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[1.1.2] Kerbin-Side (v1.1.0) & Supplements


AlphaAsh

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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.

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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 polish

Visual Carrier and Cruiser update:

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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.

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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 :P

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 by AlphaAsh
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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).

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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.

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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.

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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 :D

Edited by Spacepetscompany
Misspelling
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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. :cool:

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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. :cool:

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...

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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.

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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 by AlphaAsh
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