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nothke

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Everything posted by nothke

  1. You can start doing it right now. And please write things concerning the development in the development thread.
  2. I've finished fixing some old issues, now just waiting for Justin to send me the plot =)
  3. Yes, you can send me the plot. I think that I'll publish bulid 2.1 with it, and to fix the spawn points.
  4. Well, just as I mentioned, there is no really a fixed size. There will be no plots as in the first phase. It all depends on what you do, and you should definitely start working on it, post some previews, show some ideas, and then we'll find the best place for it on the new islands. And because things on the new island should be more logical and interconnected instead of the strict "city for their own" plots. BTW, Kerbtown is confirmed working in 0.24 with the latest unofficial update that you can get from this post http://forum.kerbalspaceprogram.com/threads/40374?p=1052327#post1052327 and we have news from Razchek that he is coming back to KSP =)
  5. I'll just note that the name "KSPAPI" is a bit confusing, cause there is a PAPI mod
  6. Wow, that's fast! Not sure if he predicted it... Mission Controller mod had this capability for a very long time.
  7. Is there a chance the mod could be upgraded into a "difficulty" mod where there is decay above 70km on Kebrin, so that we difficulty lovers need to think about station keeping? =) This is something I was requesting long time ago
  8. I have just tried it out, but I can't figure out how it's possible to "paint" or add geo features using it. The documentation is scarce, and I don't have much time to spend figuring it out myself. If anyone is interested in checking it out and creating a pqs to "dig" the river, it would be much appreciated. Btw, the old link is not working, here is a new one http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-155
  9. Looks great. But not enough landing gears!
  10. I've put a zip link in the download section in the OP. Thanks to OrbitusII for providing it =) https://www.dropbox.com/s/wipcgkktzu...ity_build2.zip
  11. The first part I modeled for KSP was actually Skylab, something I called "Kerlab", but I didn't focus that much on recreating real one 100% but on modularity, so that if you wanted you could make the real one, but otherwise, all the parts are modular and you can easily make whatever else you want. The parts were really big (5m), and in some parts, you could get inside with Kerbals. the separator part, which also divides into 4 corner parts: the airlock with which you can move between inside and outside: if you stacked the parts this is how it'd look from inside: However, I never finished or published it. I can send you the models though, but they are really primitive comparing to what I do now =) Also, I am not sure modularity is your goal, but recreation of the real one, so I doubt my models might help.
  12. I haven't used kOS since 0.6 .. Were there changes to how editing functions? "edit filename." doesn't work for me. It doesn't move me to the "edit" screen.
  13. I can't google it out right now, but I remember reading that a Soyuz docked to one of uncooperative Salyut stations while it was spinning (around it's docking axis of course). So it has actually happened in RL =)
  14. Alfa Romeo 33 Stradale, sexiest car I've ever seen [on pictures.] On the other hand, does the screw truck count? xD
  15. Another failures mod? Oh cool! I will copy my post from the other failures mod page a few modders are also working on random failures mods: https://github.com/jbengtson/ksp-partfailure and HoneyFox (http://forum.kerbalspaceprogram.com/threads/71866-WIP-Random-Failures-%28for-your-masochism-needs-XD%29) Also I was trying to help HoneyFox by assembling a list of whatever came to my mind: It could help you too (added a few more things today): https://docs.google.com/spreadsheets/d/1-8iIiyy6Qnurrg2TEO_gfK-IWWjUaCO9U0hyjoFj40U/edit?usp=sharing also, you can add new things or correct me by commenting on cells =) I will then add it to the sheet
  16. WOW!!! This is what I was waiting for! Next difficulty stop: Heat management =) Although, I think that the Shuttle cargo bay was actually inertial and not hydraulic, by which I mean, it's basically a spring mechanism that pushed the bay door, and then the door would continue going on it's own inertia until locked on the other side in "open" position. To open the bay doors on the ground there was a special rig/crane that attached from the outside. Someone please correct if I'm wrong. But I'd definitely keep cargo bays hydraulic in KSP cause they can also open on the ground under gravity. Also, an interesting note is the the Shuttle's hydraulics (primarily for aileron control) were run by the apu that was powered with hydrazine (monopropellant) and not by the fuel cells. It would be cool to add an APU run by the monopropellant to generate power for some big movable surfaces.
