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Found 6 results

  1. My first ever underwater docking, and in IVA view ! Recently I discovered the beautiful Buffalo 2 mod by @Angelo Kerman, with a neatly made MAS IVA. I fired this up, along with sunkworks (by him too : ) ) and went underwater, with parallax scatters, and oh boy I was thrilled. That's the start... The end is me making an absolutly gigantic underwater city, modifying the submarine IVA to add even more cool screens and props, and voilà ^^ Rabbit hole again haha You can find the video at the bottom of this post, as the modlist : ) Just sharing some bits of the process, since it was... interesting hehe : I first made the city, it was more than 800 parts when completed, of course using tweakscale like hell, to make the parts huge. Then I welded it (with Ubio welding mod), that brought the part count to less than 40. But it still lags a lot, I guess because that's a huge texture model to render, and + there's a lot of lights... Image in the VAB, and on the runway, to show the size comparison with KSC : Then sunking that thing starts to get funny... Since the center of mass of a welded part is placed at the center of the geometry... haha, So of course ore tanks won't do, not weighty enough. I tried a trick using utiliy weight mod, then with hyperedit, in flight, increased the "tons" (it's a resource in this mod), but it did break the attachement point each time, and resulted in a beautiful and thrilling R.U.D. I tried using the ballasts from sunkworks, but they weren't enough too. And finally, the simplest idea came to edit this goddam craft file... I increased the mass of the city to some thousands of kilo tons. Increased the crash resistance to 1000 m/s, and voilà ! It sank in 5 seconds, and hit the seabed at 100 m/s The city is at ~500 m depth. I changed parallax scatter settings so they look nice with the city, and also scatterer ocean settings, so it's less dark at this depth. Then I embarked on the submarine, first I used the SEA 64 to level the craft (wasn't intuitive at first, but afterwards really stable and worked very well ! Great mod ). Then I moved around with the engine, and the underwater RCS for translation and thus docking too. Sadly I couldn't make any quicksave/load, since the ballasts got reset, and made my craft go up to the surface instantly, so I had to do the whole mission in one save (btw in the video, this is my first docking attempt: ) That's it, the rest can be seen in the video, let me know If you've any questions ! And enjoy ! (best watched with headphones) After an expedition to gather some kelp to make kelp pies, and taking some scientific measurements, the Echo-3 exploration submarine returns to the capital underwater city of the Kerbin oceans, Nereia. Also, apparently, the tastier kerbin kelps are found deep, near the sea bed. But ancient Kerbal tales also speak about a giant specie, that would be responsible for so many ship sunkings, and thus was at some point adored by some kerbal cultures as a divinity... : The Krakiatan. (from the Great Kerbal Book of Mythology, he's supposed to be the great uncle of the Kraken himself) Hope's it's gonna be allright ! Important mods used : Also this gives idea for better underwater stuff I guess (at least If I was a planet modder)... Just sharing most of the things that passed by my head when exploring the depths : more types of scatters, thus more underwater(water) biomes. The load distance and behavior of the seagrass and others gets clunky when increased, so sadly it's only small range around the craft (still ~400m). Have different variant of scatterer underwater tint, not global, so they can be set per biome, and thus have normal color for shores, maybe some green_ish for "algae-like" biome, purple/deep-blue for some forest mushroooms (yeah subnautica^^), etc. Have a better terrain height map (idk if some planet pack has one for underwater ? if so I'd be glad to know! : ) ), so the sea bed is more interesting to explore (canyons, craters, wave like formations, mountains, underwater volcanos (possible with EVE integration ? like geysers for instance? ),...) But yeah it's really small niche in the player base, so I guess those will remain dreams haha... or in KSP 2 ? ^^ Cheers (Also would anyone like to make a Leviathan (Krakiatan sorry) and peeper mod ? )
  2. KERBAL CITIES PACK Finally quick and simple and INFINITY various cities are upon us, thanks to the blender city plugin "Scene City" which the Facebook community of ksp were kind enough to crowd fund the purchase of, this plugin allows me to model say 11 different building types of different sizes along with a set of roads, i click generate with some perameters and BOOM we have a city! BUT the bad news ("how can there be bad news with something this awesome" i hear you cry!) the process of turning this into a city is fairly long ( about a days work on and off with bug testing) so i cant have THAT many city variants in the game so im aiming for about 20 of varying sizes to be getting on with, possibly adding more later. what this mod contains right now? not very much, it is basically my test city, integrated with KSC, to allow people to gauge the performance hit, see what it looks like and how it works and to get an awesom city to play around in some info My codevelopers! I'm happy to be co-developing this mod primarily with Fast_de_la_speed, the developer of the Fastcorp line or mods and a little on the side from Jatwaa, better known as Billy Winn Jr and announced by the ksp FB page for having the best laugh in the business! you should follow him closely on youtube for any big releases as he will be the first to know! this mod utilises Kerbal Konstructs, but is incompatible with kerbinside (for the