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


AlphaAsh

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Yeah, actually what we need is longer/wider runways! Like the space shuttle landing strip in White Sands, our spaceplanes need some ridiculously long/wide areas for emergency landings. :D

I like this idea. The desert area on the continent west of KSC could be fitting. Perhaps a Groom Lake style testing facility for flying saucers, too.

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I like this idea. The desert area on the continent west of KSC could be fitting. Perhaps a Groom Lake style testing facility for flying saucers, too.

I was going to save the reveal until I had something to show but Area 110011 is in concept already. I'll show something when I have something worth showing :)

EDIT - Tested out the first version of the KKVLA dish tonight. See the OP for a preview. Off to bed.

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I was going to save the reveal until I had something to show but Area 110011 is in concept already. I'll show something when I have something worth showing :)

EDIT - Tested out the first version of the KKVLA dish tonight. See the OP for a preview. Off to bed.

More things to wait for, though I think area 110011 might be a bit long of a name. Very excited :D

Edited by Spacepetscompany
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Does anyone know what's causing this strange shadow issue? It is depending on the view angle.

G1Vi8xE.png

AlphaAsh, your stuff is fantastic.

Adds a Very Large Array to Kerbin's desert.

I hope it doesn't collide with the Kosmodrome (Lat 0, Lon 218). Not looking forward moving all these dishes by hand. :(

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Does anyone know what's causing this strange shadow issue? It is depending on the view angle.

http://i.imgur.com/G1Vi8xE.png

AlphaAsh, your stuff is fantastic.

I hope it doesn't collide with the Kosmodrome (Lat 0, Lon 218). Not looking forward moving all these dishes by hand. :(

The Kosmodrome looks great! Downloading now!:cool:

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Does anyone know what's causing this strange shadow issue? It is depending on the view angle.

http://i.imgur.com/G1Vi8xE.png

AlphaAsh, your stuff is fantastic.

I hope it doesn't collide with the Kosmodrome (Lat 0, Lon 218). Not looking forward moving all these dishes by hand. :(

I'll install your base and check, no problems chap.

Regarding the shadow. If you mean the strange wavey lines, that's because KSP's shadow/lighting is rubbish. Try turning up shadow cascades to max and rendering to gorgeous temporarily and you'll see a massive, if unplayable improvement in the shadow-casting. I've yet to come up with a way to counter that issue in my models. Large area mip-maps just garble up low-res shadows.

EDIT - Also try compressed TGAs instead of PNGs. You may see an improvement but I doubt it. Worth a shot.

More things to wait for, though I think area 110011 might be a bit long of a name. Very excited :D

Hint, it's binary. Go do the math and you'll click.

Edited by AlphaAsh
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Try turning up shadow cascades...

*Facepalm* I trurned down shadows and lights to 0 long ago when I had problems with a large space station. Back to default solves the issue. Mostly. Also the floodlights look way better:cool:

Thanks!

Hint, it's binary. Go do the math and you'll click.

Area 33(hex)? Doesn't ring a bell...

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Does anyone know what's causing this strange shadow issue? It is depending on the view angle.

http://i.imgur.com/G1Vi8xE.png

AlphaAsh, your stuff is fantastic.

I hope it doesn't collide with the Kosmodrome (Lat 0, Lon 218). Not looking forward moving all these dishes by hand. :(

Nice! Good job! I really like it! Installing now! :cool:

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I'll install your base and check, no problems chap.

Regarding the shadow. If you mean the strange wavey lines, that's because KSP's shadow/lighting is rubbish. Try turning up shadow cascades to max and rendering to gorgeous temporarily and you'll see a massive, if unplayable improvement in the shadow-casting. I've yet to come up with a way to counter that issue in my models. Large area mip-maps just garble up low-res shadows.

EDIT - Also try compressed TGAs instead of PNGs. You may see an improvement but I doubt it. Worth a shot.

Hint, it's binary. Go do the math and you'll click.

Or Area 33 which is in Hex, or 63 which is in Octet. Actually I like 110011.

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Oh by bumped I meant on my list of projects. The service-road is actually just a straight texture with the detail directly on it. I rarely use bump maps.

Terrain, static, runways , etc are large so it reflects a lot of light. Bump mapping isn't really necessary, except maybe granulated normal map for textures that represent gravel for the illusion of small reflection off of small rocks. Mind you I bumped some of my carrier texture and added tiny amount of shineyness to the deck for refection off the spot lights.

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I really like all of the work that is and has gone into all of these locations.

Are there or will there be some 'flat' type landing strips (normal size and MONDO sized) that do not have the ski jump and can be located at or very close to terrain level???

Many thanks.

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Heh, wow. That runway is HUGE, great job. Also may I suggest (not demand) a ski jump runway, which goes off the edge of an (Kerbtown made) cliff:

WDL3iUN.jpg

Of course, it doesn't have to be that big :D

I seem to find too many good ideas in my head hehe. Alphaash, if my constant posting of suggestions annoys or irritates you just say so. Once again, great work on the runway, how long exactly is it in kilometers?

Edited by Spacepetscompany
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...Once again, great work on the runway, how long exactly is it in kilometers?

The runway's shrunk by 50% now because of collider issues :(. Basically there's a limit to the size of a collider and number of faces and hard as I tried (pretty much all evening), I couldn't get it to behave. Shame but the good news is it's still 2.4 km long, 95m wide from boundary edge to boundary edge and 80m wide between boundaries. It's at least working now.

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The runway's shrunk by 50% now because of collider issues :(. Basically there's a limit to the size of a collider and number of faces and hard as I tried (pretty much all evening), I couldn't get it to behave. Shame but the good news is it's still 2.4 km long, 95m wide from boundary edge to boundary edge and 80m wide between boundaries. It's at least working now.

Perhaps you could have two models, lined up so that they are 'seamless'? Or perhaps crossing the boundary at high speed would be fatal. Seems worth testing...where is Jebediah? :)

Edited by Virindi
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