Aerospacer Posted April 27, 2017 Share Posted April 27, 2017 (edited) Continue of KSC++ by @Lack from: ______________________________________________________________________________________________________________________________ Extension to the Kerbal Space Centre, trains, cars, trees, the whole shebang. . . . ________________________________________________________________________________________________________________________________ Updated versions of KSC++ : CURRENT -- for KSP 1.2.x - 1.7.x -- KSC++ v4.1 (with road to Kerbin City and ResearchBodies mod's compatibility) _____ What was done for v4.1 : _____ 1) object's rearranging (look the spoiler): a) Move the Railway Station some left - for compatibility with Observatory of ResearchBodies mod (due to @Ger_space request and respect to this must-have mod). b) increaced distance of middle-range guidance tower to runway; c) Minor rearrange of buildings (near the Station) and palms. d) large truck moving from VAB to SPH gate; e) hangars near big parking rotate on 90 degrees. Spoiler - A - B - C 2) added the Ghost Road - Road to Kerbin City. It have lenght ~112 km and consist of ~150 KSC++ parts. Some of them never used in KSC++ before, but stay hidden among its files. Pit Stop One - new location at 25 km from KSC: Final part of Ghost road: -----------------------------------------------------------------------------Download : KSC++ v4.1 (just 1.31 Mb)----------------------------------------------------------------------------- PREVIOUS version -- checked in KSP from 1.1.x to 1.2.x (1.3 also possible) -- KSC++ v3A (look in spoiler). Spoiler _____ What was done with Lack's KSC++ : _____ 1) merge with KSCPlusPlusCFGFixes.zip files by @AlphaAsh; 2) converting of textures to fast .dds format; 3) minor tweaking of objects placement - for compatibility with Kerbin Side (and clear way for the train): 4) add a few new objects: a) middle-range guidance tower (just for visibility control before landing); b) large truck near VAB. Both this "new" objects was created by Lack and previously was hidden, but stay among of KSC++ files. KSC@AlphaAsh++ v3A was doing and checked in Kerbal Konstructs 0.9.6.5, but normal working with latest version of KK, thanks to @AlphaAsh and @Ger_space for it. -----------------------------------------------------------------------------------Link to download: https://www.dropbox.com/s/6n0ztny460ne8oz/KSCPlusPlusv3A.zip?dl=0 (just 1.3 Mb)----------------------------------------------------------------------------------- Licence: CC BY-NC-SA 4.0. Install instruction: 1) Download and install the current version of Kerbal Konstructs; 2) Download .zip from above, put the folder 'LackMisc' from it in your GameData. (Example path: [KSP_rootfolder]/GameData/LackMisc ) Pictures of KSC++ (with Kerbin Side Kampus, but without Ghost Road yet) : Edited April 17, 2020 by Aerospacer change title, again Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 27, 2017 Share Posted April 27, 2017 Congratualation to the new release. I'll update the KK intro post to this thread. It would be really cool if you could move the one train station to support the Observatory of this mod. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 27, 2017 Share Posted April 27, 2017 (edited) Congrats I might have to play around with this now Edited April 27, 2017 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted April 27, 2017 Author Share Posted April 27, 2017 (edited) Some addition pictures: Spoiler Road to KerbinSide's Kampus Railway Station Album of pure KSC++ v3A (without of KS Kampus): [ http://imgur.com/a/yoAEA ] Please note - it is the same my "3A" version from post in Lack's thread ------------------------------------------------------------------------------------------------------------------------------------------------------- Nearest plans: 1) Road to Kerbin City (made from KSC++ road parts). 2) Nord road. -------------------------------------------------------------------------------------------------------------------------------------------------------- Edited April 27, 2017 by Aerospacer typos Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 12, 2017 Share Posted May 12, 2017 You really should add this one to CKAN Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted May 15, 2017 Author Share Posted May 15, 2017 (edited) On 12.05.2017 at 8:55 PM, msnbcorp said: You really should add this one to CKAN Sorry, but now I haven't needing skill (and not use CKAN). Later possibly. Btw, 112-km Road to Kerbin-City already done (remain a little bit testing). Pictures: Spoiler Edited May 16, 2017 by Aerospacer Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted May 16, 2017 Author Share Posted May 16, 2017 New version of KSC++ is out. Version 4 - now with a Road to Kerbin City (look in OP). This road let you to reach the Kerbin City on rover or car, but quite narrow and some dangerous. Speed more 30 m/s is possible, but not recommended. Why it is called a "Ghost road" you will can to guess on one's own. Luck in fli on the way. ) Quote Link to comment Share on other sites More sharing options...