simple fact that at this momnent it spawns in the same place) you can move it around using the Ctrl+K key menu if you so desire features: both implemented and planned basic proceduraly generated city with a variety of buildings and road networks network of interconnected cites spread over the entirety of kerbin at approx 20km intervals (minimal rendering hit) destructible KK (this may get released sparately) the ability to have the collision of a vehicle with a building cause it to alter the transforms of the static, despawn it and spawn a damage model with lots of FX similar to the ksp stock method ( i have no idea where to start so if anyone wants t help out do gimme a ping) FAQ why is the city where it is? in my opinion a race that would build its VAB less than 100 meters from the launch pad isnt gonna sweat about building a major city just the other side of it, kerbals hate commute times, but you are more than welcome to up-sticks and move them where ever you like as detailed above! it is mostly there because as im testing it i don't want to drive miles and miles! what is the performance hit? ksp is a very poorly optimised game in reality, and despite the low poly count of my buildings they still take up alot of processor so the hit is quite heavy but i have no idea how heavy as ive only ever played it on my pc and i need a wide spectum to put a spec together (more on that later) what YOU can do! Bugs we arnt many are we so you guys are our major bug finders! find something that doesn't look right let us know! is there a step in the ajoining roads? is there a texture out of place? is the city inexplicably floating 2km above the ground? let us know where it occured and we will get on to it Performance! this is possible a first, a mod with recommended specs! what we are after is a wide number of people with specs varying from the ludicrus to the potato to let us know how it runs and on what settings, so we can put together a min on max quality a min on med and a min on low settings and so people know what to expect Ideas if you have any ideas for features, improvements or how to complete my ambitious goals please do give a comment models if you have any ideas for ksp buildings, houses ect please let me know, or better yet give them a model, and i will see what i can do with them, more variety is allwasy better (buildings are 10, 20, and 40 meter square tiles) placers and finally if you have a passion for placing cities and roads over the entirety of kerbin give us a shout! its a tiresom and ardous job to be doing when we could be creating more and better cities contributers these are the amazing few who have donated and supported this mod so far through the gofundme campaign linked as the donation link on the space dock page: Nathan Johnson-- £10 Billy Winn--£20 Anon--£70 you are amazing and FINALLY the mod link! Get Kerbal Cities Pack Here! p.s. i will get an image album and some decent vids up here as soon as ive got a decent internet connection!
  3. hi everyone, i try to install city lights with SVE for almost a week now and tried many different configs\textures but all the time the final result is a flickery mess i can't stand. i am not considering myself a modder and i'm probably lacking some knowledge so if anyone can shed me some light on what should i do to make it work properly i'd be hella happy;) also i think it's important to mention that i managed to get it to work a couple of times and even launch the game multiple times without this problem but the next day it's all the same. i am losing my sanity here
  4. i am currently making a city for kerbal konstruct a concept that many have tried, failed or succeeded on, the problem is that most people get caught up in real life, but i am a student with loads of free time to work on stuff like this. the problem is i don't know how to get what i have made into ksp, i know there is modeling then unity and last coding but i don't know how to perform the last two steps. and help designing or even modeling or texturing buildings would be great. thanks
  5. Note: This challenge requires skill be warned! Gilly, among other things, is small, really small. Making a city there will be really hard, because of the very poor gravity and high inclined orbit. But it's possible! What you have to do to win the challenge: A functioning solar power station (No more than 50 solar panels) A hotel/dormitory holding at least 35 Kerbals. Fuel Tanks SSTO Fueling Station landed on gilly (Needs to be having an Advanced Grabbing Unit and has connection to the fuel tanks) Mining Station Have it connected to each module (Optional, Needs Kerbal Attachment System) A flag (Optional) A SSTO landed and successfully "grabbed" onto the SSTO Fueling Station (Optional) What mods are recommended? Distant Object Enhancement (If you made a gilly orbital station then seeing it from the ground would be cool!) USI Life Support (Or any other life support you prefer) ModActions Mod B9 Aerospace USI Kolonization System MechJeb (Embedded Universal) So... Is there any banned mods? Any other mod that is not under "Recommended" or "Required" are banned! Leaderboard!
  6. Well, I think a mod could make cities using the existing ksp space centers assets, combining the 3 tiers with the old KSC and the island airport, there is somewhat variety of buildings, repeating and combining them in some way, we should be able to recreate cities or other kinds of settlements, could even be procedullary generated by a seed, is not like the videogames aren't full of repeating buildings I don't think I'm the first thinking this, but I don't find anything, and I don't have the skills nor the time for doing that, so I give the idea for whoever wants it.
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