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nothke

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Everything posted by nothke

  1. Wow, these are some nice suggestions, thank you! I wrote them down. I would say "why not" to all these suggestions, but it all depends if the others are willing to make them. Also, you need to think would they be fun and how to make them fun: As for adventure park, maybe we can make some rollercoasters where Kerbals could drive on with a car (presumably rocket car xD). Kerbin Eye would be really cool, even if it doesn't work it's a great sight. It could be over water too. Triumphal gates, could be, but a triumph of what? Landing on Mun? xD An arch with carvings that tell the story of the first landing on Mun similar to those on the Greek temples would be cool =) Also triumphal gates would be great to fly through. Castles, sure, we could top one of the hills with one, if someone is willing to make it. cable cars - we probably are going to have a train, but if someone is willing to try, why not. hydroelectric dam - we could "model" the water, but it would not really behave like the REAL water, it would be just an object.. Maybe a frozen lake instead? =) It would be cool though, but there are no high hills/mountains around Kerbin City. power stations - absolutely, maybe a nuclear one and a disused coal one like Battersea or Tate. But again it's quite static. I am sure vapour puffs could be added. Also I'd love to see an oil refinery so we should make a fire emmiter on top of the stack =)
  2. Here's something from me: I have finally made proper modular textured roads and combined them into the plots. Now there are 2 street types, one is normal 20m wide and second is an avenue that is 30m. DON'T WORRY, the plots are the same size, I just moved them a bit to put new roads in. So the plots are the same, but the whole island larger for a few meters =P EXCEPT for the lowbridge ramp which starts all the way from the street before and climbs up to 20 meters and.. clips BobCat's plot a bit (I hope he won't kill me now). Out of all the plots he finishes first and exactly where I made a change xD I've also been experimenting, and have made a pretty lightweight system for signs. Still I need a modular system for the gantry too. It looks pretty much like simcity from above now xD I will put a model online soon, you can send me your model.
  3. It's not the polycount that makes collision problems, it's the distance from the mesh origin. If EVA works ok everywhere and Kerbal doesn't fall through until the the belt, it's perfect =) Looks amazing with all the shadows being cast BTW. You are probably having 2 materials/textures on one mesh. KSP doesn't support 2 materials on one mesh, you'll have to split meshes.
  4. That looks awesome! Except.. That rocket monument.. Khm, khm.. I think Kerbal council should decide on that, I'll forward them the project visualizations =P What is the side towards the water? Soon I'll show my modelling progress =)
  5. Sure, List of people interested for plots in the next phase (I hope I got everyone): Hofugir - port/harbor stuff TW1 - train station Kommitz Skykooler Squirtgun1234 Olympic1 Henrik908 Yogui87 Rasheed (more)
  6. Why not, great idea! Except if it's a static object it'll be funny to see planes crashing into it and it stays solid as rock xD
  7. It's ok, but that mast is not so rational.. Why not use the building roof and put a mast on top of it? That's what they do in reality, why make a separate tall structure when you already have one.. I have never seen a mast next to the skyscraper. Plot map Update: http://i.imgur.com/LYNzBRX.jpg
  8. There will be a 30 meter clearance, high bridge has 40m clearance, I don't think it would be a problem although we could raise it a bit.
  9. Hay, thanks, I was thinking about the airport first and how I should care about the flight path.. But then, the flight path is going right through the nicest part of the bay, therefore, I decided to rotate the airport instead xD. I will also add another runway on the southern part of the airport towards the ocean, because it's a really small airport for a city this big. It's a really nice "views" map you made, I am thinking about them as well, there's nothing that nice to view at about the landscape, but I hope that the cityscape will be better to view at. I am having in mind the possible parks and observation areas to sit at and enjoy the view =) About that tidal area. That is what I always imagined it's a river, it looks to me more that the devs didn't really focus on that bay (of course they had to make the whole planet), so they didn't really care about putting functional rivers and waterways, I don't know if they "drew" the map or did they get it through a terraforming software cause thats how it looks. If it would be possible to write a petition to the devs or smth so that they dig that area and give us a functional river =) like this: http://i.imgur.com/mFiGZhd.jpg (the cyan thing) Waaaait, we haven't even finished the first phase, this is just a first sketch. This time I really need to make all the road models first before giving out plots.
