Bottle Rocketeer 500 Posted April 15, 2019 Share Posted April 15, 2019 4 hours ago, Eskandare said: - Couldn't you just make a slightly edited variant for each size? Quote Link to comment Share on other sites More sharing options...
Lisias Posted April 15, 2019 Share Posted April 15, 2019 9 hours ago, Eskandare said: 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.) Kerbal Konstructs! should enlighten us about how to do it. Or at least, pinpoint us to the right direction. The real problem is not exactly the meshing (boolean operations on meshes are commodities by now - tricky to use, but a shelf tool nevertheless), but the data structures and how to cope with a potentially long chain of parts crossing the quad-trees, and meshing them all accordingly. And still have performance enough to avoid putting the user's machines on its knees. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted April 22, 2019 Author Share Posted April 22, 2019 X marks the runway... Quote Link to comment Share on other sites More sharing options...
Eskandare Posted April 22, 2019 Author Share Posted April 22, 2019 (edited) Perfectly fits sections! Another thing, all 4 azimuths automatically set them selves. Edited April 23, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
SVS Posted April 26, 2019 Share Posted April 26, 2019 Decided to make a Navy Base Spoiler Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 27, 2019 Share Posted April 27, 2019 (edited) Can anyone suggest what may be causing the visible white boxes around all the palm trees? I have tried adding/removing different combinations of mods but these remain and I can't find any similar reference to this visual issue anywhere else. KSP 1.6.1 Lots of mods but I guess the key ones (apart from KK and KerbinSide Remastered) EVE Scatterer Kopernicus Texture Replacer Spectra PlanetShine etc Edited April 27, 2019 by Coyote21 Extra Info Quote Link to comment Share on other sites More sharing options...
Ger_space Posted April 28, 2019 Share Posted April 28, 2019 22 hours ago, Coyote21 said: Can anyone suggest what may be causing the visible white boxes around all the palm trees? I have tried adding/removing different combinations of mods but these remain and I can't find any similar reference to this visual issue anywhere else. KSP 1.6.1 Lots of mods but I guess the key ones (apart from KK and KerbinSide Remastered) EVE Scatterer Kopernicus Texture Replacer Spectra PlanetShine etc they are a problem from scatterer with transparent scenery objects. Quote Link to comment Share on other sites More sharing options...
Coyote21 Posted April 29, 2019 Share Posted April 29, 2019 8 hours ago, Ger_space said: they are a problem from scatterer with transparent scenery objects. Thanks for the quick reply. Oh well easy enough to remove the trees, or remove scatterer. I'll need to decide which. Quote Link to comment Share on other sites More sharing options...
FahmiRBLX Posted April 29, 2019 Share Posted April 29, 2019 On 4/26/2019 at 1:11 PM, SVS said: Decided to make a Navy Base Hide contents Just curious. What mod do you use for the plane? Looks cool. I bet that's a 787. Correct? Quote Link to comment Share on other sites More sharing options...
SVS Posted April 29, 2019 Share Posted April 29, 2019 @FahmiRBLXian I used - Airplane plus, Pwings, Procedural Parts and a couple other minor mods. It's kinda modeled off the P8 maritime patrol plane. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted May 7, 2019 Author Share Posted May 7, 2019 (edited) Currently without computer or internet beside mobile during move, but here is a brief update. Additions being done before release: (resuming after move) -Remodeling the observatory -Remodeling radio telescopes -Adding an AN/FPS-24 radar tower. -Adding a static based on the Onizuka Air Force base (Blue Cube) That was once in Sunnyvale California. That should be it for Ver 1.0. I figured I may as well finish 1.0 KSR, I hope to have it done by mid June. Edited May 8, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
ZEROX Posted June 2, 2019 Share Posted June 2, 2019 quick question is the mod dead? or is there a replacment? Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 2, 2019 Share Posted June 2, 2019 4 hours ago, ZEROX said: quick question is the mod dead? or is there a replacment? Read the author’s post just above yours. Im excited to see the radar towers. Quote Link to comment Share on other sites More sharing options...
nwillard Posted June 11, 2019 Share Posted June 11, 2019 Thanks for your work Quote Link to comment Share on other sites More sharing options...
