Mekan1k Posted April 20, 2014 Share Posted April 20, 2014 (edited) Just saying- KSP REALLY doesn't like overpasses- the camera tries to stay above them. And the kerbtown plugin seems to occasionally (rarely, but it has happened) cause vehicles in my game to flip out and either phase THROUGH the surface, or shoot off in an indeterminate direction.Edit: Also, the last update (most recent) on the githhub was last month on the 30th. Link: https://github.com/HoneyFox/KerbTown Edited April 20, 2014 by Mekan1k Link to comment Share on other sites More sharing options...
HoneyFox Posted April 20, 2014 Share Posted April 20, 2014 Just saying- KSP REALLY doesn't like overpasses- the camera tries to stay above them. And the kerbtown plugin seems to occasionally (rarely, but it has happened) cause vehicles in my game to flip out and either phase THROUGH the surface, or shoot off in an indeterminate direction.Edit: Also, the last update (most recent) on the githhub was last month on the 30th. Link: https://github.com/HoneyFox/KerbTownI forgot to push the code changes of the latest version. Changes are: lat/lon input & camera fixes. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted April 20, 2014 Share Posted April 20, 2014 Hoping that its just a glitch , but the link to kerbtown dl is deaded, discovered a pile of models from a game i modded a while ago but never released, fancied seeing them in Kerbtown, I believe form reading through the topic that it would be possible for me to add them.. or am I mistaken? Link to comment Share on other sites More sharing options...
NathanKell Posted April 20, 2014 Share Posted April 20, 2014 HoneyFox, you might want to ask a mod to edit your DLL into the OP... Link to comment Share on other sites More sharing options...
HoneyFox Posted April 21, 2014 Share Posted April 21, 2014 HoneyFox, you might want to ask a mod to edit your DLL into the OP...Huh, I was wondering if it's possible and whom should I ask for... Link to comment Share on other sites More sharing options...
Hellbrand Posted April 22, 2014 Share Posted April 22, 2014 so What's the download link? I dont know whats's what in the Git hub ... it's rather confusing to me. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 22, 2014 Share Posted April 22, 2014 @HoneyFox: I think i's time to start your very own thread, it will be easier to everyone, unless you want to post the right download link every week . Link to comment Share on other sites More sharing options...
HoneyFox Posted April 22, 2014 Share Posted April 22, 2014 @HoneyFox: I think i's time to start your very own thread, it will be easier to everyone, unless you want to post the right download link every week .Alas... that might be true. Link to comment Share on other sites More sharing options...
nothke Posted April 24, 2014 Share Posted April 24, 2014 (edited) Hay guys, I noticed a major problem that came with ARM, the camera now snaps to the top of the topmost collider. For example if you want to look under the overpass, the camera will snap to the top of it, this screws a lot of things, such as going inside buildings, tunnels, and much more! This didn't happen before 0.23.5.I can see why devs did this (to prevent camera going underground or through buildings) but it completely destroys the possibilities of what we were trying to do.Here is a video of what's going on when I enter the tunnel: I wish someone makes a mod that solves this problem, otherwise, Kerbin City is basically screwed. Edited April 24, 2014 by nothke Link to comment Share on other sites More sharing options...
ZooNamedGames Posted April 24, 2014 Share Posted April 24, 2014 So is there a version available (and downloadable easily) for .23.5? I've heard rumor that .23 broke compatibility and had problems.... Is this true? Link to comment Share on other sites More sharing options...
nothke Posted April 24, 2014 Share Posted April 24, 2014 So is there a version available (and downloadable easily) for .23.5? I've heard rumor that .23 broke compatibility and had problems.... Is this true?It does work, the only thing is that the spawn points have moved because spawn point transform naming has changed, otherwise it works all fine with HoneyFox's update Link to comment Share on other sites More sharing options...
ZooNamedGames Posted April 24, 2014 Share Posted April 24, 2014 It does work, the only thing is that the spawn points have moved because spawn point transform naming has changed, otherwise it works all fine with HoneyFox's updateAlright next Q, someone said that his link was all messed up.... Is it? Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 25, 2014 Share Posted April 25, 2014 (edited) Link is quite hidden in the middle of all the posts it's an easter game on its own !@HoneyFox and others: I found the guilty for the orbital launchpad control lock issue => VOID, for one reason or another, there is an uncaught exception with a NaN value and as KSP is not protected enough against plug-in failure, it does weird things. I've remove VOID, test a few times with some rockets, no issue.EDIT: I'm wrong, VOID seems to be not guilty, as I have a flooding of [untitled Space Craft]: ground contact! - error: 0.013mwith various error values. I'll try with putting spawn point a bit upper.By the way, is there any way to get orbital speed for a given altitude ? Just to add it by default as for now, at 100 kms, anything "falling" from the launchpad start at 0 m/s, whereas at such altitude, it should be something between 1000-2000 m/s for a perfect circular orbit I guess. Edited April 25, 2014 by Justin Kerbice VOID is not guilty Link to comment Share on other sites More sharing options...
