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Eskandare

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Everything posted by Eskandare

  1. Hmmm, odd... I'll have to double check my settings. All the positioning is wrong on mine, two buildings were partially merged. Just very odd. Additionally, for those who want Remote Tech 2 support and too lazy to crash stuff into antennae to get the coordinates, here is my RT2 base station list. GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc501 Name = Tracking Station 2 Latitude = 78.608117 Longitude = 147.491623 Height = 2817.58 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc502 Name = Tracking Station 3 Latitude = 20.45392 Longitude = -78.093832 Height = 3684.54 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc503 Name = Tracking Station 4 Latitude = 20.986161 Longitude = -117.304872 Height = 4204.48 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc504 Name = Tracking Station 5 Latitude = 14.733632 Longitude = -127.017657 Height = 2999.19 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc505 Name = Tracking Station 6 Latitude = 16.043645 Longitude = -156.864196 Height = 4704.55 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc506 Name = Tracking Station 7 Latitude = 3.329209 Longitude = -37.145679 Height = 2230.51 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc507 Name = KKVLA Latitude = 10.3559 Longitude = 227.3936 Height = 430.0 Body = 1 Antennas { ANTENNA { Omni = 10.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc508 Name = Arakebo Latitude = 8.2517 Longitude = 179.4219 Height = 430.0 Body = 1 Antennas { ANTENNA { Omni = 25.5E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc509 Name = Kosmodrome Latitude = 0.138 Longitude = 217.1527 Height = 430.0 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } }
  2. My discovery was the Mount Snowy helipad was underground.
  3. I must add, I've seen the same instances and I've got my settings at high. I had to adjust the structures locations.
  4. Actually, it is hard to add the RT2 sites with Kerbal Konstructs x,y,z coordinates. The instructions for the RT2 config was origionally for kerbal town using longitude and latitude. Now, unfortunately I haven't figured out how to make the conversion. I've found myself walking, driving, crashing Kerbals to tracking stations to pickup the coordinates even then it isn't exact because the coordinates are from the position of the Kerbal not the station itself.
  5. I think a few single resources should be used. Like water, intake air (which already exists), and a karbonite/Kethane like substance. But each one has multiple uses. Water can be used for making liquid fuel, oxidizer and maybe mono-propllant, intake air can be used for oxidizer or maybe xenon too, Karbonite/Kethane like stuff can be used for liquid fuel, mono propellant, and maybe xenon. Something along those lines. It is simple, each different resource makes different things. Having three resources allows a little overlap, a little challenge, fun, but not punishing the player to find a million resources to make one fuel. I also liked the snacks mod from (correct me if I'm wrong) RoverDude that it didn't kill the crew but put penalties on the player's reputation if it ran out. Having a snacks alike resource for crew would be good also give players another reason for stations and colonies to have a hydroponic garden part. The hydroponics idea would help teach the needs for sustainable living in space other then fuel. Just my two cents.
  6. I hope to fix it before downloadable alpha release. I've been working on my other mods. Usually, when I get stuck and get frustrated, I go work on something else so once I revisit the problem I can look at it with a clear mind. Question, would anyone like a functioning helicarrier?
  7. Currently modeling the carrier, it is inspired by ships from Macross, the Daedelus from Saints Row III, and the S.H.I.E.L.D. Helicarrier. I'm working on a design for the rotors for the helicarrier parts. I'm going to have them electricity powered by a thorium reactor where one of the byproducts is xenon gas. (Actual liquid sodium thorium reactors do that) Really (other then star ship designs) LCARS is so the ship doesn't despawn while in flight. You see why I'd like to lock out some capabilities so if it is built as a helicarrier, it can be parked above the clouds but no go to space. Otherwise if it is made as a space ship it can be parked in Jool's atmosphere as a base for investigating Jool. I even made a Kerbal parody agency to S.H.I.E.L.D, I call it F.I.E.L.D (Field Investigation Engineering Logistics Deployment) lol.
  8. RoverDude, what is required if we wanted to make our own drives using your plugin? I'm planning to make a small short hop radial mount drive for small space planes.
  9. Lol Yes it works in .25 since it was just made. Pay attention to the OP next time and you won't get trolled.
  10. I agree. Lol I admit I've been a little ADD with my new found modeling skill. It has been like a giant new world opened for me to create anything I want or even imagine. Currently done with the alpha of the SU Seris Fuselage, just got to write a config file. Also, I'll be adding fsTexture switch. One set back, I'm having trouble with the missiles' thrust transform not animating nor unity compiling the smoke texture.
  11. Been busy on two other mods and updating the carrier for Kerbin Side Oceania. I haven't abandoned this mod. There is a lot I'm making and actually drawing on paper what I plan to build. I'm hoping it will stun all those who see the completed infrastructure. Kerbin Side Oceania Extras tie into Jool City's development. Eve Ville, Moho, and Duna will follow once Jool City is finished and plots are ready for those who want to add to the project.
  12. Oh cool. I'm actually making another mod (yes, another) for a flying carrier, or space-carrier or whatever you want to build. It's going to be compatible with Lack Luster Labs parts, but not dependent. I'm making the flight deck parts large to keep part counts low. Do you mind if I redistribute the LCARS plugin with my mod once it is finished? Of course I'll credit where credit is deserved. Edit: Also it would be nice to have a feature where you can lock out tech, to maintain a certain tech level in the part config. For example, anti-grav but no impuse or forward/reverse (StarWars/Anime SciFi style) forcing the use of conventional engines. Also a way to add LCARS to RPM IVAs would be seriously awesome. Just a couple of ideas
  13. LOL, Doubt I'll go that far. I'm just doing this for fun.
  14. New pictures on OP and something I'm playing around with, not sure if I'll release it.
  15. For some reason the Retro Future landing gear are causing an NRE.
  16. philotical, The LCARS plugin is awesome! I finally got a chance to play with it. Now, I can build that flying aircraft carrier I've always wanted. lol Note I'm using the older version of LCARS in .25, still works. Question, does LCARS have to be on every part in a craft or just one?
  17. I used a single UV mapped mesh. However, i may be able to fix it using a script AlphaAsh mentioned earlier in this thread. I'm going to be adding the hanger deck and aircraft lifts. Flight deck lights are getting reworked.
  18. I'm guessing unity is being weird with my model. I got it working then once I added box coliders, ladder and airlock triggers it worked for a few tests then stopped working.
  19. Ran into a problem. For some reason after I added the Ladder, HandHold, and Airlock triggers my model stopped being displayed in KSP. Not sure what happened. I followed TT's IVA tutorial. The mesh displayed normally before... Hmmmn. Edit: Fixed it, had may hierarchy all wrong.
  20. Ahh yes. I remember you mentioned that a while back. What is the script called?
  21. Well, it hasn't been tested, and I will change it if I feel it isn't satisfactory. Very sick this weekend so progress has been slowed. New pictures showing me sort out my highway models, and textures were added. A few of AlphaAsh's Kerbin Side buildings being used. Hmmm... I need an air terminal. You can now see the sheer size of the aerospace port.
  22. I'm aware of that. My issue is showing the pilot with the correct suit (if texture replacer is used) but show the IVA, and have an EVA without trapping Kerbals. Working out a few issues with one of the models and the particle effects not showing up. I'll release an alpha as soon as it is ready.
  23. I should hopefully have the basic city base and roads completed by this weekend as well as the spaceport. Woking on animating signal lights for 2 way and 4 way intersections, and street lighting. Also planning some really, really cool stuff that hopefully will get implemented.
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