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Everything posted by Tw1
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It's not working for me, I've been having to use the muliquote system.
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
You have an interesting shape, but I refer you to the original post: Plus, not everyone who would like the city would like such an easy way into space. My suggestions: -Perhaps use the model for something else? -Or, make it as an independent kerbtown item. That out of the way, I suggest we share textures we create. This way, we get more bang for our memory usage. I can imagine making use of the brick texture on the bridge, or the tiles on the airport, or the window texture Devo showed, and someone else making a classical-ish style thing could make use of the column-window texture I'm planning when I make the final version. And something I'd like to see as a modular object is a park bench. This could be re-used in parks, on the street, and on station platforms. Proportions could be based on the external seat part. -
Wow, that's awful! Mine's pretty reasonable. Could someone explain what the last number means?
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Look for the settings button! Everything should be there, if you have been here long enough now. Welcome to the Kerbal forums!
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
That is a long way. IIRC, somewhere in the thread, it was raised, but not thought the best idea. Instead, the modular rail system I'm working on could be used- probably with some memory savings. Maybe you could make Eastern island station? Actually, what have you got so far, and was/is this an automated or player driven system? As the other rails are going to be monorail in principal, perhaps things could be resized to use the main rail system, if we can't fit two in some how. Speaking of that, now I've got proof of concept for most of the basic ideas, next time I'm going to fine tune the track cross section. The plan is to make it so an assembly of stock parts can be used to make a bogie (wheel frame), so you don't need my pack to ride Kerbin City's rails. But, alternatively, I could just offer the specialised bogie part for inclusion in this pack. Or maybe both. What do you guys think? Also, here is a Kerbal inspecting a reduced size carboard mock up of Central's main building. Or, perhaps it could be used with simple form of multilayer, limited to the city where members interact via kerbal avatars. Could be cool. Or perhaps a giant screen serves as a browser.. Also, would we be able to get that tiles texture from the airport added to the shared textures? I can imagine many uses being found for it. This is going to be very cool, but with all stuff, looks like it will be a "sometimes" mod. Unless a way around the Unity RAM limit comes soon. -
My little adventure:
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
Hey, why not. And why not take inspiration from the Roman Forum, but with KSP forum colours, and some spacey touches. Could be broken up into simple shapes, with some clever texture usage. Or maybe just use the layout. Just ideas for whoever wants to do something like that. -
Simple Railway mod in development. Kerbtown based.
Tw1 replied to Tw1's topic in KSP1 Mod Development
So.. Experiments. Here, I am testing 5.2M T shape track, with stock parts. As you can see, the sides tend to clip trough a fair bit. Having the wheels pointed the right way works much better.... Did some experiments using Nothke's experimental track, using multiwheels. Again, after several experiments, I had the most success when my wheels were mostly perpendicular to the track. Not blowing up: T shape and camber should help. Then I tried small payloads. Two X200-16s, without struts or cheats survived the trip fine. Next, low gravity. Using the hack had a strange effect.... No prize for picking why.. Fixed my CoT (mostly) and tried testing it on the Mun, but the track wouldn't save properly. I came up with a solution to the imprecise CoT- accelerate under gravity, then cut both thrust and gravity the moment I encountered the curve. The results were surprisingly good, got up to about 80m/s, in micro gravity. (those spherical tanks are full of rocket parts.) I didn't have room for more thrusters, so couldn't test it further, but 100m/s is a lot faster than most safe rovers. I'd still like the final track to be able to be usable with only stock parts, as that would be convenient for the Kerbin City's tracks. Next time, I'll try and get the track to fit a simple arrangement of aircraft gear, and panels. If that works, I think it will become the track standard. A bogie part will still be included in this pack. -
Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
If you have an idea, put it forward! Or, there are a few ideas mentioned in the early pages that might not have been taken. Or perhaps you could offer to do a town hall, a church, or performance centre. -
Agreed. When I use Lego from time to time, if it's not old stuff, I tend to make Frankenstein's monster of things. As for this project, sure, why not. I'm sure mixing Star Wars parts and kerbal parts would make some interesting results. But their heads look a little short.
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What you'd like, is a mod called KerbTown. Still a work in progress, it allows static objects, like buildings, to be placed in the game. In future, it may support things like parts spawning buildings, and joining up of segments in game, giving many opposites for future mods.