colmo Posted April 25, 2014 Share Posted April 25, 2014 I wish someone makes a mod that solves this problem, otherwise, Kerbin City is basically screwed.It's annoying, but there's always IVA. Given the options now available thanks to RPM etc., that's not something I mind much. Flying with a stick makes IVA flight much nicer. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted April 26, 2014 Share Posted April 26, 2014 Hay guys, I noticed a major problem that came with ARM, the camera now snaps to the top of the topmost collider. For example if you want to look under the overpass, the camera will snap to the top of it, this screws a lot of things, such as going inside buildings, tunnels, and much more! This didn't happen before 0.23.5.I can see why devs did this (to prevent camera going underground or through buildings) but it completely destroys the possibilities of what we were trying to do.I wish someone makes a mod that solves this problem, otherwise, Kerbin City is basically screwed.It's sad I don't think it's so screwed as you wrote, you, and all people involved in the project, first focus on making just building without thinking of the inside (it's not a GTA clone after all ), it's something great to have buildings to walk around at least, driving in the street, ...For the camera, it looks like you use ONLY the default one (free), have you tried the others ?According to its behaviour on island runway anyway, KSP camera are not really a FPS/GTA style, and they behave weirdly (KSP don't know what to focus one and switch back and forth very fast between two points, one below and one above the hangar) "inside" the two hangars and also when you walk inside the huge control tower (in 0.23).Also, someone made a 1st person view camera which may help here or not, it's worth to try.There is also Hull camera mod which include a few new cameras which can be put on plane/rover and switch to it before going under/inside things.Keep up the good work and don't let an idiot camera drag you down. Link to comment Share on other sites More sharing options...
Vasious Posted April 29, 2014 Share Posted April 29, 2014 Is it possible to use Kerbtown to create duplicate KSC in different places that can be used as launch points?Say for a Multiplayer save sharing game...? Link to comment Share on other sites More sharing options...
HoneyFox Posted April 29, 2014 Share Posted April 29, 2014 Is it possible to use Kerbtown to create duplicate KSC in different places that can be used as launch points?Say for a Multiplayer save sharing game...?If you just want to have multiple launch sites, it's possible by getting some pad/runway model and create instances all around the planet, then select which to launch via the list in VAB/SPH.If you want these surrounding buildings in KSC as well... no, KerbTown cannot clone these stock buildings. But still you can find modelers to create other buildings that look similar to (or totally different from) them. Link to comment Share on other sites More sharing options...
comham Posted April 29, 2014 Share Posted April 29, 2014 If you just want to have multiple launch sites, it's possible by getting some pad/runway model and create instances all around the planet, then select which to launch via the list in VAB/SPH.If you want these surrounding buildings in KSC as well... no, KerbTown cannot clone these stock buildings. But still you can find modelers to create other buildings that look similar to (or totally different from) them.I'm working on a set of buildings for just this purpose. About 60% done so far. Link to comment Share on other sites More sharing options...
manni01 Posted April 29, 2014 Share Posted April 29, 2014 I really want to use this mod, but the link goes to http://localhost/files/KerbTownPlugin.zip That doesn't work at all. it doesn't connect. please make a new mediafire link for me someone Link to comment Share on other sites More sharing options...
manni01 Posted April 29, 2014 Share Posted April 29, 2014 (edited) ............... Edited April 30, 2014 by manni01 Link to comment Share on other sites More sharing options...
Vasious Posted April 30, 2014 Share Posted April 30, 2014 If you just want to have multiple launch sites, it's possible by getting some pad/runway model and create instances all around the planet, then select which to launch via the list in VAB/SPH.If you want these surrounding buildings in KSC as well... no, KerbTown cannot clone these stock buildings. But still you can find modelers to create other buildings that look similar to (or totally different from) them.Awesome news. To the planning chamber!I'm working on a set of buildings for just this purpose. About 60% done so far.Also awesome news!I really want to use this mod, but the link goes to http://localhost/files/KerbTownPlugin.zip That doesn't work at all. it doesn't connect. please make a new mediafire link for me someone Hmm yes, this is correct. I can download the manual however. Link to comment Share on other sites More sharing options...
HoneyFox Posted April 30, 2014 Share Posted April 30, 2014 I really want to use this mod, but the link goes to http://localhost/files/KerbTownPlugin.zip That doesn't work at all. it doesn't connect. please make a new mediafire link for me someone The OP links are out-dated...Grab the latest version by following the Ocean Odyssey Sea Launch Platform link in my signature. You should be able to find the updated KerbTown's link just below that post. Link to comment Share on other sites More sharing options...
AtilaElari Posted April 30, 2014 Share Posted April 30, 2014 Rather nooby question: is there a list of mods that use KerbTown, or maybe some way to find them on the forum\space port among other plugins? Link to comment Share on other sites More sharing options...
comham Posted May 5, 2014 Share Posted May 5, 2014 I think I heard you can specify whether a kerbtown object shows up in the Available Objects list somehow? So, eg, I can place an object, then for release I remove the object from the available object list so players have to go find where I placed it instead of just placing a fresh copy themselves. Link to comment Share on other sites More sharing options...
KnutG Posted May 7, 2014 Share Posted May 7, 2014 (edited) I have now explored the Eve Easter Egg and on the note, thats on the wooden table, i read this:>We´ve gone to southern Tylo - see you there!<Is there another easter egg planed for tylo in the future? Edited May 12, 2014 by KnutG Link to comment Share on other sites More sharing options...
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