AdmiralTigerclaw Posted September 24, 2014 Share Posted September 24, 2014 You know... We need an Edwards Airforce Base look-alike in one of the deserts.You can call it 'Kaydew' AFB. (Reasoning: The ICAO code for Edwards AFB is KEDW... which I regularly misread to myself as KDEW, which becomes 'K-DEW' or "Kaydew")Oh, and look closely at the salt flat. The paved runway isn't the only one. Link to comment Share on other sites More sharing options...
BigD145 Posted September 24, 2014 Share Posted September 24, 2014 Sorry, I don't know if this has already been asked but how is recovery funds with this mod. Does it still go based on how far you are from the normal KSC or does it go on the closest base? Thanks in advance.It's from KSC. Worst case you lose about half. Link to comment Share on other sites More sharing options...
PRS_Player Posted September 24, 2014 Share Posted September 24, 2014 Is there a way to load another runway before landing? It seems to be loading only the runway I used to deploy my craft. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 24, 2014 Author Share Posted September 24, 2014 Sorry, I don't know if this has already been asked but how is recovery funds with this mod. Does it still go based on how far you are from the normal KSC or does it go on the closest base? Thanks in advance.medsouz is looking into making it possible to have other bases do recovery with Kerbal Konstructs. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 24, 2014 Author Share Posted September 24, 2014 Urban Extras is taking its sweet time getting done. Check out my latest blog entry to find out more and to get a preview. Link to comment Share on other sites More sharing options...
seanth Posted September 25, 2014 Share Posted September 25, 2014 Do you have a recommendation on a building for launching boats. I don't mean a in-the-water-boat-appears there launch. I mean a ramp I can drive a boat trailer down to release a boat.I was looking at the dock model in the Coastal Extras pack, but the ramp is blocked by the traffic lights, limiting the size of things.Any chance you could release a dock version without those size-exclusion traffic lights at the top of the ramp? Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 25, 2014 Author Share Posted September 25, 2014 (edited) Daily Digest of replies to various requests and suggestions. That doesn't mean it will be daily. And please note that if you pitch your requests as suggestions, then I'm more likely to consider them. I don't do requests.Just had a thought, it'd be cool if you could add the headquarters for some of the agencies. Like the junkyard for Jebediah Kerman's Junkyard and Spaceship Parts Co... I'm sure its been suggested somewhere before.Yup, JKJ and SPC is already on da list. Other corporate HQs may show up at some point in the future.You know... We need an Edwards Airforce Base look-alike in one of the deserts....That's a big bit of work. I'm more inclined to expand Area 110011 at some point in the future instead.Do you have a recommendation on a building for launching boats... Any chance you could release a dock version without those size-exclusion traffic lights at the top of the ramp?I've a number of ideas for this purpose in various stages of conception, prototyping and development. I'll bump the priority up on this project.Is there a way to load another runway before landing? It seems to be loading only the runway I used to deploy my craft.That sounds like a rendering range issue. Pop by the Kerbal Konstructs thread and medsouz might be better able to help. Or he might pop in here. He lurks ...And a heads-up on an issue I've been seeing a lot lately as I make more stuff with more than one level of collider. It may or may not be related to the way Kerbal Konstructs renders static assets. It is very likely related to KSP's current 'issues' with the camera and physics. Either way, it makes it very unlikely I'll be continuing the 'open hangar' project I was working on.Don't park craft 'under' or 'inside' things if you don't want them to spontaneously combust next time you return to them. That should tell you everything you really need to know. Edited September 25, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Eskandare Posted September 25, 2014 Share Posted September 25, 2014 ...And a heads-up on an issue I've been seeing a lot lately as I make more stuff with more than one level of collider. It may or may not be related to the way Kerbal Konstructs renders static assets. It is very likely related to KSP's current 'issues' with the camera and physics. Either way, it makes it very unlikely I'll be continuing the 'open hangar' project I was working on.Don't park craft 'under' or 'inside' things if you don't want them to spontaneously combust next time you return to them. That should tell you everything you really need to know.Well, that basically burns my hanger work for the aircraft carrier, although I only use mesh colliders and at one time I had thought I solved the camera issue... but I can't remember what I did. