The Destroyer Posted November 17, 2013 Share Posted November 17, 2013 Ah yes. I went down to the bottom, and I tried to go up- sadly it has no colison.There is also a conspericy.And apparently the Kraken does NOT like the domino boards... he got up just fine though Link to comment Share on other sites More sharing options...
nothke Posted November 18, 2013 Author Share Posted November 18, 2013 (edited) Ah yes. I went down to the bottom, and I tried to go up- sadly it has no colison.Woops, this is a mistake on my part. I modified this part near publishing and I forgot to test it out. I forgot to add colliders. Will be fixed in the next build =)EDIT: just noticed that the stadium also has no collisions. =(And apparently the Kraken does NOT like the domino boards... he got up just fine though-snip-This made my day xD if you'd read the warning signs.. Edited November 18, 2013 by nothke Link to comment Share on other sites More sharing options...
Commissioner Tadpole Posted November 18, 2013 Share Posted November 18, 2013 Three things.One: More pictures. I hate when mods have little to no pictures. (On this case you've only got two/three and I like to have at least seven.)Two: Is it compatible with the Clouds and Cities mod? (It doesn't actually add cities, it adds in city lights once you're far enough from Kerbin to make it look like it has cities.)Three: How will slower computers handle this mod?Other than that, good work! Link to comment Share on other sites More sharing options...
The Destroyer Posted November 18, 2013 Share Posted November 18, 2013 Three things.One: More pictures. I hate when mods have little to no pictures. (On this case you've only got two/three and I like to have at least seven.)Two: Is it compatible with the Clouds and Cities mod? (It doesn't actually add cities, it adds in city lights once you're far enough from Kerbin to make it look like it has cities.)Three: How will slower computers handle this mod?Other than that, good work!1: See above post, dev thread, everywhere.2: Yes it is. I do see city lights up there, but in the city there are no lights. And clouds are fine.3: It's meant to be performance-optimized, should have as little impact as clouds. Link to comment Share on other sites More sharing options...
DisarmingBaton5 Posted November 18, 2013 Share Posted November 18, 2013 There is also a conspericy.Ooooh. Is that Human Space Program?NB: Not my work. It's from earlier in the thread. Link to comment Share on other sites More sharing options...
veio Posted November 18, 2013 Share Posted November 18, 2013 So many tunnels and bridges to flight through and under! This really is a fun mod Video on some of my favourite bits : Link to comment Share on other sites More sharing options...
AeroPelican Posted November 19, 2013 Share Posted November 19, 2013 Great work on the mod! Is there a download with a .zip rather than a .rar because my computer (mac) can't natively open .rar and keka (a program which usually can open them) is being a bit uncooperative.Many thanks Link to comment Share on other sites More sharing options...
sirkut Posted November 19, 2013 Share Posted November 19, 2013 Great work on the mod! Is there a download with a .zip rather than a .rar because my computer (mac) can't natively open .rar and keka (a program which usually can open them) is being a bit uncooperative.Many thanksUse The Unarchiver (its free):https://itunes.apple.com/us/app/the-unarchiver/id425424353?mt=12 Link to comment Share on other sites More sharing options...
AeroPelican Posted November 22, 2013 Share Posted November 22, 2013 (edited) Use The Unarchiver (its free):https://itunes.apple.com/us/app/the-unarchiver/id425424353?mt=12I tried with unarchiver, didn't workI find that Keka works better and faster.EDIT: Redownloaded, there was a download error on the first one. Got past that stage, now i have to find a fix for a steam/OS X Mavericks bug that screwed over half my games library, including KSP. Edited November 22, 2013 by AeroPelican Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 11, 2013 Share Posted December 11, 2013 I haven't read 100% through the thread so apologies if this has been answered - Can you make extensive underground areas or travel tube/subway sections? I'm thinking of stuff like Copernicus Base in 2001: A Space Odyssey or Moonbase Alpha in Space: 1999. Or even making subway sections in Kerbin City itself. BTW - when I am talking about subways or travel tubes, I'm not speaking of the vehicles themselves. Just the tubes they'd travel in. I assume any dedicated KSP builder or modder could make a good subway car or travel tube vehicle for use in the tubes. You'd just need at least one place in the system where you could drive/load into the tubes from the surface. Can you build under the existing terrain of the surface of a world like the Mun/Kerbin? Or do you have to build UP and fill in? In the case of a large Munbase, would you want to pick an existing crater, for example, and fill it in up to a certain level so that you can put your "underground" areas between the top of the fill-in area and the Mun terrain? Link to comment Share on other sites More sharing options...
