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


AlphaAsh

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- I was recently contacted with some very destructive criticism of my work. I happily admit that I'm not bac9. No-one is bac9 except bac9. I do have professional experience with modelling but I'm nearly a decade out-of-date. The tools have changed, the techniques have advanced and it's taking time to get back up to speed. I don't need to be told I'm crap and not very good. Constructive criticism, however, is always very welcome.

Ignore the jerks. While your work may not look like it came out of a big budget scifi movie, it doesn't have to. These bases and structures add an element of fun and atmosphere that are missing in the stock game. And the art is not bad. If anything it is a little goofy, which fits with KSP perfectly. You're doing a great job.

The new KSC2 is amazing.

Edited by Virindi
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- I was recently contacted with some very destructive criticism of my work. I happily admit that I'm not bac9. No-one is bac9 except bac9. I do have professional experience with modelling but I'm nearly a decade out-of-date. The tools have changed, the techniques have advanced and it's taking time to get back up to speed. I don't need to be told I'm crap and not very good. Constructive criticism, however, is always very welcome.

In this case in particular, the sheer quantity of your work more than makes up for any putative lack of quality. Without KerbinSide, it's a totally dead and empty planet. With it, it feels like a real world with locations and landmarks and things.

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I was recently contacted with some very destructive criticism of my work. I happily admit that I'm not bac9. No-one is bac9 except bac9. I do have professional experience with modelling but I'm nearly a decade out-of-date. The tools have changed, the techniques have advanced and it's taking time to get back up to speed. I don't need to be told I'm crap and not very good. Constructive criticism, however, is always very welcome.

Ignore the hate you're doing fine. Just seeing how much work you put into this has inspired me to get back into programming after a long burnout period.

There will be graphical issues (my current oprimisation methods tends to leave small gaps between meshes for example). Still, please tell me about problems you find.

With my next release (which might take a few days) you'll have to worry even less about optimization. :) I've got a lot of work done on a new implementation of KerbTown that I'm building from the ground up to avoid the Krakensbane issues.

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With my next release (which might take a few days) you'll have to worry even less about optimization. :) I've got a lot of work done on a new implementation of KerbTown that I'm building from the ground up to avoid the Krakensbane issues.

Good stuff. I did cut back a bit on optimisation with KSC2, primarily to be able to better manage all the assets in Unity - once you've merged a bunch of meshes, the only thing you can do if it b0rks is roll back to a previous version. I'm still doing plenty of optimising of course, since your latest efforts are only starting to get out there. Might be worth sorting your own 'release' thread medsouz and getting something up on Kerbal Stuff. I'll make sure the punters come and get it.

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Yeah, what med said. Anyone who has the time to personally contact you and rip on you would have better used that time to help you improve. Thus, their thoughts aren't worth the effort.

That being said, instead of randomly looking at photos, it might serve your design work more to be given the actual info and the purpose of markings and lights.

I'll spend a few minutes looking up stuff and linking to anything useful in this post. I recall seeing data on runway lighting in detail somewhere, just let me find it. It'll be much better than photo duplication.

http://en.wikipedia.org/wiki/Runway

EDIT: This looks promising.

https://www.faa.gov/air_traffic/publications/atpubs/aim/aim0201.html

EDIT 2: Even more promising. Actually, this one's excellent.

https://ivao.aero/training/documentation/books/PP_Aerodrome_Lighting_System.pdf

Edited by AdmiralTigerclaw
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Yeah, what med said. Anyone who has the time to personally contact you and rip on you would have better used that time to help you improve. Thus, their thoughts aren't worth the effort.

That being said, instead of randomly looking at photos, it might serve your design work more to be given the actual info and the purpose of markings and lights.

I'll spend a few minutes looking up stuff and linking to anything useful in this post. I recall seeing data on runway lighting in detail somewhere, just let me find it. It'll be much better than photo duplication.

http://en.wikipedia.org/wiki/Runway

EDIT: This looks promising.

https://www.faa.gov/air_traffic/publications/atpubs/aim/aim0201.html

You're a star ATC. Do keep in mind that whilst I like to use reality as a guide, I'm never going to let realism spoil artistic licence. I like my KSP that way. Escapism basically. Hope that doesn't disappoint too much chap.