  10. Those buildings look amazing, I like how you reused the textures everywhere and they still look very different. 1: I think I will manage to do it unity. I want to export the whole island as one object, so I hope I can group and position your plot right. If it doesn't work with unity, I will let you know. 2. I don't know, I didn't try to import animations. I think vertex animations work just like for normal parts. But you will have to see that on the KerbTown plugin page. Note that meshes in your meshes (objects) should not be bigger than 200x200m because over 200m there are collision issues with Kerbals (on EVA). If you have bigger meshes just slice them, divide them into multiple objects. Should not be a big problem to that in the end of modelling. Another important thing! I am changing the roads a bit, and the street below your plot is not going to be accessible because I am building a ramp to access the lowbrigde. It will be accessible for pedestrians though
  11. Sure, I'll write people down so when it gets plotted, you will be the first to chose =) Anyway, here's one of the sketches for phase 2 that I think I will go through with to the end. What do you think?
  12. Sure, I put myself, but I can put you. Only you'll have to wait me finish the access road. I mean.. you can make the construction.. OTHERS: Also, if you have a company or something important on your plot it would be nice to make a texture sign, an information image that I will put on billboards throughout the city later. ALL PLOTS TAKEN! (still have to see who actually has D4
  13. Great looking stuff guys! I'm gonna update all the stuff now, I didn't do anything for 2 days cause I was away from the computer. Let me see now who has the D4 xD Many people applied for it.
  14. Well, somebody had to start it (Squad), and that's half a way. And there's someone behind the "itself". That's us =)
  15. *cough* *cough*, new speed record http://i.imgur.com/sUlrHLQ.png ..just before the track runs out xD I guess that colliders are good enough for the "top speed" to be almost unlimited.. The real problem are curves and elevation changes now, we gotta focus on them. For the steep slopes, I think a bigger problem is going from 10% to 0% xD train's gonna fly out. I guess it is possible to make transitions really smooth. But anyway, there MUST be a system of signs that warn the driver like "80 m/s limit in 2 km" "..in 1km" "BRAKE NOW" "..80 m/s limit in 500m", "80 m/s limit!!!" of course you make 100 giant signs in between cause everything will swoop by you really freaking fast. I am making a bigger multitrack test track now with elevation changes and I'll try camber this time.
  16. Ok, I've ran rocket-train tests now on an improved, longer track with a 700m radius curve, and I must say I'm astonished! I reached a top speed of 230 m/s (828km/h!!) on a straight section and it goes pretty good. I even tried to derail myself intentionally by turning, and it's very very stable even at 200m/s. It looks like these angled wheels are sort of, self-correcting cause when they collide with the wall they tend to go down, when they are sitting on the surface they tend to go inside. In the curve, a safe speed is 75 m/s, and a top speed without breaking the train or derailing it is 80 m/s. I have to say that you can really reach big speeds, and this is just a start of the experiment, I am sure I could improve on it and build an even more stable version. Oh, and I've solved the roll-on thingy with a V ending, now it's easy to get inside, if you do the same with the outside walls, it will be very safe. One goal the train is to keep the cargo in, preferably one piece. The wheels are strong enough to withstand the shocks, but the cargo I'm afraid won't be, so we need to keep the rides as smooth as possible rather than as impact/breaking resistant as possible
  17. Highway to KSC is a pretty huge thing to do.. I don't think I will try to do that. I am focusing on airlifting, or if someone is interested in ships they can try to do it.. Although it would take a lot of time to reach KSC. You can take rovers over the terrain if you'd like, I will make access roads to islands from the land. As for the satellite crash, that's a cool idea =) Someone could do it. very good. But remember the bridge should be 30 meters wide and about 1000m long, now it looks like it's pretty narrow, or those walls are just huge.
