Chadley123 Posted August 27, 2014 Share Posted August 27, 2014 Can you open up the hangars so I can put emergency vehicles in them? I don't think it would cause too much trouble, but I don't know much about modeling. As in, I don't know anything about modeling. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 27, 2014 Author Share Posted August 27, 2014 Can you open up the hangars so I can put emergency vehicles in them? I don't think it would cause too much trouble, but I don't know much about modeling. As in, I don't know anything about modeling.I've been prototyping some open hangars but the bloody camera is annoying as heck unless set to 'chase'. So probably but with that caveat. Link to comment Share on other sites More sharing options...
Chadley123 Posted August 27, 2014 Share Posted August 27, 2014 I don't mind the camera, I just want them in storage pretending that Kerbin has weather requiring vehicles to be in storage. Link to comment Share on other sites More sharing options...
MedwedianPresident Posted August 27, 2014 Share Posted August 27, 2014 Also...can you take requests for individual mods?I really really want a Spaceport on Medwedian territory. PLEASE! Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 27, 2014 Author Share Posted August 27, 2014 Here's a shot of the second landing way. Much wider and a little longer than the launch way. Link to comment Share on other sites More sharing options...
Virindi Posted August 27, 2014 Share Posted August 27, 2014 I am loving the taxiways!Make the runways as long as kerbally possible Link to comment Share on other sites More sharing options...
SuperWeegee4000 Posted August 27, 2014 Share Posted August 27, 2014 I quite enjoy this. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted August 27, 2014 Share Posted August 27, 2014 Hey alpha.... try out this layout. Link to comment Share on other sites More sharing options...
Eskandare Posted August 28, 2014 Share Posted August 28, 2014 Don't think so chap. Check the KerbTown manual as it has something on including modules in statics in that IIRC.For a moment I thought I had it working, but it may have been the aircraft interacting with the collider used in the arrestor cable. I'm not going to worry about the arrestor system. I welcome anyone to try and make an arrestor plugin for static objects, but for now the cables will be just for show.On My To Do List: (in no particular order)- Animated aircraft lifts- Functional arrestor cables- ILS approach- Boundary lights- Texture polishVisual Carrier and Cruiser update: Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Chadley123 Posted August 28, 2014 Share Posted August 28, 2014 Dayum dude! I want that ship! Link to comment Share on other sites More sharing options...
drtedastro Posted August 28, 2014 Share Posted August 28, 2014 Thanks for all of your work. This is great and add lots of fun. Is it 'possible' to add my own landing strips?? And or is it possible to 'tweak' current locations to move?Many thanks for your work again, and thanks for any advise / insight or suggestions. Link to comment Share on other sites More sharing options...
colmo Posted August 28, 2014 Share Posted August 28, 2014 Have a word with Infinite dice - those ship models deserve to sail for real! Being static seems...well, static.Any thoughts on an oil drilling platform? Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 28, 2014 Author Share Posted August 28, 2014 (edited) Thanks for all of your work. This is great and add lots of fun. Is it 'possible' to add my own landing strips?? And or is it possible to 'tweak' current locations to move?Many thanks for your work again, and thanks for any advise / insight or suggestions.You are more than welcome to use all of KerbinSide's assets for personal use. Check out KerbTown's interface and play with it some. KerbTown's got a manual around here somewhere Pseudo procedure for creating your own runway:1 - Find suitable location.2 - Bring up KerbTown interface.3 - Bring up available assets.4 - Go through list and pick a runway.5 - Place it.6 - Move it around.7 - Mark it as a launch-site. Give it a name.8 - KerbTown save.9 - Return to spaceport.10 - Reboot KSP.11 - In VAB or SPH, pick your new launch site. Click launch.Have a word with Infinite dice - those ship models deserve to sail for real! Being static seems...well, static.Any thoughts on an oil drilling platform?Both Eskandare and I were ho-humming about using HoneyFox's Ocean Odyssey but decided not to go with it because the textures seem a little unfinished. I'm considering doing something myself unless Eskandare beats me to it. Or we might both do one. It's on my list, anyway. Edited August 28, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
SuperWeegee4000 Posted August 28, 2014 Share Posted August 28, 2014 Visual Carrier and Cruiser update: Link to comment Share on other sites More sharing options...
drtedastro Posted August 28, 2014 Share Posted August 28, 2014 @AlphaAsh;Thanks for the reply and info. I have found the "KerbTown Manual" and with it and your info I am able to do what i have been wanting to...THANKS!!!!!!!!!!!!!!!!!Most excellent... Link to comment Share on other sites More sharing options...