Kaussie_Kockatoo Posted May 17, 2017 Share Posted May 17, 2017 Seems quite good, I'm probably going to get this good looking mod. Just a question, why is the ghost road floating? Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted May 17, 2017 Author Share Posted May 17, 2017 (edited) @ElpoDaKing - it not a floating, it hard fixed on invisible pillars, made with kerbal's ghost technology. Because it is Ghost road. ) Actually now I haven't the right part in KSC++ kit, probably, had to make it handly (later). Anyway, really pillars not need for pilot's navigation, and as not need as not seen for cars on the road. Edited May 17, 2017 by Aerospacer Quote Link to comment Share on other sites More sharing options...
DarkOwl57 Posted June 1, 2017 Share Posted June 1, 2017 I think I might give this a try... is there a current KK link? Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 2, 2017 Share Posted June 2, 2017 20 hours ago, DarkOwl57 said: I think I might give this a try... is there a current KK link? This should probably be linked in the OP if it is not there already. Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted June 16, 2017 Share Posted June 16, 2017 1.3? Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted June 17, 2017 Author Share Posted June 17, 2017 (edited) @Starslinger999 Of course. No need to update. All static content without special function (launch pads, refueling etc.) since 1.0.4(?) now working normally and need to update only Kerbal Konstruct mod. Edited June 30, 2017 by Aerospacer typo Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted June 17, 2017 Share Posted June 17, 2017 8 hours ago, Aerospacer said: @Starslinger999 Of course. No need to update. All static content without special function (launch pads, fefueling etc.) since 1.0.4(?) now working normally and need to update only Kerbal Konstruct mod. Is it compatible with Kerbal Cities pack? Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted June 17, 2017 Author Share Posted June 17, 2017 (edited) @Starslinger999 KSC++ v4 compatible with Kerbin-City, Kerbin-Side, Kosmodrome, KSC Floodlight, Wenchang Satellite Launch Center, TOP SECRET!, SM Marine Static Pack, South-West Launch Site and probably with some other static content. Kerbal Cities technically may to use with KSC++, but road to its City initially was made through the KSC++ buildings. In addition, "Kerbal Cities" static pack extremally lagging for my PC, reducing performance up to 1,5-2 fps, and I can't play with it. Edited June 30, 2017 by Aerospacer typo Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted July 7, 2017 Author Share Posted July 7, 2017 (edited) Minor update version of KSC++ - v4.1. CHANGES: 1) Move the Railway Station some left - for compatibility with Observatory of ResearchBodies mod (due to @Ger_space request and respect to this must-have mod). 2) Some rearrange of buildings near the Station and palms. Edited July 8, 2017 by Aerospacer +imgs Quote Link to comment Share on other sites More sharing options...
Mlg Dank Meme lord Posted August 7, 2017 Share Posted August 7, 2017 Can the vehicles move on their own? Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted August 7, 2017 Share Posted August 7, 2017 1 hour ago, Mlg Dank Meme lord said: Can the vehicles move on their own? in my 1.2.2 save they do; at least at the KSC screen they do. Haven't really checked to see if they move while flying/roving around yet. Quote Link to comment Share on other sites More sharing options...
Mlg Dank Meme lord Posted August 7, 2017 Share Posted August 7, 2017 how fast does the train move? Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted August 7, 2017 Author Share Posted August 7, 2017 @Mlg Dank Meme lord Road car's speed ~10 m/s, train speed approximately a twice more. Both really solid and unbreakable, and can to damage your vehicle. So be care on road. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 8, 2017 Share Posted August 8, 2017 2 hours ago, Aerospacer said: @Mlg Dank Meme lord Road car's speed ~10 m/s, train speed approximately a twice more. Both really solid and unbreakable, and can to damage your vehicle. So be care on road. Kerbal Dismount -- Now where's Jack Septic Eye when you need him? Quote Link to comment Share on other sites More sharing options...
KSP Bros KS Posted November 18, 2017 Share Posted November 18, 2017 Are the buildings and cars destructible? Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted December 22, 2017 Share Posted December 22, 2017 (edited) The Ghost road and the railroad are clipping through the hills for me. It's probably because of Kopernicus. Edited December 22, 2017 by Pavel ☭ Quote Link to comment Share on other sites More sharing options...
Neil_Kerman Posted February 15, 2018 Share Posted February 15, 2018 How am i supposed to drive the train? Quote Link to comment Share on other sites More sharing options...
Conzolax Posted February 20, 2018 Share Posted February 20, 2018 Know what might be causing this? https://imgur.com/a/VI4PO Quote Link to comment Share on other sites More sharing options...
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