  18. The radius of my curve is around 300m and I've got 40m/s = 144 km/h That means it's waaay better than it should be xD
  19. You don't need convex colliders for static objects!! No need to mess up with separate colliders (unless your model is high poly). Just make your model and import it with a mesh collider WITHOUT ticking "convex". On the other hand, I tested my system in practice. I built a short test section with 2 straights and 2 curves and made a small depot with a ramp to put the train on tracks. I used modular multiwheels mod's wheels in this test. So this is what happened: As I suspected earlier, the biggest problem are the curves. Every poly that the wheels/train/bumper laterally collides with in a curve makes a side shock and in most cases this shock breaks the train apart (even with heavy struts. "Bumper" or any contact of the vehicle via a non-wheel object slows the train down due to friction - drastically. So lateral wheels as one of you suggested is a must. I avoided this problem with making the wheels at an angle, and it worked perfectly, like here: except of course.. ..the train tends to derail a lot due to not so low CoG, I imagine putting cargo on top would even make this problem worse. in the image above you can see small "puffs" of smoke on the curve, that is where the wheels hit the sides and you get the side shocks. How to solve the problems: Lateral wheels to prevent friction, this one I mentioned. hiigher poly curves, to smooth the side shocks as much as possible. Slow down signs on tight curves. This is a must to prevent side shocks and derailments. Cambered track - I think this is necessary if we are intending to make high speed rail, and I am intending to. Other types of trains/tracks to consider: Monorail, as the one presented on the beginning is a good idea. Problem with monorails is that switches would be more complicated, and also with my "guided truck" system you can drive it on roads as well, monorails you can't. Solution to tilting/cog problem might be solved with the double lateral wheel system: if the rail is tall enough and there is a double set of lateral wheels, one near the top and other near the bottom, derails might be the thing of the past. Hanging trains - like the Schwebebahn might be a good solution for cog problem, the train would tilt itself under weigth in corners so no need to think about cambers, although this needs lots of testing. By the way, top speed on straights is about 70 m/s (but could be practically anything if you put more engines), and a non-destructive, non-derailable top speed in curves is around 45 m/s
  20. Can you update the mod ASAP? I really need it for precise terrain mapping for the Kerbin City development project
  21. I guess there are easier ways to make it than using ladders. I actually think it's a bad idea, it's really something different. I probably think that making a scripted object following a spline is the simplest thing to do.. However, if you really want to make a collidable train, I think this might be a good idea to make it very simple, and as robust and functional as possible, here's a suggestion: (width/height not to scale) As you can see, it's more a "guided truck" than a train, but still it follows the "rail" and the colliders are big so there are no problems with them and you can probably achieve high speed. The rails are high and the center of gravity should be as low as possible so that there are no easy derails. As for the junctions, they could be easily switched like this: Just someone would need to make a script for the switch =) Beside the junctions, the good news is that this system is doable right now without any scripts
  22. Looks very good! I think that the polycount and materials are ok =) Maybe put a specular on the window texture to make them shine in the sunlight, also you could try adding emmisive map to the text and to some of the windows. I don't know yet how to make it turn off during the day, but I guess someone will come up with a plugin or a way how to do it. bac9's KSC is doing it, then it's possible.
  23. I am actually sketching the future plans and I am considering a bigger harbor district with piers north of the eastern island. Check the first map of the bay in the OP. I will share more sketches later.
  24. it could be done in a way its done in gta series. Just scripted object that is moving along a predefined path, a spline. no physics involved. Practically like an animated moving platform in games, while the rails are just cosmetic. Oh, i actually didnt assume trains should be drivable. I imagine them as moving platformsvyou could hop on and off at stations.
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