Eskandare Posted June 11, 2019 Author Share Posted June 11, 2019 (edited) On 6/2/2019 at 11:06 AM, Nightside said: Read the author’s post just above yours. Im excited to see the radar towers. I'll post pics once I have them in game. 6 hours ago, nwillard said: Thanks for your work Thank you for enjoying the mod. I enjoy being a part of the community and supporting my favorite game. Edited June 11, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 23, 2019 Author Share Posted July 23, 2019 (edited) Oh by the way... New release. Caveat: Both new dishes and new observatory are being worked on so the old ones are still in this version, but will be releasing in the next update. Edited July 23, 2019 by Eskandare Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 23, 2019 Share Posted July 23, 2019 What the what??? This wasn't in the plans for the day!!! Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted July 23, 2019 Share Posted July 23, 2019 8 hours ago, Eskandare said: Oh by the way... New release. Caveat: Both new dishes and new observatory are being worked on so the old ones are still in this version, but will be releasing in the next update. So wait this is for 1.7.3 KSP? If it is Consideer a download. Space_Coyote Quote Link to comment Share on other sites More sharing options...
whale_2 Posted July 23, 2019 Share Posted July 23, 2019 5 minutes ago, Space_Coyote said: So wait this is for 1.7.3 KSP? If it is Consideer a download. I guess it should work in more or less every KSP version equally. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted July 23, 2019 Share Posted July 23, 2019 1 minute ago, whale_2 said: I guess it should work in more or less every KSP version equally. I'm sure, with the caveat that the proper version of KK is installed Quote Link to comment Share on other sites More sharing options...
whale_2 Posted July 23, 2019 Share Posted July 23, 2019 Just now, Stone Blue said: I'm sure, with the caveat that the proper version of KK is installed 100% correct Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted July 23, 2019 Share Posted July 23, 2019 17 minutes ago, whale_2 said: 100% correct Well I found the first little bug at Harvester Airport (Of course I am using alongside Kerbbinside Remasters,, the KSC extended mod, but this isn't at KSC itself but rather Harvester Airport) It seems that the main Runway you start on at Harvester is slightly buried in the ground (at least half of the main runway is in the gorund but still it's not a bad airport to fly out of, provided yu can get over the mountains..) Anyway Just a heads up.. I'lls tart testing the other airports Also KSC Exteneded and KSRM (Kerbinside ReMastered) work very nicely together. no overlaps or what ever.. but like I said just wanted to give a bit of a heads up.. Also some of the launch sites/airports are showing up as the infamous Black squares..) Will investigate this further. Space_Coyote Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted July 23, 2019 Share Posted July 23, 2019 Will adding a dish also add a ground station? I never cared about those until I recently startet playing on a scaled up Kerbin... Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 23, 2019 Author Share Posted July 23, 2019 2 hours ago, Stone Blue said: I'm sure, with the caveat that the proper version of KK is installed @Ger_space just did a recompile of KK against 1.7.3, so all should be well. 2 hours ago, Space_Coyote said: Well I found the first little bug at Harvester Airport (Of course I am using alongside Kerbbinside Remasters,, the KSC extended mod, but this isn't at KSC itself but rather Harvester Airport) It seems that the main Runway you start on at Harvester is slightly buried in the ground (at least half of the main runway is in the gorund but still it's not a bad airport to fly out of, provided yu can get over the mountains..) Anyway Just a heads up.. I'lls tart testing the other airports Also KSC Exteneded and KSRM (Kerbinside ReMastered) work very nicely together. no overlaps or what ever.. but like I said just wanted to give a bit of a heads up.. Also some of the launch sites/airports are showing up as the infamous Black squares..) Will investigate this further. Space_Coyote I'll look into this. Make sure you install KSR fresh, not over writing the old one. I'll check out the black squares issue too. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted July 23, 2019 Author Share Posted July 23, 2019 Ok fixed Harvester Airfield, I'll roll out the patch with an additional airfield. Quote Link to comment Share on other sites More sharing options...
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