ZRM Posted July 30, 2013 Share Posted July 30, 2013 As for remembering the last used launch site, globally or per-save? Per craft? Link to comment Share on other sites More sharing options...
Razchek Posted July 30, 2013 Author Share Posted July 30, 2013 Per-craft it is! Link to comment Share on other sites More sharing options...
Greys Posted July 30, 2013 Share Posted July 30, 2013 My dev instance of KSP is the default resolution, I don't play in it and the screenshots end up more forum friendly, I play at 1900x1030 which fills most of one of my three screens. Link to comment Share on other sites More sharing options...
ZRM Posted July 30, 2013 Share Posted July 30, 2013 I'll set one of my monitors to 1024x768 (or just change the ksp settings.. must be running out of alcohol) and see if I can make better sense of what you're saying. http://xkcd.com/323/ Link to comment Share on other sites More sharing options...
Razchek Posted July 30, 2013 Author Share Posted July 30, 2013 My dev instance of KSP is the default resolution, I don't play in it and the screenshots end up more forum friendly, I play at 1900x1030 which fills most of one of my three screens.Oh well, either way you've pointed out that lower resolutions make my GUI placement silly. So thank you. http://xkcd.com/323/Yeah, I think I just passed the ballmer peak haha. Link to comment Share on other sites More sharing options...
Greys Posted July 30, 2013 Share Posted July 30, 2013 BTW Razcheck, if nobody's invited you yet and you don't stop by already (I don't recall seeing you), you should come by the IRC some times, we get into all sorts of fun hyjinx, I spend most of the time spouting random nonsense and complaining about MODEL{scale} but a ton of actually smart people are there too.IRC://IRC.Esper.net/#KSPModders(assuming I screwed up that link, I hope you can figure out where to go) Link to comment Share on other sites More sharing options...
ZRM Posted July 30, 2013 Share Posted July 30, 2013 BTW Razcheck, if nobody's invited you yet and you don't stop by already (I don't recall seeing you), you should come by the IRC some times, we get into all sorts of fun hyjinx, I spend most of the time spouting random nonsense and complaining about MODEL{scale} but a ton of actually smart people are there too.IRC://IRC.Esper.net/#KSPModders(assuming I screwed up that link, I hope you can figure out where to go)Be warned, though, that KSPModders can very easily distract you from actual coding - I try to keep off it while working. Link to comment Share on other sites More sharing options...
Smurfalot Posted July 30, 2013 Share Posted July 30, 2013 Unless your a pro at Unity I would suggest modeling with Blender. Due to the way SketchUp exports models once it is imported into Unity it will be super high-poly, even for a just a cube. If your really REALLY good at using Unity its not an issue. Otherwise your better off using a program that has more compatible export formats. Blender is free, made for 3D modeling (sketchup was made more towards engineering and blueprints), and there are just as much(if not more) tutorials online for Blender.Blender is a LOT more complicated than sketchup I do not even know where to start. Link to comment Share on other sites More sharing options...
KhaosCorp Posted July 30, 2013 Share Posted July 30, 2013 Blender is a LOT more complicated than sketchup I do not even know where to start.Start with the 6 part video tutorial at BlenderCookie (google it) Link to comment Share on other sites More sharing options...
not-a-cylon Posted July 31, 2013 Share Posted July 31, 2013 edit. just read back a few pages. looks like this has been suggested already. thanks again for the work!just ran into this thread! I love the possibilities of this mod! As one who just plays the game (no modding experience whatsoever), I'd like to make a suggestion though I'm not sure if this is the right place for it or have the right qualifications to make such a suggestion.Would it be possible to create a part that spawns the object in the game provided x amount of rocket/construction parts and a vehicle with some a constructing part (I'm thinking along the lines of extraplanetary launch pads) near the spawn site? I think this be a way of seamlessly integrating kerbtown features into the game while keeping immersion. Link to comment Share on other sites More sharing options...
KhaosCorp Posted July 31, 2013 Share Posted July 31, 2013 edit. just read back a few pages. looks like this has been suggested already. thanks again for the work!just ran into this thread! I love the possibilities of this mod! As one who just plays the game (no modding experience whatsoever), I'd like to make a suggestion though I'm not sure if this is the right place for it or have the right qualifications to make such a suggestion.Would it be possible to create a part that spawns the object in the game provided x amount of rocket/construction parts and a vehicle with some a constructing part (I'm thinking along the lines of extraplanetary launch pads) near the spawn site? I think this be a way of seamlessly integrating kerbtown features into the game while keeping immersion.You don't use parts from a tank and have to have fuel on hand when you launch from KSC, think of this the same =PSo far what you ask is not possible, these are not 'parts', they don't follow the same physics rules, they don't use part modules.I think Raz is trying to make it so resource storage is possible, but right now it just don't work like that. Link to comment Share on other sites More sharing options...
rasheed Posted July 31, 2013 Share Posted July 31, 2013 Ill just post this here.My cityhttp://www./download/bpeer5c11o2maqf/City_for_KSP.skpIts now ready (or not) to be exported to unity Link to comment Share on other sites More sharing options...
Devo Posted July 31, 2013 Share Posted July 31, 2013 Blender is a LOT more complicated than sketchup I do not even know where to start.?? really? you couldn't figure it out from a few youtube videos? I find sketchup painful to use and useless for importing models into KSP as they need serious work before that happens. Link to comment Share on other sites More sharing options...