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 25, 2014 Author Share Posted September 25, 2014 (edited) It may be related to the way objects are re-spawned after KK has finished rendering assets. Basically, KSP's physics looks for nearest collider UP rather than DOWN. So the first collider UP is where it will move the re-spawned craft. That results in boom. I need to do some more testing with the KSC Island hangars to see if they have the issue too. If they don't then Squad's statics have something special going on (probably to do with rendering/loading order).EDIT - Note the issue doesn't exist if there is no collider above the re-spawned craft. It'll happily settle on a static's collider without issue then. Regardless of whether it's a third-party static. Edited September 25, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 25, 2014 Share Posted September 25, 2014 (edited) How about a solar power plant at the KSC! Those buildings need to be powered by something! And external offsite power plants are boring!Technically, this one also supplies power to people living outside of the space center area, but it's a real life example:http://www.nasa.gov/centers/kennedy/news/releases/2010/release-20100408c.html Edited September 25, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
seanth Posted September 25, 2014 Share Posted September 25, 2014 I've a number of ideas for this purpose in various stages of conception, prototyping and development. I'll bump the priority up on this project.Very cool, and thanks. I'll keep checking back. Excellent work on things, btw, Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 26, 2014 Author Share Posted September 26, 2014 Urban Extras is out. Find it in the OP....Daily Digest that won't be daily.I'm currently discussing with Lack about contributing to a project he's planning. More on that when there's more to tell.I may be appearing on KSP-TV sometime soon. May. There's still a lot to sort out before that happens. If it does you can expect me to be a patronising git showing everyone just how easy it is to make statics and get them into KSP. So you can all do it. Yay. Fun. Teaching.How about a solar power plant at the KSC! Those buildings need to be powered by something! And external offsite power plants are boring!Technically, this one also supplies power to people living outside of the space center area, but it's a real life example:http://www.nasa.gov/centers/kennedy/news/releases/2010/release-20100408c.htmlIndustrial and power generating facilities of various kinds are planned. This is on da list. Link to comment Share on other sites More sharing options...
Deep silence Posted September 26, 2014 Share Posted September 26, 2014 Thanks for all these addons! May I ask some hints to found anomalies? I have currently only found the one next to the Area 110011... Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 26, 2014 Share Posted September 26, 2014 (edited) There are pictures of all of them a while back in this thread *Beams in pride* I was the first to find all of them!If you don't want to be spoiled, just use scansat. I temporarily deinstalled all (Back then) Kerbtown assets to make it easier to find the anomalies! Edited September 26, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
Tybarious Posted September 26, 2014 Share Posted September 26, 2014 Yup, JKJ and SPC is already on da list. Other corporate HQs may show up at some point in the future.Awesome, thanks for replying. I look forward to seeing it someday. Link to comment Share on other sites More sharing options...
Eskandare Posted September 26, 2014 Share Posted September 26, 2014 (edited) I was just thinking, Ash, you could re-release Krystal City. This occured to me as I was thinking about building a new city like Kerbin City except with an adjacent airfield (maybe). I've been studying how KC was assembled. Plus I've realized Ben Bay's port isn't big enough to support part of the Oceania project. This also gives Ash perfect opportunity to add corporate buildings and whatnot. I've already consructed a modular highway system that I was planning to link KSC, KC, and Ben Bay together. City name suggestions are welcome. Edited September 26, 2014 by Eskandare Link to comment Share on other sites More sharing options...