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
Looking forward to phase B! Hope it works out, with everyone's different time zones, and all that. The end result should be awesome, none the less. Though the line continues, I'd call it a terminus, as passenger services would end there. If the line was extended past the freight terminal, this station would still be the place long distance trains terminate. My plan is to have the tracks sort of behind the main hall, rather than directly under it, so we get the best of both track positions. Something like this: *quickish paint drawing* Leaning towards the top platform arrangement, as it would be a cool experience to arrive and walk straight on to the concourse. But then, I'd need a number of inside polygons visible, which means more memory usage. Maybe not. I like the idea of having the subway near/connected. Sounds practical. And a branch to the port and industry sounds like an idea to. Decided to show the test version. Didn't quite upload right, but never mind. Edit: Added copper dome, and made clock tower more clock tower like. Still trying out track widths. So far, they're pretty wide, as this needs to be stable in lower gravity environments as well. The last test track segment was about 6 meters across. -
Exactly. For me, Tuesday has been and gone.
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Today, I visited Kerbin City! I got there fast. Perfect fit! Actually, turns out the kerbs (edge of the road kind, not the green space explorer kind) in this city like to eat tires, and a vehicle designed for Munar maria doesn't handle city driving too well. I need a smaller vehicle, with stronger wheels. Not quite sure what happened there. City exploration will resume another day.
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
Perhaps Antwerp Central? It's got rose window type things, and a cool roof? This the place? I'd love to have something like that over the Platforms for Kerbin Central, but that'd be more than my fair share of polygons. Got to do something simpler. Driving in the city is pretty awesome, but the Kerbs (road edge kind) like to eat my wheels. Maybe roll-over (sloped) Kerbs would be better. (Then again, it was a 20t rover.) -
Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
Don't worry, I completely see where you're coming from. If something like it was to be built, styled that like now days, it would be a big surprise. They don't build'em like they used to. After thinking about it... This station needs a home. I think it will be quite happy to serve as Kerbin City's central station. Just make sure it gets a good site ok? I like the idea of of an open pit, with platforms coming up to the back wall. More impressive seeming, I think. Edit: That would not be unlikely, I looked at many grand stations when I was designing it. The main influence though, was Sydney's Central station, (I pass through there every day,) and Melbourne's Flinders Street station. Oh. Also, track size. I've been testing rail pieces with 5.2 meter wide, T shaped track, for the modular system. Would something like that suit the city as well? -
Sounds like the pod you are controling from is pointing in the wrong direction. Mechjeb won't cope with that. Hard to tell what's up with the separators without a picture, we need to know which ones you're using, what they're supposed to be doing, and how they are attached to make a diagnosis. Mechjeb's autostage fires when it detects and engine flameout, I believe. Could that be an issue with your design? Sometimes rockets are just cursed. Perhaps it's time to scrap that one and re-build. Good luck, and welcome to the kerbal forums!
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So basically, orbit inclination VS max terrain height? Useful. I like the way your graphs give exact numbers when you put the mouse over. Handy.
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Same here. But, I would not be in favour of this idea. No visual pollution my rockets, thank you very much. Custom adding decals of your own, yes. But advertising? Yuck. That'd just annoy all the kerbals watching. This might sound a bit harsh, so OP, I've nothing against you at all. Just don't like ads.
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Kerbin City Community Project - Phase B - New Islands
Tw1 replied to nothke's topic in KSP1 Mod Development
Made a practice version of the station. (With sketchup, if you use it carefully, it can be awesome.) Teaser- The inside (Textures and ground only included for display purposes.) I'm having second thoughts. Not because I don't think I can do it, it's complicated. I came up with this building years back, and finally seeing it in 3d reminded me how much I loved the design. Part of me hopes to change uni subjects to buildings architecture one day. If I do, if there is any chance I could actually build something like it in real life, I'd jump at it, and I worry adding a version of it to KSP could harm that chance somehow maybe. IDK. I'll think about it. BTW, poly count is about 6.6K ATM, and that's without platforms and tracks, but there are several places I know I can get that down. -
globe encompassing station
Tw1 replied to PsykoticCreations's topic in KSP1 Gameplay Questions and Tutorials
Other times, it has been said that having a center of mass inside a planet will cause the game to destroy your ship. -
I like that smell! One of the benefits of having trains from 40 years ago still running regular services... It is true, some people will sniff large amounts of petrol fumes to get hight. In some parts of the (Australia's) Northern territory, it's quite a big problem. The government has had to alter the chemicals in the petrol to fight it, as it does awful things to your brain.