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Eskandare

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Everything posted by Eskandare

  1. Agreed! If anyone is interested in making Kerbal Konstructs statics get in touch with @Omega482 or myself @Eskandare and we'd be happy to explain the dimensions of how buildings are created. Omega and I have gone over @bac9's notes extensively. Here is a great write up on the creation of the KSC buildings: https://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/the-making-of-the-new-ksc-r71/ Checkout the Kerbal Konstructs mods. Omega's mod, https://forum.kerbalspaceprogram.com/index.php?/topic/169891-wip-omega482s-dev-thread-omegas-stockalike-structures-no-textures-required-alpha-now-available/ My mod (It'll be better after the next update): https://forum.kerbalspaceprogram.com/index.php?/topic/174336-kerbin-side-remastered-14x/& and damonvv's mod: https://forum.kerbalspaceprogram.com/index.php?/topic/174368-145-170-tundras-space-center-v11-april-13th-stockalike-ksc-launchpads/&tab=comments#comment-3366232
  2. Bingo! You get it now. It's a pain in the exhaust to do any edits to the PQS, you'd really need to make the hard mesh become a part of the cache and some how marry the two together upon generation. (when I mean hard model, I mean it is predetermined by the modeler and isn't being generated by code.) To be honest I would love to have tunnels because it would create a new level of design for bases and cities for Supply and Demand (right now S&D is planned to have some tunnel networks but in the model above the PQS generated terrain. @Lisias If you're good at coding here is the PQS Class reference: https://kerbalspaceprogram.com/api/class_p_q_s.html I'd take a crack at it but I haven't coded for 20 years so I'm pretty rusty.
  3. @Lisias no worries, don't feel bad that you don't know, I've been playing around with KSP since 2013 and There is a lot to learn when it comes to VG design and development. As you asked me questions I was thinking on possible work-arounds. Remember, video game design is the art of illusion. Remember, ROBLOX is a completely different engine and uses some level of voxel graphics mixed with hard mesh. Here in KSP, planets use PQS (procedural quadtree sphere) where the program projects a height map over a sphere and procedurally generates the mesh against the sphere. This is hard coded into KSP and cannot be changed. Well former developers Harvester and MU explain it better here in this video. https://www.youtube.com/watch?v=mXTxQko-JH0 Here is the only possible workaround, make a new PQS decal (for KK to layer on top of the PQS height map) per haps only a few pixels wide. Create a large mesh with a tunnel going through it and some sort of grass texture that would blend well with the default grass texture. and put said fake tunnel on the terrain where you placed the map decal. That is similar to Kerbin City except, Kerbin City is a fake peninsula and island.
  4. I don't think you entirely understand how it works. No the ground cannot be transparent.
  5. That is possible but tricky limited to the minimum size for a PQS decal, would need the use of particular texture trickery. The texture for terrain is also a procedurally generated and is difficult to replicate. Kerbin city does it in a weird way but the textures are different.
  6. It's not a simple mesh that can just be routed and faces removed. PQS is generated differently and has different properties then a simple hard mesh. To be able to make a tunnel though a PQS map generated mesh there would need to be some serious wizardry done in the code to prevent destroying the PQS system and making all planets cease to function.
  7. The way PQS works, we can't have tunnels, sadly. If I'm not mistaken, the Map Decals work by layering another PQS 'trigger' over another. @Ger_space can elaborate better on the subject. I am working on roads, and I have been working with a prototype set of models. I believe @Omega482 has some roads in his stock-alike buildings set. I have some new replacements to the current KSR dishes in the works. The new dishes will based off of Jordell Bank observatory in Crewe England. I'll be replacing the optical observatory with a model based off of the Chabot Obseritory in Oakland, California. I'll also adding a comms station bassed off of the former Onizuka Air Force in Mountain View California.
  8. I've remade a few things for the next release: Here is the Precision Approach Path Indicator. Here is the small tower:
  9. You guys wanted a terminal, so here you are...
  10. Okay I found the 1960's inspiration I needed... Oh you didn't think I was going with something from the 21st century did ya'? Anyway, you're going to need a lot of taxis to fill this drop off line. (Ignore the pile of parts in the background, they're going to be fitted to the other side.)
  11. I've been tinkering with cities and roads. It would be nice to have a plugin that procedurally generates them but my coding skills are nil from not coding for over 20 years. I haven't been able to motivate myself to get started again.
  12. The dam is done now. Since there is so much request for the terminal I'll just go ahead and finish it.
  13. Having a little fun during my test of the penstock FX.
  14. Another awesome shot, dam with reservoir. Airfield nearby.
  15. Actually I'm merging this mod with Eskandare Aerospace. This, Thermonuclear Turbines and Phantom works (remakes made with permission.) are all going to be one mod. With that I'll be adding my MK3 747 parts.
  16. Hey guys, I'm still working on it, around keeping myself alive and sheltered. I have a new KSR update coming out, soon once I am satisfied everything is working flawlessly, and this is high priority after that.
  17. You need to install Kebal Konstructs which is found here: https://github.com/GER-Space/Kerbal-Konstructs/releases Both Kerbal Konstructs and Kerbin Side Remastered need to be installed. The next release of for 1.6.1 is coming soon. Also Old airfields are slowly being replaced with new ones but many of the old ones didn't fully make sense for game play.
  18. After this next update, the following update will phase out Lack's old texture in favor of the sock textures on the small hangars. This following update will include the terminal.
  19. Still fine tuning. Currently fixing the hot mess that is Kojave Sands and the new South Lake. Getting very close. Here is a preview of the refined taxi ways. Yes that is the new SPH Mk II that took me six months to perfect. Also... Sand!
  20. I know you're all waiting like... Just putting some finishing touches on the update.
  21. Good News Everyone! The 1.6.1 release of KSR is imminent! I've been dark for a little bit as i have been working on Top Secret stuffs. As well as adding more goodies and a ton of geometry visual improvements. Watch this space [ ]
  22. I can make a "flat" launch object and sink it blow the object for the launch sites, this would help in returning the launch facility.
  23. I'll look into that. Mind if I include this patch in the 1.6.1 update?
  24. I would love to see Kerbal sports somehow implemented within Sea Quest KSP. What do you think @JadeOfMaar?
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