Eskandare Posted August 28, 2014 Share Posted August 28, 2014 Have a word with Infinite dice - those ship models deserve to sail for real! Being static seems...well, static.Any thoughts on an oil drilling platform?I have a version that uses InfiniteDice's float code and arrestor cable, but I made it static because of processor usage, the ID ship system was still slow to load on my rig. I wanted it to be available for all machines. Not just the fast ones. And yes, mine is fast. I have an oil rig, a Nimitz class, a container ship, fishing boats, and a top secret project in the works. I'm also hiding a favorite model in my set as an anomaly (sort my signature). Link to comment Share on other sites More sharing options...
Eskandare Posted August 28, 2014 Share Posted August 28, 2014 Both Eskandare and I were ho-humming about using HoneyFox's Ocean Odyssey but decided not to go with it because the textures seem a little unfinished. I'm considering doing something myself unless Eskandare beats me to it. Or we might both do one. It's on my list, anyway.Actually, I'm reverse engineering his model. I found a plugin to reverse the *.mu file into a blender file. Once I get to it, I'll create a new UV map for it and credit HoneyFox for his model. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 28, 2014 Share Posted August 28, 2014 Is the contest for posting all four Kerbin anomalies to be able to suggest a new base still open, cause I'm interested! Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 28, 2014 Author Share Posted August 28, 2014 Is the contest for posting all four Kerbin anomalies to be able to suggest a new base still open, cause I'm interested!The prize is to suggest a new ancient anomaly. And yes it is And it must be screenshots. And a story. And cake. Okay the story and cake is optional. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 28, 2014 Share Posted August 28, 2014 (edited) The prize is to suggest a new ancient anomaly. And yes it is And it must be screenshots. And a story. And cake. Okay the story and cake is optional.Okay then, then, expect pictures today or over the weekend Edited August 28, 2014 by Spacepetscompany Misspelling Link to comment Share on other sites More sharing options...
medsouz Posted August 28, 2014 Share Posted August 28, 2014 I updated my KerbTown fork to fix the following issues:4 - After adding a new asset to a base, reverting to the VAB or SPH results in the KSC intruding again and then when re-launching to the base you added to, none of the base is rendered.It may be linked to this:5 - First visit to the SPH after loading a save, the KSC intrudes in to the hangar.You can grab the updated version from my GitHub repo and don't forget to let me know if you guys find any more issues or want anything added. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 28, 2014 Author Share Posted August 28, 2014 I updated my KerbTown fork to fix the following issues:You can grab the updated version from my GitHub repo and don't forget to let me know if you guys find any more issues or want anything added. medsouz is more productive than me! You sir, continue to rock. I'll put this in to testing immediately.And are you realllly sure you want feature requests? Because, erm, I may have a few. A dozen or so... Link to comment Share on other sites More sharing options...
medsouz Posted August 28, 2014 Share Posted August 28, 2014 medsouz is more productive than me! You sir, continue to rock. I'll put this in to testing immediately.And are you realllly sure you want feature requests? Because, erm, I may have a few. A dozen or so...I've got nothing better to do with my free time so fire away and I'll try to do whatever I can. Link to comment Share on other sites More sharing options...
Eskandare Posted August 29, 2014 Share Posted August 29, 2014 (edited) With all this approach lighting talk, I figured I'd better get on it and add lighting to the carrier once I get home. I'm going with something like this. Edited August 29, 2014 by Eskandare Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 29, 2014 Author Share Posted August 29, 2014 (edited) I've got nothing better to do with my free time so fire away and I'll try to do whatever I can.Okay, off the top of my head.1 - The huge house button in the VAB and SPH - integrate with Blizzy's toolbar and/or the now official KSP toolbar.2 - Allow visibility range default to be defined per asset in the config.3 - Change the default visibility range (if one isn't defined in the config) to 25000.4 - Add a +0.5 and -0.5 button at the ends of the rotation slider.5 - Add a numeric text box for fine-tuning of rotation, supporting decimals, limited to 0-360.6 - Get rid of the Save Persistence feature completely. It's redundant.7 - Get rid of the initialise feature. It's redundant.8 - Have the available assets list list by asset title or file.9 - Sortable and/or searchable available assets list.10 - Sortable/searchable existing assets list.11 - Increase the camera range when selecting an existing asset that isn't really nearby. I know this one might be difficult because of KSP's rendering range.There's more but I need to remember what Edited August 29, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
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