wasmic Posted December 11, 2013 Share Posted December 11, 2013 I haven't read 100% through the thread so apologies if this has been answered - Can you make extensive underground areas or travel tube/subway sections? I'm thinking of stuff like Copernicus Base in 2001: A Space Odyssey or Moonbase Alpha in Space: 1999. Or even making subway sections in Kerbin City itself. BTW - when I am talking about subways or travel tubes, I'm not speaking of the vehicles themselves. Just the tubes they'd travel in. I assume any dedicated KSP builder or modder could make a good subway car or travel tube vehicle for use in the tubes. You'd just need at least one place in the system where you could drive/load into the tubes from the surface. Can you build under the existing terrain of the surface of a world like the Mun/Kerbin? Or do you have to build UP and fill in? In the case of a large Munbase, would you want to pick an existing crater, for example, and fill it in up to a certain level so that you can put your "underground" areas between the top of the fill-in area and the Mun terrain?I don't think that is possible. They could add tunnels, but the tunnels would be filled with Kerbins terrain. Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 11, 2013 Share Posted December 11, 2013 I don't think that is possible. They could add tunnels, but the tunnels would be filled with Kerbins terrain.That's what I was asking about. So if intending to build a complex with an "underground" area, you'd need to set a level above the existing ground as your "ground" level and build the structures between your "ground" and the existing terrain, correct? Then I suppose you'd extend your "ground" terrain out to intersect the existing terrain so there wouldn't be any odd holes and such. (other than the openings you wanted of course)Which is why I'm thinking if using this idea for a Munbase, then making your base inside a crater makes a lot of sense. Easier to "fill in" a defined area like that. Link to comment Share on other sites More sharing options...
nothke Posted December 16, 2013 Author Share Posted December 16, 2013 That's what I was asking about. So if intending to build a complex with an "underground" area, you'd need to set a level above the existing ground as your "ground" level and build the structures between your "ground" and the existing terrain, correct? Then I suppose you'd extend your "ground" terrain out to intersect the existing terrain so there wouldn't be any odd holes and such. (other than the openings you wanted of course)Which is why I'm thinking if using this idea for a Munbase, then making your base inside a crater makes a lot of sense. Easier to "fill in" a defined area like that.The tunnel beneath the Kerbin City airport uses this method. Eastern island is exactly 10 meters above water, so you can model a tunnel between the water and the ground somewhere for example. The downtown island is expected to have a tunnel that connects the north and south and also a subway loop. Also the missle silo mod uses the same trick. Link to comment Share on other sites More sharing options...
teepee2345 Posted December 28, 2013 Share Posted December 28, 2013 (edited) how do you install the build 2? Edited December 31, 2013 by teepee2345 Link to comment Share on other sites More sharing options...
comham Posted January 31, 2014 Share Posted January 31, 2014 how do you install the build 2?Same as any other mod, copy the KerbinCity folder into Gamedata. You also need the kerbtown plugin installed Link to comment Share on other sites More sharing options...
ahd1601 Posted January 31, 2014 Share Posted January 31, 2014 (edited) Guys! Snjo's .22 update is functional in .23 as far as I can tell!http://www./download/j6...TownPlugin.zipEDIT: Selecting a launch site does not work for some reason. Just spams errors and flings parts out at insane speeds. But it places static objects properly in the world, so you just have to fly there from ksc Edited January 31, 2014 by ahd1601 Link to comment Share on other sites More sharing options...
Motokid600 Posted January 31, 2014 Share Posted January 31, 2014 (edited) *cough* caves on Duna cough* with large crystas deep inside *cough* Lol.. I guess you'd have to make a mountain first ( Olympus Mons model maybe? ) This mod looks great. Gives me a reason to develop planes. Edited January 31, 2014 by Motokid600 Link to comment Share on other sites More sharing options...
ThinkOutsideTheHangar Posted February 7, 2014 Share Posted February 7, 2014 Hmm I keep clipping through the ground and into space when I try KC eastern. That is the right city, right? Link to comment Share on other sites More sharing options...
ThinkOutsideTheHangar Posted February 7, 2014 Share Posted February 7, 2014 what is the coordinates imusing hyperedit Link to comment Share on other sites More sharing options...
nothke Posted February 7, 2014 Author Share Posted February 7, 2014 what is the coordinates imusing hypereditAccording to KerbalMaps, Eastern Island should be at:-5.84 (south)-83.54 (east) Link to comment Share on other sites More sharing options...
HalcyonCrusader Posted March 11, 2014 Share Posted March 11, 2014 Hey, is it possible to make this into a zip file? Link to comment Share on other sites More sharing options...
HalcyonCrusader Posted March 11, 2014 Share Posted March 11, 2014 Hey, can you make a zip version for this mod? Thanks! Link to comment Share on other sites More sharing options...
OrbitusII Posted March 11, 2014 Share Posted March 11, 2014 Hey, can you make a zip version for this mod? Thanks!I thought I posted a link to that a few pages back, but here it is again: https://www.dropbox.com/s/wipcgkktzuzc79c/KerbinCity_build2.zip Link to comment Share on other sites More sharing options...
Undeadbanana Posted April 17, 2014 Share Posted April 17, 2014 Does this mod still work? Link to comment Share on other sites More sharing options...
Mekan1k Posted April 17, 2014 Share Posted April 17, 2014 I, too, would like to know. Link to comment Share on other sites More sharing options...
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