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Updated the ILS config for the new KSC2 runway 35/17.

http://www.virindi.net/junk/kerbinside_034a_rwy.cfg

For some reason, Mattie Kerman is not excited about the new KSC2. I think she needs to get some more training from Jebediah. I'm excited.

http://www.virindi.net/junk/ksctwo35.png

Sfunny, I installed that mod yesterday. Jebediah with a grey beard and moustache is just too damn cool.

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Sfunny, I installed that mod yesterday. Jebediah with a grey beard and moustache is just too damn cool.

Yeah. I love the variety of different characters you can get, and the no ridiculous goofy lipstick female characters.

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Hey Alphaash, do you plan on adding animated "Static" objects to the bases (Similar to the service vehicles in KSC++)? Asking because I just went exploring the new KSC2 and it seemed a bit...... Like a ghost town (space center?). If you're able to pull this off (at least in my opinion), it would add a LOT more atmosphere to the bases, which would only serve to improve them. However if you feel it would be too time consuming or (something similar) I totally understand. I was under the impression that the only reason you hadn't done so was due to the large hit this would have on the krakensbane, however with medsouz kerbtown, perhaps you would consider it! Thank you for taking the time to read this!

Edited by Spacepetscompany
Misspelled Medsouz name........ I feel bad now
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Also, how about adding a rocket engine testing facility, at one of the space centers. Nothing fancy, just a small launch pad which you can't actually launch from (Or you CAN, cause why not) with one of these:

Lomigcs.jpg

Just an idea, I had. Wanted to share it, cause the spread of knowledge and ideas= Cool stuff for jeb to buzz, while mission control yells at him :D

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Hey Alphaash, do you plan on adding animated "Static" objects to the bases (Similar to the service vehicles in KSC++)? Asking because I just went exploring the new KSC2 and it seemed a bit...... Like a ghost town (space center?). If you're able to pull this off (at least in my opinion), it would add a LOT more atmosphere to the bases, which would only serve to improve them. However if you feel it would be too time consuming or (something similar) I totally understand. I was under the impression that the only reason you hadn't done so was due to the large hit this would have on the krakensbane, however with medsouz kerbtown, perhaps you would consider it! Thank you for taking the time to read this!

I'm sure that may be a feature in the future. I'm currently relearning animations for animating my carrier lifts.

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Eskandare is correct. I'm letting him do the hard slog of relearning animations so I'll then have his brain to pick and work to examine when I want to start doing them. The chap just told me how to get proper lights working. Bloke's a genius and very fast learner and I'm really grateful he's collaborating on KerbinSide. Cheers to you sir.

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Eskandare is correct. I'm letting him do the hard slog of relearning animations so I'll then have his brain to pick and work to examine when I want to start doing them. The chap just told me how to get proper lights working. Bloke's a genius and very fast learner and I'm really grateful he's collaborating on KerbinSide. Cheers to you sir.

Ah, alright then, got it:D

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Eskandare is correct. I'm letting him do the hard slog of relearning animations so I'll then have his brain to pick and work to examine when I want to start doing them. The chap just told me how to get proper lights working. Bloke's a genius and very fast learner and I'm really grateful he's collaborating on KerbinSide. Cheers to you sir.

While I'm here at work on a 12 hour shift, I read the manuals during my breaks. (Oh the sad existence of an aircraft mechanic & engineer turned paramilitary security. Oh well, could be much worse, but money is money). I have a good 4 days off to work on the project. Once I get the anti-aircraft Jeb's party popper turrets installed, I'll work on the lift animations and hanger with internal illumination.

Edit: Thank you for the compliment, Ash, it means a lot. I'm happy to work with you on this project.

Edited by Eskandare
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Also, how about adding a rocket engine testing facility, at one of the space centers. Nothing fancy, just a small launch pad which you can't actually launch from (Or you CAN, cause why not) with one of these:

http://i.imgur.com/Lomigcs.jpg

Just an idea, I had. Wanted to share it, cause the spread of knowledge and ideas= Cool stuff for jeb to buzz, while mission control yells at him :D

I may create something like that. I've got a couple of techniques I've wanted to do more with.

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Lack's KSC++ does this and any stuff I do to the KSC is now compatible with that by default. Sorry chap.

KSC++ doesn't add the high visibility landing lights you have. Just small little lights on the end of the runway. :P

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