908 [/LIST] waiting for phase 3: [LIST] [*]Devo [*]rasheed [*]Olympic1 [*]skykooler [*]Kommitz [*]POTKC [*]squirtgun1234 [*]Themorris [*]Cooly568 [*]Zachtroid [*]Zachtroid [*]hofugir [*]hofugir [*]Tw1 [*]Yogui87 [*]Yogui87 [*]Henrik908 [*]Psycho529 [*]Yeomans [*]tobyb121 [*]OrbitusII [*]Globox [*]Loabstas [*]toomtoomX [*]duckoftheMoon [*]surfthug [*]surfthug [*]kockaspiton [*]JustinS222 [*]Shef [*]Mettwurst [*]MrTheBull [*]zekes [*]HUNTER95 [*]stijn181 [/LIST] Full Readme: Kerbin City Community Project - started by Nothke //**** BUILD 2 ****// Go to the KSP forum for more info about the mod: http://forum.kerbalspaceprogram.com/threads/46643-Kerbin-City-Community-Project-(packing-build-2) //---------- Requirements ----------// This mod requires KerbTown plugin by Razchek. Note that the launch part of the plugin does not work in 0.22 (by Nov 16th 2013), so you will have to fly to KC instead. In 0.21 everything works perfectly. For 0.21, download here: http://forum.kerbalspaceprogram.com/showthread.php/40374-WIP-KerbTown-v0-12-3-Beta-Place-static-buildings-cities-launch-sites-more! For 0.22, download here (update by HoY): http://www./download/j6h246rgk68j654/KerbTownPlugin.zip //---------- Installation ----------// Put the GameData folder in your KSP folder, and you are ready to go! //---------- Instructions ----------// Easiest way to visually find Kerbin City from KSC, is to just follow the coast to the south, it is 111km away from KSC, located in a big bay. To land at the airport runway 30 (the most common one), start from KSC and follow 230 heading. When in range of airport you should spot a small green island in the bay in front of you, begin a descend and when you reach it start the turn to heading 300 and you should be alligned with the runway almost perfectly and prepare to land. =) OR you can spawn in Kerbin City or the airport (in 0.21 only): Before launching your craft in VAB/SPH, open the KerbTown menu and select places to your liking starting with "KC" (Kerbin City) //---------- BEWARE aka KNOWN ERRORS ---------- // - Runway markings and airport markings are not correct, I will edit them for the next build when I decide how to do runway texture properly. Don't brag and moan about it being wrong, I was studying ICAO's standards for reference, it's just not finished yet. - Use only the 30-12 (darker) runway on the airport, the other runway is under construction - Not all colliders on BobCat's plot match their graphical models so on some places there are invisible walls or visible walls but through which you can go. - Object seam to sink on some places slightly below the surface, but there are no other collision problems rather than that. I will check for solution later. Some locations have pretty "wonky" collisions by the way. - The piece of Eastern section of Xpressway does not align with the Malleus section. This will of course be corrected when the bridge arrives. - Hujiwana's apartment blocks are flickering. (z-fighting problem, will be fixed) - fence on Ozi's plot looks strange, will be replaced with alpha blend shader //---------- Feedback ---------- // Please report any performance and collision problems on the forum thread! //---------- CREDITS ----------// all rights reserved by respective authors: (some may not be included, I am sorry if I skipped someone, not intentional) current buildings: - Nothke - KC INTL Airport, Strait bridge, Siege island, Eastern Island streets and expressway, Cooly's arena exterior - BobCat - A3 plot, Eastern Island (plot 10), BobCat industries headquarters - Hujiwana - D3 plot, Eastern Island, apartment blocks - Ozi - C4 plot, Eastern Island, small shipyard and village - Nazari - B2 plot, Eastern Island, skyscrapers and highrises, a petrol station - SurfThug - D1 plot, Eastern Island, Hospital - Tom1499 - D4 plot, Eastern Island, communications antenna People involved in the project: phase 1: - Touhou Torpedo - Nutt007 - Rasheed - NGTOne - Needles 10 - Nazari 1382 - Mr.Desmond Tiny - Cooly568 - Hoojiwana - BlazingAngel664 - SolarLiner - Ozi - Tom1499 - 96FPS - Henrik908 - SurfThug phase 3: - Devo - rasheed - Olympic1 - skykooler - Kommitz - POTKC - squirtgun1234 - Themorris - Cooly568 - Zachtroid - hofugir - Tw1 - Yogui87 - Henrik908 - Psycho529 - Yeomans - tobyb121 - OrbitusII - Globox - Loabstas - toomtoomX - duckoftheMoon - kockaspiton - JustinS222 - Shef - Mettwurst - MrTheBull - zekes - HUNTER95 - stijn181 //---------- CHANGELOG ----------// ** BUILD 2: Major changes: new geography names: - Cape Malleus (the peninsula on which the airport is), - Incus - piece of land where Eastern island is connected to mainland) - Incus hill (a hill north of Eastern island) - Stapes island - island at the base of future port and industrial, currently connected by 2 **** to mainland) - City Gulf - the outer, larger bay - City Bay - inner bay - "the Strait" - strait that separates