Milkshakefiend Posted September 6, 2014 Share Posted September 6, 2014 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. 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 6, 2014 Author Share Posted September 6, 2014 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. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 6, 2014 Share Posted September 6, 2014 (edited) 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 Edited September 6, 2014 by Spacepetscompany Autocorrect Link to comment Share on other sites More sharing options...
Divico Posted September 6, 2014 Share Posted September 6, 2014 Does anyone know what's causing this strange shadow issue? It is depending on the view angle.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. Link to comment Share on other sites More sharing options...
tychochallenge Posted September 6, 2014 Share Posted September 6, 2014 This mod has some serious potential.... Also, id like more caves/ possible interiors of the added buildings from this mod?Also, easter eggs. We have known about the cave on Tylo, but... its not really a cave....Let's support more extra planetary caving! Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 6, 2014 Share Posted September 6, 2014 Does anyone know what's causing this strange shadow issue? It is depending on the view angle.http://i.imgur.com/G1Vi8xE.pngAlphaAsh, 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! Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 6, 2014 Author Share Posted September 6, 2014 (edited) Does anyone know what's causing this strange shadow issue? It is depending on the view angle.http://i.imgur.com/G1Vi8xE.pngAlphaAsh, 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 Hint, it's binary. Go do the math and you'll click. Edited September 6, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Divico Posted September 6, 2014 Share Posted September 6, 2014 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... Link to comment Share on other sites More sharing options...
Virindi Posted September 6, 2014 Share Posted September 6, 2014 FYI, I am working on fixing ILS for the polar runways. I also made some tools to help me pick near perfect accuracy paths for runways, so things that are off by a tiny bit now will be fixed in the future. ( http://forum.kerbalspaceprogram.com/threads/55280?p=1398253&viewfull=1#post1398253 ) Link to comment Share on other sites More sharing options...
Eskandare Posted September 6, 2014 Share Posted September 6, 2014 Does anyone know what's causing this strange shadow issue? It is depending on the view angle.http://i.imgur.com/G1Vi8xE.pngAlphaAsh, 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! Link to comment Share on other sites More sharing options...
Eskandare Posted September 6, 2014 Share Posted September 6, 2014 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. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 6, 2014 Share Posted September 6, 2014 Area 33(hex)? Doesn't ring a bell...No, straight binary. Value '51'Did you guys seriously overthink that? Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 6, 2014 Share Posted September 6, 2014 No, straight binary. Value '51'Did you guys seriously overthink that?I just kept getting 3... (or 204)....... Darn....... Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 6, 2014 Author Share Posted September 6, 2014 Area 110011 got bumped and here's the progress on the runway.Good eh? No wait. Let's zoom out a bit.Still need to zoom out a bit.Big enough? Link to comment Share on other sites More sharing options...
Chadley123 Posted September 6, 2014 Share Posted September 6, 2014 *jaw drops* Uhm...yes. Yes, I believe that would be big enough. (Awesome!)​ Link to comment Share on other sites More sharing options...
RenatsMC Posted September 6, 2014 Share Posted September 6, 2014 Holly molly Ok now make Challenge Mega Space Plane Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted September 6, 2014 Share Posted September 6, 2014 I just kept getting 3... (or 204)....... Darn.......You keep trying to solve for hex or octal patterns, remember how to solve binary?It's not xx11.0011 or110.011It's:1.1.0.0.1.132 - 16 - 8 - 4 - 2 - 132 + 16 + [0] + [0] + 2 + 1 = 51Why I say: 'Don't overthink it'. Link to comment Share on other sites More sharing options...
Divico Posted September 6, 2014 Share Posted September 6, 2014 It's maybe a little bit short. Good enough for small planes though. But why is it 10km wide??Bump/Normal maps, I'll have to check that. This can really improve large faces, I can see here. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 6, 2014 Author Share Posted September 6, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 6, 2014 Author Share Posted September 6, 2014 Holly molly Ok now make Challenge Mega Space Plane On it. Meanwhile, here's the KSO on the runway.And here you can't see the shuttle anymore but you can just make out the nearby VLA (also WIP). Link to comment Share on other sites More sharing options...
Eskandare Posted September 6, 2014 Share Posted September 6, 2014 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. Link to comment Share on other sites More sharing options...
drtedastro Posted September 6, 2014 Share Posted September 6, 2014 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. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 6, 2014 Share Posted September 6, 2014 (edited) 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:Of course, it doesn't have to be that big 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 September 6, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 7, 2014 Author Share Posted September 7, 2014 ...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. Link to comment Share on other sites More sharing options...
Virindi Posted September 7, 2014 Share Posted September 7, 2014 (edited) 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 September 7, 2014 by Virindi Link to comment Share on other sites More sharing options...
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