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Everything posted by Eskandare
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That is a challenge I am currently working on. I have quite a few assets that are being created for Cities of Kerbin, and Top Secret!. I'm trying to figure out a good way to create a water effect. Most likely I'll be using a translucent texture on a mesh without a collider. The hills on a cylender will be a challenge too.
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Eskandare replied to Gaalidas's topic in KSP1 Mod Development
Shoot, I'll buy you EVP if I have to... -
I think Arthur Clarke designed his Rama just a few years later. Not sure if he was inspired by O'Neill. Nevermind Rama was written before Gerard O'Neil wrote his "The High Frontier: Human Colonies in Space."
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It has to be in geo stationary orbit because Kerbal Konstructs matches the rotation of Kerbin (or add celestial body here) as in it is really a building in space. I really didn't think it would work, but I tried it anyway with a simple 8x36km cylinder mesh... and I was pleasantly surprised it worked.
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[WIP] O'Neill Cylinder An O'Neill Cylinder using Kerbal Konstructs, More Coming Soon! Dev Album Planned Features: Functioning Artificial Gravety Artificial gravity for Kerbals Cityscape (roads, buildings and landing pads) 'Breathable' atmosphere with aerodynamics (may not be possible) Dedicated to the Memory of Physicist and Futurist, Gerard O'Neill (1927 - 1992) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Eskandare replied to Gaalidas's topic in KSP1 Mod Development
Tracks still not working? I think I'm goong to cry. -
[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
Actually, that is a great idea. Although the camera would have to be very close to the Kerbal due to how the colliders behave. I'll look at the model and see if i can add a gantry stair way back up to the surface. Out comes the knife tool again. I'll be sure to add it to Bulwark Air Station (Details of Bulwark air station are classified and require Clearance Level One). Also, I was looking into getting permission to add the old <REDACTED> base to the list.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
The buildings are separate from the airfield. Just a warning, launch sites don't work on celestial bodies other then Kerbin. SCANSat should work to find them.- 108 replies
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Yay I love this planet. Once Kerbal Foundries is working with 1.1 I'll be able to 'screw drive' through the sand again. I'm in the process of making artifacts and discoverable anomalies for other planets as part of my Top Secret! mod. Currently, stock, OPM, and Arkas are on my list. PM me if you want anything specific.
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Eskandare replied to Gaalidas's topic in KSP1 Mod Development
Ah, I miss Norfork steam. I havent been to Thetford in ages. I love hearing of the progress on the tacks and such. I can't wait to get my crawl on with my rovers. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Once I have all the assets assembled, it will use Kerbal Konstructs for the city construction. I have road sections that will got with it too. Currently, I'm trying to decided on the size of the Hex Blocks, what is a reasonable size, how many buildings on a block, how will the streets and roads intersect and connect to each other? I use a very large pad for Kilo-Sierra-Papa in my Top Secret! mod, which I'm not doing again as it feels too large and I may need to shrink it down a bit or populate it somehow. -
[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
Yes, it is a long time and that is because the lift has to travel a long distance. The big hanger was designed around a Kebal X on a crawler. Although I haven't tested it yet since Kerbal Foundries hasn't been updated but that was the idea behind it. Also B-52s and other big planes.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
Well, 6 to 10 minutes. I kinda forgot what I set the animation time to, but the lift had to be slow to prevent physics from eating crafts for breakfast.- 108 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Eskandare replied to bac9's topic in KSP1 Mod Releases
Yeh eveything needs to moved over to stock modules. A lot of the difficulty with converting from 1.05 to 1.1 is not so much the model but the thrust transforms and animations need to be moved over to new modules. I could probably fix the saber engines by using a simmilar config I used on my Masamune engines and add the custom FX. I have the plug-in that allows me to analyze the model and see how all the transforms are set up, but it is just as easy to read the config file. This is how I made Bahamutod's drills work in 1.05 independent of any dependencies.- 4,460 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
You click the platform, it takes 6 minutes to lower and raise to prevent craft from exploding.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
In the OP it says click the <REDACTED>! Just kidding, the door stripe on the far right is the button for the hanger doors. In future I just may make this an actual switch so it is more obvious.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
Has anyone seen the <REDACTED> at Kilo-Sierra-Papa? I put the <REDACTED> in there as a homage to the <REDACTED> as we all miss the <REDACTED>. There is a whole bunch of <REDACTED> all over the place and I keep adding more <REDACTED> to give more things to explore.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
The block wasn't supposed to blend but I know what you mean. I created a new grass art pass that looks nicer, but the still has tessellation which is unavoidable. I might try lowering the opacity against a BADA55 or maybe 8ADA55 green texture. I hope you know the <REDACTED> is very <REDACTED>!- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
1.0.1 is up along with fixes and a few additions.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
Dang it! It was my fault all along. Uploading the update soon- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
Sadly the triggers are a little borked, until it is fixed you'll need to click the lift and wait the 6 minutes for it to cycle. This is a Kerbal Konstructs issue.- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
NEXT UPDATE... Those naughty Kerbals are hiding something...- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
I love it!- 108 replies
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[1.1] TOP SECRET! (1.0.11) Top Secret Bases for Kerbal Konstructs
Eskandare replied to Eskandare's topic in KSP1 Mod Releases
I'll look in to that.- 108 replies
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