  17. I will put up the models of new islands during the following week, so you can directly build on that model. I am planning to make a single big alpha texture with maybe 4 types of trees, so everyone would need to share this texture for all the vegetation to reduce usage of transparent textures. For now, you can use the already used ones, I strongly suggest reusing existing textures =)
  18. Is there any chance of adding fresnel to the shader? It basically means that the reflection increases the lower the viewing angle is to the surface. This would greatly increase the realism of "car paint" (or plane paint or rocket paint xD) coated surfaces. Here is an example of it: http://answers.unity3d.com/questions/38138/fresnelrim-reflective-shader.html
  19. In reality, the difference between "berthing" and "docking" is that docking is an impact system, which means that autonomous craft slams (gently) into a docking port which then mechanically captures the spacecraft. On the other hand, "berthing" is not an impact mechanism and the spacecraft in this case is connected to the port with the use of a robotic arm. The advantage of berthing is that the ports are more simple in design as it doesn't need to be as structurally sound as docking ports, and as a result, it is possible to make them larger without drawbacks such as dramatically increased weight as with docking ports. Also, impacts needs to be absorbed by both of the craft. The disadvantage is that you obviously need a robotic arm and you need to be much more precise with parking your craft prior to grappling ("grappling" is the act of capturing a free flying craft with a robotic arm) However in KSP, all docking ports are using some sort of a magnetic system, which is not very realistic, but is useful and easier from a gameplay perspective, therefore it doesn't really matter what port parts you are using in the game itself. I prefer to stay real, so I use robotic arm to berth station parts, and docking ports for transfer vehicles. These are my custom made CBM ports I am using on my stations, they are simple, robust, don't have any moving parts or alignment pins, and are thin: https://www.dropbox.com/s/4xlro8y7wftcz06/KABOOM.zip
  20. HoneyFox changed the spawn point naming. If the launch site name is incorrect, the craft will spawn at the model origin. I will correct this in the next build.
  21. I updated the tubes. Well, not really an update, I just checked if it works in 0.23.5 and saw no issues, the only change is that I bundled it with the current version of Firespitter.dll so that there wouldn't be issues with people installing it on 0.23.5 without checking for the latest Firespitter.dll Also, I made a move to Curseforge, so I won't be updating on spaceport anymore.
  22. Wow! Really cool video =) The stadium walls are a known error, they don't have the collider. I am not sure about the skyscrapers, I'll check. There is also a stairwell between the taxiway and the airport tunnel where I accidentally forgot to put collisions on the stairs, so it, literally is a stairWELL. Taxiway collisions, hmm, I'll check but they should be fine. All these things will be fixed in the next build btw. If you want to take the plots "around the edges" you are basically free to design the coast to whatever you want, so you could even extend the island. Yeah, there is several of them, first it is much easier to build on the plots that you have in your modeling software and not having to match with the terrain in game. Also, it's possible to make streets that match buildings and plots perfectly making it look "harmonious". Second, the terrain might change in the future (Squad does this from time to time), so if you build something on land and follow the landscape, the terrain could change in some version and your stuff is suddenly underground and if you try to correct it you see that you should rather redesign everything. On the other hand, you are always sure that water will always be flat and at 0. The only case when I matched the road with terrain was with the road that connects Eastern island and airport, so I had to risk in case of future terrain changes, and it still was really difficult to set up in game, (I still have to perfectly match the bridge end to end). ALSO, it is possible to create your own terrain as a model AAAND it is also possible to dig tunnels through it if you wish, which are not possible through standard terrain. If you wonder what is the reason the islands are flat is just cause it's easier to put things on it (and less work for me xD). Of course you can. What do you want to build?
  23. It only depends if someone is willing to make it =)
  24. Hi, guys, I need your help! I am making a telescope mod and I need a (probably) very simple plugin with which more asteroids would appear when you activate the telescope. Is anyone willing to help me on this?
  25. Aren't the CargoTransferBags a ripoff of my bags? And you want to use my textures of the original bags for the ripoff of those bags? Bagsphemy!
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