City Gulf and City Bay, the Strait bridge is spanning it - Siege island - new land formation in the middle of the Strait - Truncheon penninsula - penninsula on the south of the City Gulf. - Golden lake - a small lake just East of the City Bay t the East (the lower of the two), has a bright yellow spot in the center, hence the name. Trivia: Malleus, Incus and Stapes are the 3 ear bones aka Occilles in the human ear. The entire bay resembles the scheme of ear when seen from space, therefore the idea to name the geographical features. Eastern: - added Nazari's, Ozi's, Hujiwana's plot and SurfThug's hospital on Eastern - added temporary Arena building on Cooly's plot - no access yet - added construction stuff on NGT's plot in the shape of his upcoming buildings - added antenna from Tom1499 on his plot Airport: - redesigned airport terminal (still WIP, glass missing) - redesigned ATC tower (not complete) - built access road for airport terminal and freigth apron Strait: - formed the "Siege island" and the gallery tunnel on it Kerbin City Xpressway segments: - built Cape Malleus - airport section with offramps for freight apron, or airport employee access - Airport tunnel is now complete - Strait bridge (previously known as "Narrows bridge") is now complete and fully accessible - added gantries and direction signs on important places Minor changes: - BobCat's buildings' glass now have spec reflection =) - changed the tiling of grass to 20x20m to improve detail up close - added a subtle normal map to grass ** BUILD 1 - First published versionKerbin City Community Project - started by Nothke //**** BUILD 2 ****// Go to the KSP forum for more info about the mod: http://forum.kerbalspaceprogram.com/threads/46643-Kerbin-City-Community-Project-(packing-build-2) //---------- Requirements ----------// This mod requires KerbTown plugin by Razchek. Note that the launch part of the plugin does not work in 0.22 (by Nov 16th 2013), so you will have to fly to KC instead. In 0.21 everything works perfectly. For 0.21, download here: http://forum.kerbalspaceprogram.com/showthread.php/40374-WIP-KerbTown-v0-12-3-Beta-Place-static-buildings-cities-launch-sites-more! For 0.22, download here (update by HoY): http://www./download/j6h246rgk68j654/KerbTownPlugin.zip //---------- Installation ----------// Put the GameData folder in your KSP folder, and you are ready to go! //---------- Instructions ----------// Easiest way to visually find Kerbin City from KSC, is to just follow the coast to the south, it is 111km away from KSC, located in a big bay. To land at the airport runway 30 (the most common one), start from KSC and follow 230 heading. When in range of airport you should spot a small green island in the bay in front of you, begin a descend and when you reach it start the turn to heading 300 and you should be alligned with the runway almost perfectly and prepare to land. =) OR you can spawn in Kerbin City or the airport (in 0.21 only): Before launching your craft in VAB/SPH, open the KerbTown menu and select places to your liking starting with "KC" (Kerbin City) //---------- BEWARE aka KNOWN ERRORS ---------- // - Runway markings and airport markings are not correct, I will edit them for the next build when I decide how to do runway texture properly. Don't brag and moan about it being wrong, I was studying ICAO's standards for reference, it's just not finished yet. - Use only the 30-12 (darker) runway on the airport, the other runway is under construction - Not all colliders on BobCat's plot match their graphical models so on some places there are invisible walls or visible walls but through which you can go. - Object seam to sink on some places slightly below the surface, but there are no other collision problems rather than that. I will check for solution later. Some locations have pretty "wonky" collisions by the way. - The piece of Eastern section of Xpressway does not align with the Malleus section. This will of course be corrected when the bridge arrives. - Hujiwana's apartment blocks are flickering. (z-fighting problem, will be fixed) - fence on Ozi's plot looks strange, will be replaced with alpha blend shader //---------- Feedback ---------- // Please report any performance and collision problems on the forum thread! //---------- CREDITS ----------// all rights reserved by respective authors: (some may not be included, I am sorry if I skipped someone, not intentional) current buildings: - Nothke - KC INTL Airport, Strait bridge, Siege island, Eastern Island streets and expressway, Cooly's arena exterior - BobCat - A3 plot, Eastern Island (plot 10), BobCat industries headquarters - Hujiwana - D3 plot, Eastern Island, apartment blocks - Ozi - C4 plot, Eastern Island, small shipyard and village - Nazari - B2 plot, Eastern Island, skyscrapers and highrises, a petrol station - SurfThug - D1 plot, Eastern Island, Hospital - Tom1499 - D4 plot, Eastern Island, communications antenna People involved in the project: phase 1: - Touhou Torpedo - Nutt007 - Rasheed - NGTOne - Needles 10 - Nazari 1382 - Mr.Desmond Tiny - Cooly568 - Hoojiwana - BlazingAngel664 - SolarLiner - Ozi - Tom1499 - 96FPS - Henrik908 - SurfThug phase 3: - Devo - rasheed - Olympic1 - skykooler - Kommitz - POTKC - squirtgun1234 - Themorris - Cooly568 - Zachtroid - hofugir - Tw1 - Yogui87 - Henrik908 - Psycho529 - Yeomans - tobyb121 - OrbitusII - Globox - Loabstas - toomtoomX - duckoftheMoon - kockaspiton - JustinS222 - Shef - Mettwurst - MrTheBull - zekes - HUNTER95 - stijn181 //---------- CHANGELOG ----------// ** BUILD 2: Major changes: new geography names: - Cape Malleus (the peninsula on which the airport is), - Incus - piece of land where Eastern island is connected to mainland) - Incus hill (a hill north of Eastern island) - Stapes island - island at the base of future port and industrial, currently connected by 2 **** to mainland) - City Gulf - the outer, larger bay - City Bay - inner bay - "the Strait" - strait that separates City Gulf and City Bay, the Strait bridge is spanning it - Siege island - new land formation in the middle of the Strait - Truncheon penninsula - penninsula on the south of the City Gulf. - Golden lake - a small lake just East of the City Bay t the East (the lower of the two), has a bright yellow spot in the center, hence the name. Trivia: Malleus, Incus and Stapes are the 3 ear bones aka Occilles in the human ear. The entire bay resembles the scheme of ear when seen from space, therefore the idea to name the geographical features. Eastern: - added Nazari's, Ozi's, Hujiwana's plot and SurfThug's hospital on Eastern - added temporary Arena building on Cooly's plot - no access yet - added construction stuff on NGT's plot in the shape of his upcoming buildings - added antenna from Tom1499 on his plot Airport: - redesigned airport terminal (still WIP, glass missing) - redesigned ATC tower (not complete) - built access road for airport terminal and freigth apron Strait: - formed the "Siege island" and the gallery tunnel on it Kerbin City Xpressway segments: - built Cape Malleus - airport section with offramps for freight apron, or airport employee access - Airport tunnel is now complete - Strait bridge (previously known as "Narrows bridge") is now complete and fully accessible - added gantries and direction signs on important places Minor changes: - BobCat's buildings' glass now have spec reflection =) - changed the tiling of grass to 20x20m to improve detail up close - added a subtle normal map to grass ** BUILD 1 - First published version Licence All rights reserved by respective authors: (some may not be included, I am sorry if I skipped someone, not intentional)
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Here you go: Head to addon releases: http://forum.kerbalspaceprogram.com/showthread.php/47666-Kerbin-City-OPENS%21-Build-1 -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
So, the first build is ready and packed... Should we make some groundbreaking* party? * groundbreaking, not as in "mindblowing" but as "launching a ship" but for buildings -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Hay, I am intending to dedicate a full island to the campus (the small one West of the 'downtown' island on the sketch map). I wanted to base it of MIT too and call it KIT =) I think that the old English style campus that you are intending to make would fit perfectly. Also, I'd like to make a Kresge auditorium lookalike to go inside the campus. EDIT: Oh wait.. I don't know if you are the one who wanted to make an English-like University, but somebody said that and I can't find it! God, this is confusing Also, Frogbull has joined the project and is improving his statue of Kiberty =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I'll be online soon again: http://www.ustream.tv/channel/3d-modeling-iss sorry if I disappeared yesterday, the computer was lagging and my chat dissapeared completely, then something happened with my ustream account I couldn't get in.. So I stopped trying. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Oh my God.. That was really a joke that we need a website! In my opinion it's too much work to edit a website. If you want to edit and update that'll be ok, but I actually doubt how useful it would be. -
Simple Railway mod in development. Kerbtown based.
nothke replied to Tw1's topic in KSP1 Mod Development
Nice sketches, I guess the slanted track sidewalls could contain the vehicle in the turn. You should use modular multiwheels cause they are sturdier and have proper suspension. Here you can compare it to my test track seen in the video http://www./download/g6jd20fx9vx0zjl/KerbinCity_railwaytest.rar You can spawn on it directly. The track is about 7 meter wide so you need a 8 meter platform with wheels below.