seanth Posted September 26, 2014 Share Posted September 26, 2014 Not sure this would be of interest, but back when some of the people on the forum were circumnavigating Kerbin by boat, we were throwing names on some landmarks. Anyway, I like maps, and since you are providing place names.... Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 26, 2014 Author Share Posted September 26, 2014 (edited) I was just thinking, Ash, you could re-release Krystal City...With optimisation and KK eliminating the krakensbane lag, I had been considering it. Unfortunately all of my original source is in a pretty unusable state. Caused by various Unity purges."Plus I've realized Ben Bay's port isn't big enough to support part of the Oceania project."Coastal Extras 2 is going to put a few more bits around there so that's probably fortunate."I've already consructed a modular highway system that I was planning to link KSC, KC, and Ben Bay together. "Looking forward to that. I've made a few abortive attempts at similar things but ultimately got frustrated with level changes in terrain over large distances. Edited September 26, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
medsouz Posted September 26, 2014 Share Posted September 26, 2014 (edited) I've already consructed a modular highway system that I was planning to link KSC, KC, and Ben Bay together. Any chance you want to collaborate on the modular highway? I've been planning to add a feature to KK to make roads/train tracks/fences easier on asset developers.And a heads-up on an issue I've been seeing a lot lately as I make more stuff with more than one level of collider. It may or may not be related to the way Kerbal Konstructs renders static assets. It is very likely related to KSP's current 'issues' with the camera and physics. Either way, it makes it very unlikely I'll be continuing the 'open hangar' project I was working on.Don't park craft 'under' or 'inside' things if you don't want them to spontaneously combust next time you return to them. That should tell you everything you really need to know.Yeah thats a stock KSP issue, I'll see if I can work some magic to fix it but no promises. Edited September 26, 2014 by medsouz Link to comment Share on other sites More sharing options...
Eskandare Posted September 26, 2014 Share Posted September 26, 2014 Any chance you want to collaborate on the modular highway? I've been planning to add a feature to KK to make roads/train tracks/fences easier on asset developers.Ahh, they're just individual road segment models for US style high rise motorways/freeways. They can be linked together to form a variety of paths. Link to comment Share on other sites More sharing options...
medsouz Posted September 26, 2014 Share Posted September 26, 2014 Ahh, they're just individual road segment models for US style high rise motorways/freeways. They can be linked together to form a variety of paths.I was thinking of doing something like RollerCoaster Tycoon and make special statics that can snap together automatically. It might make your job easier. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 26, 2014 Author Share Posted September 26, 2014 I was thinking of doing something like RollerCoaster Tycoon and make special statics that can snap together automatically. It might make your job easier. Eskandare, medsouz will need short modular components. You shouldn't have too much trouble meeting any spec he has; your current models would probably be easily adapted. If you're not keen, I can take it on, no problem chap. Link to comment Share on other sites More sharing options...
Eskandare Posted September 27, 2014 Share Posted September 27, 2014 (edited) Eskandare, medsouz will need short modular components. You shouldn't have too much trouble meeting any spec he has; your current models would probably be easily adapted. If you're not keen, I can take it on, no problem chap.I'll send them through they're fairly basic and have pillars for raised sections. They're designed for basically just that 'roller coaster tycoon' style roads. I'm off work at 1am San Francisco (9am London). I'll send medsouz the models.Any specific file format? (dae, obj, blender, 3ds) Edited September 27, 2014 by Eskandare Link to comment Share on other sites More sharing options...
medsouz Posted September 27, 2014 Share Posted September 27, 2014 I'll send them through they're fairly basic and have pillars for raised sections. They're designed for basically just that 'roller coaster tycoon' style roads. I'm off work at 1am San Francisco (9am London). I'll send medsouz the models.Any specific file format? (dae, obj, blender, 3ds)Whatever format is easiest for you that will allow me to throw it into Unity. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 27, 2014 Author Share Posted September 27, 2014 Daily Digest that won't be daily!Kerbal Konstructs to show bases in tracking station. Awesomeness brought to you by medsouz. Still using KerbTown? WHY? WHY? You make kitten sad.Q Will KerbinSide have destructible buildings?A Depends on how easy it'll be to do and whether the effort is worth the return. So yes, some of them, probably Link to comment Share on other sites More sharing options...
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