Cooly568 Posted July 31, 2013 Share Posted July 31, 2013 I remember seeing this a while back.Just now checking on it... I see all this stuff.Mind = BlownAnd you can make animations on these buildings?This is so AWESOME!!!!11!! Anyways, something I would like to see is where someone makes a model where it fills in a entire crater on the Mun and was camouflaged to look like the surface, but it turns out that it has a massive cave system underneath it.But I'm just thinking out loud, I'm off to finally learn Unity and mess with this mod. Link to comment Share on other sites More sharing options...
KhaosCorp Posted July 31, 2013 Share Posted July 31, 2013 I remember seeing this a while back.Just now checking on it... I see all this stuff.Mind = BlownAnd you can make animations on these buildings?This is so AWESOME!!!!11!! Anyways, something I would like to see is where someone makes a model where it fills in a entire crater on the Mun and was camouflaged to look like the surface, but it turns out that it has a massive cave system underneath it.But I'm just thinking out loud, I'm off to finally learn Unity and mess with this mod.Is that crater deep enough to house a cave system? I must say, a very good idea if room permits. Link to comment Share on other sites More sharing options...
Smurfalot Posted July 31, 2013 Share Posted July 31, 2013 edit. just read back a few pages. looks like this has been suggested already. thanks again for the work!just ran into this thread! I love the possibilities of this mod! As one who just plays the game (no modding experience whatsoever), I'd like to make a suggestion though I'm not sure if this is the right place for it or have the right qualifications to make such a suggestion.Would it be possible to create a part that spawns the object in the game provided x amount of rocket/construction parts and a vehicle with some a constructing part (I'm thinking along the lines of extraplanetary launch pads) near the spawn site? I think this be a way of seamlessly integrating kerbtown features into the game while keeping immersion.You are describing this mod:http://forum.kerbalspaceprogram.com/showthread.php/35217-0-21-1-Extraplanetary-Launchpads-v2-1-patch-0-21-support-Debris-Recycling Link to comment Share on other sites More sharing options...
Smurfalot Posted July 31, 2013 Share Posted July 31, 2013 Start with the 6 part video tutorial at BlenderCookie (google it)Thanks this is exactly what I needed. Link to comment Share on other sites More sharing options...
Smurfalot Posted July 31, 2013 Share Posted July 31, 2013 Thanks this is exactly what I needed.Are there any particular resolution settings etc. in Blender that I should use to make it Unity friendly when it gets to that point? Link to comment Share on other sites More sharing options...
Razchek Posted July 31, 2013 Author Share Posted July 31, 2013 Version 0.10.0 Beta Released- Added the floating launch grounds to the Beta Tester Content pack (yielding).- Changed default visibility setting to 100,000 meters.- Changed GUI "Write current session to Configs." to "Save Session".- Fixed a bug that caused the button drawn in the editor to overlay other buttons. I will be implementing persistent settings into 0.10.1 or 0.10.2 most likely because there are a few more things I want to add in.Future-proofing more than anything.Anyway I hope you all enjoy the test content.Please keep reporting bugs so I can get them fixed.- Raz. Link to comment Share on other sites More sharing options...
Nazari1382 Posted July 31, 2013 Share Posted July 31, 2013 Link to comment Share on other sites More sharing options...
LaydeeDem Posted July 31, 2013 Share Posted July 31, 2013 Link to comment Share on other sites More sharing options...
Smurfalot Posted July 31, 2013 Share Posted July 31, 2013 How do you remove a structure after it is placed? Link to comment Share on other sites More sharing options...
Greys Posted August 1, 2013 Share Posted August 1, 2013 Ctrl-K, Show Existing, select the one you don't want, at the bottom is a delete button, then save, return to space center, and reloadI experienced a thing just now where a kerbal fell from a small lander can down to the surface of my runway, and then:This has never happened before, and I'm doing a lot of fiddlery trying to work out some collider bugs with my runway. Hopefully it'll soon be in a state for me to hand out without being ashamed. Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 1, 2013 Share Posted August 1, 2013 Ctrl-K, Show Existing, select the one you don't want, at the bottom is a delete button, then save, return to space center, and reloadI experienced a thing just now where a kerbal fell from a small lander can down to the surface of my runway, and then:This has never happened before, and I'm doing a lot of fiddlery trying to work out some collider bugs with my runway. Hopefully it'll soon be in a state for me to hand out without being ashamed.How are you setting your colliders up? Static does not follow same rules as part do FYI. Link to comment Share on other sites More sharing options...
Razchek Posted August 1, 2013 Author Share Posted August 1, 2013 (edited) Ctrl-K, Show Existing, select the one you don't want, at the bottom is a delete button, then save, return to space center, and reloadI experienced a thing just now where a kerbal fell from a small lander can down to the surface of my runway, and then:http://i.imgur.com/fIZ683L.pngThis has never happened before, and I'm doing a lot of fiddlery trying to work out some collider bugs with my runway. Hopefully it'll soon be in a state for me to hand out without being ashamed.Is your runway animated at all (any moving parts)?If the runway surface mesh is seperated and is just a plane, don't use convex mesh colliders on it.If there are still issues, throw me a private message - I can probably help figure out what the problem is. (it could be KerbTown?) Edited August 1, 2013 by Razchek Link to comment Share on other sites More sharing options...
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