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Kerbin City Community Project - Phase B - New Islands


nothke

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Is there any scope to develop on the land around the cities. In terms of realism I think they could do with some more residential areas and maybe a farm. You could also put some wind turbines around which could be fun to fly around.

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I sincerely don't think conventional trains are very Kerbal. I think we shouldn't place any static vehicles in the city cause vehicles are made by players. Unless these are some Kerbal parts like those old tanks and engines seen in the island runway. That is why I suggest we should make train tracks, but no trains cause the player will build their own trains.Having a scrapyard full of Kerbal parts would be cool, but we don't have the models =(512x512 is most optimal, I know the textures look blurry up close, so I suggest using as much tiled textures as possible for up close. Take a look at my runway for example, it's quite blurry up close, it's 512px wide, the concrete specks look terrible, but still it looks good from distance and in the end it really doesn't matter that much, stock KSP stuff like the runway looks even worse. I am sort of looking into stock KSP buildings and parts for reference.I think that the performance is going to go drastically down when we add new plots, but I don't know until we actually see.I worked in racing games before and you usually had a shader that combined several maps, for example diffuse+add+multiple where the diffuse could be the big base and then you would add a multiple layer and tile it much smaller so that it appears like detail when you come close. There is a similar distance blended shader used for KSP terrain, but unfortunately we don't have that shader in part tools.
If not trains, but about a functioning monorail? please tell me now if NO lol.. I wont keep modelling it :) I just thought a monorail would fit, and I would like to build a station that goes from KSC to the new city.
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I am very interested in this, not only as a player but as a contributor, however I'd like to see the level of quality of the phase a contributions before I consider throwing my hat into the game... I don't really want to build something out of touch with the other buildings. Really excited however! :D

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If not trains, but about a functioning monorail? please tell me now if NO lol.. I wont keep modelling it :) I just thought a monorail would fit, and I would like to build a station that goes from KSC to the new city.

That is a long way. IIRC, somewhere in the thread, it was raised, but not thought the best idea. Instead, the modular rail system I'm working on could be used- probably with some memory savings. Maybe you could make Eastern island station?

Actually, what have you got so far, and was/is this an automated or player driven system? As the other rails are going to be monorail in principal, perhaps things could be resized to use the main rail system, if we can't fit two in some how.

Speaking of that, now I've got proof of concept for most of the basic ideas, next time I'm going to fine tune the track cross section. The plan is to make it so an assembly of stock parts can be used to make a bogie (wheel frame), so you don't need my pack to ride Kerbin City's rails. But, alternatively, I could just offer the specialised bogie part for inclusion in this pack. Or maybe both.

What do you guys think?

Also, here is a Kerbal inspecting a reduced size carboard mock up of Central's main building.

D05hrKYl.png

Great idea, a "physical" KSP forum in Kerbin City =) Someone should make an ingame-browser so you automatically access the forum when you get in there xD

Or, perhaps it could be used with simple form of multilayer, limited to the city where members interact via kerbal avatars. Could be cool.

Or perhaps a giant screen serves as a browser..

Also, would we be able to get that tiles texture from the airport added to the shared textures? I can imagine many uses being found for it.

This is going to be very cool, but with all stuff, looks like it will be a "sometimes" mod. Unless a way around the Unity RAM limit comes soon.

Edited by Tw1
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That is a long way. IIRC, somewhere in the thread, it was raised, but not thought the best idea. Instead, the modular rail system I'm working on could be used- probably with some memory savings. Maybe you could make Eastern island station?Actually, what have you got so far, and was/is this an automated or player driven system? As the other rails are going to be monorail in principal, perhaps things could be resized to use the main rail system, if we can't fit two in some how. Speaking of that, now I've got proof of concept for most of the basic ideas, next time I'm going to fine tune the track cross section. The plan is to make it so an assembly of stock parts can be used to make a bogie (wheel frame), so you don't need my pack to ride Kerbin City's rails. But, alternatively, I could just offer the specialised bogie part for inclusion in this pack. Or maybe both.What do you guys think?Also, here is a Kerbal inspecting a reduced size carboard mock up of Central's main building.D05hrKYl.pngOr, perhaps it could be used with simple form of multilayer, limited to the city where members interact via kerbal avatars. Could be cool.Or perhaps a giant screen serves as a browser..Also, would we be able to get that tiles texture from the airport added to the shared textures? I can imagine many uses being found for it.This is going to be very cool, but with all stuff, looks like it will be a "sometimes" mod. Unless a way around the Unity RAM limit comes soon.
Well, my idea was just an automated travel system that did a continuous loop. I am not sure how to access EVA accessible animation windows yet, so without a plugin I couldn't get the kerbal to actually board and start the monorail, rather have the monorail stop long enough to board it and off it goes, the only issue is keeping the kerbal still, to get around that I will probably make a command chair type arrangement for the monorail capsule, which so far has proved challenging, but not impossible.Anyway, at the moment I am not focusing on anything in particular. Seeing as no one is actually assigned a position in phase B, it is difficult to plan ahead for your plot, so I'm just making what I think would fit together in a plot ok. I want a VTOL landing pad, a runway, a couple of buildings and an access bridge to the next plot, nothing too fancy. I agree also, this mod if not made well will hit the RAM limit awful quick. I am trying my best to keep everything to a bare minimum and rely on texture trickery to achieve the effects rather than polygons. I also am making a tower, but I wouldn't mind getting down to ground level after, so it's got an animated glass elevator. The model is 304 verts, as I said as small.I am working on a generic texture set for my block, probably comprised of a few 512x512 sheets. The texture I am using for the glass is simply an alpha 64x64 flat colour, nice and ram friendly.small sample of one of the vtol towers with animated elevatorimage.php?id=67C8_521EE94B&jpg Edited by Devo
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Just working on my 3dsmax skills, still a complete beginner, but trying a few ideas out for a Kerbal farm.

kerbalfarm.png

Could I take a spot on the island west of the main city to make a little farm and some residential area.

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I was wondering if anyone has planned a bridge between 2 buildings which would be a challenge to fly trough.

something like the building in the picture.

yytBj0t.jpg

I think it would be awesome and maybe 2 creators could collaborate for a future city each doing the building on there plot .

it would be awesome if somebody did that.

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Make it so they re really high then ;) and place them so that your average 0 inclination mechjeb ascent would make you go just a slight bit over or under the bridge ;) (yah, I know its not possible...would be hillarious tho)

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Sorry if this has been asked already but are there any plans to work on other cities once KC is finished?

KC is only one tiny little mod being worked on using the KerbTown mod :) hold on just a little bit longer!

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Somebody is already making bridged towers like the Petronas.

Sorry if this has been asked already but are there any plans to work on other cities once KC is finished?

I think that thinking about this is too far ahead. But I don't think other cities will be part of this project, anyone can utilize and make more cities with KerbTown.

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Hey guys. So, I have a few, all be it radical, ideas that I want your opinions on. I have, under curtain I... zII08YX.png

The basic premise is to have this in false geosync orbit (2,868.75 km) directly above the city, and have other ships and stations placed around it using kerbtown's editor. I am also working on a space tether/ station combo that would be placed somewhere in kerbal city, with the main station. the stations extreme width is 640 m, and I plan on having numerous vehicle launch points.

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I love that space elevator idea, but kerbin city is not on the equatorial. There for a space elevator above the city in keo-synchronous orbit would only be above the city once a day. Although with kerbtown it might be possible to keep it above the city.

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