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


AlphaAsh

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I have been trying to get this (actually KerbTown, as linked in the OP) to work with ksp 24.2 x64, with no luck. If i have missed something that says this is not compatible with x64, sorry...

You didn't say what OS you are using. People say the windows x64 build is flaky, but the linux one is pretty solid in my experience. I am running about 30 mods including this one on linux x64 with no problems.

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After trying ILS landings on the backwards side of the ski jumps a few million times, it is now pretty clear that the touchdown points have to be moved in from the edge...a lot. Following glideslope to the end of the runway is suicide. I really wish these runways were all longer.

Perhaps you should add a super long and wide runway somewhere? Something for ginormous spaceplanes that barely fit on the runway at KSC :)

...then again, my spaceplane is a somewhat poor glider even after dumping all the rocket fuel. At least I finally landed!

screenshot4.png

Edited by Virindi
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...Perhaps you should add a super long and wide runway somewhere? Something for ginormous spaceplanes that barely fit on the runway at KSC :)...

medsouz's fixed KerbTown is proving effective so I'm planning some much bigger airfields with longer runways, multiple runways and taxiways. And you sir, are barmy landing that way! Love that spaceplane.

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Note for medsouz and other users of his version of KerbTown:

1 - What's probably the persistency code at work means you must now start a new save game after adding one or more new assets, otherwise your old save game won't be able to find the new stuff. Problem manifests as parts of the KSC intruding into the VAB or SPH.

2 - Due to how the visibility/rendering detection goes off as soon as you add a new object with KerbTown, its colliders immediately work. This is pretty harmless, except to the vehicle you launched with. It'll get a bit crunched.

3 - The camera will no longer focus on the object you just made. It'll stay on your now very crunched vehicle.

None of these are show-stoppers considering the benefits.

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Note for medsouz and other users of his version of KerbTown:

1 - What's probably the persistency code at work means you must now start a new save game after adding one or more new assets, otherwise your old save game won't be able to find the new stuff. Problem manifests as parts of the KSC intruding into the VAB or SPH.

2 - Due to how the visibility/rendering detection goes off as soon as you add a new object with KerbTown, its colliders immediately work. This is pretty harmless, except to the vehicle you launched with. It'll get a bit crunched.

3 - The camera will no longer focus on the object you just made. It'll stay on your now very crunched vehicle.

None of these are show-stoppers considering the benefits.

I'll look into fixing this when I get home.

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I'll look into fixing this when I get home.

Additional:

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.

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Note for medsouz and other users of his version of KerbTown:

1 - What's probably the persistency code at work means you must now start a new save game after adding one or more new assets, otherwise your old save game won't be able to find the new stuff. Problem manifests as parts of the KSC intruding into the VAB or SPH.

2 - Due to how the visibility/rendering detection goes off as soon as you add a new object with KerbTown, its colliders immediately work. This is pretty harmless, except to the vehicle you launched with. It'll get a bit crunched.

3 - The camera will no longer focus on the object you just made. It'll stay on your now very crunched vehicle.

None of these are show-stoppers considering the benefits.

I believe I fixed these issues, try this out.

Additional:

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.

I don't have enough time to debug this issue yet but it should be relatively simple to fix, expect another release later tonight.

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Ack I just realized I forgot to change something: If you move the object you're currently placing too far away from the player's vessel it will probably cache it, there is always a chance that it won't be an issue as I didn't actually test but it probably will.

I'll fix it later tonight.

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And I'm working on something just for you Virindi. Some new landing lights.

http://www.kashcorp.co.uk/runwayendlights.jpg

Sweet!

I hope there's a red bar on the 'wrong' side, so that when I make a Jebediah style landing in that direction I can fully appreciate the fact that I am landing the wrong way :D

Edit: BTW, I just did a completely blind IVA landing on Bitsandy Airport. No windows, no cameras, just RPM navball screen and ILS :D

It's sure nice having a real airport downrange in Korea. In previous games I have set up bases there to help out with failed launches.

Edited by Virindi
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Sweet!

I hope there's a red bar on the 'wrong' side'...

Yup.

wrongway.jpg

The Old KSC runway is currently a test subject for adding a lot more detail to a runway. Including a 'realistic' array of lights.

lightarray.jpg

The touchdown lights aren't shown yet. They actually go on the outside of the boundary lights for approximately 50% of the length of the runway, after the runway start light.

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I fixed the issue I mentioned earlier with objects deleting themselves if the player moves them too far away.

Unfortunately (fortunately? :D) I couldn't replicate this issue:

Additional:

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.

Maybe I fixed it with some of my other changes?

As always let me know if you find any more issues or if you want something else added.

Download

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Now, all I need is a system for creating a glide slope for my carrier. The landing is ridiculously difficult. I'm working on creating a way to add the landing system from InfiniteDice's arresting cable. (Of course you'd have to download and install InfiniteDice's Boat Parts to use the plugin.)

Edited by Eskandare
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Yup.

http://www.kashcorp.co.uk/wrongway.jpg

The Old KSC runway is currently a test subject for adding a lot more detail to a runway. Including a 'realistic' array of lights.

http://www.kashcorp.co.uk/lightarray.jpg

The touchdown lights aren't shown yet. They actually go on the outside of the boundary lights for approximately 50% of the length of the runway, after the runway start light.

Sweet! Now all we need are a few more Graphic Enhacement mods and KSP will look exactly like this!

Okay, maybe not. But still, glad to see my request is being added :D

Will there be blue lights showing turns during taxi way's, along with a green light down the middle of taxi ways like in real life?

31.jpg

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Runway improvements coming along nicely.

Landing lights, warning lights, taxi lights. Lots of lights.

Security huts and gates. Primarily for keeping Jeb's crazy fans off the base.

airportage.jpg

I happily admit that my architecture is getting more and more lego-like with each model. I just think the look really suits KSP.

More detail to add yet. Fences and walls, since this isn't Star Wars. Utility vehicles. A couple of taxi-ways and a couple more hangars. And probably a second runway dedicated to landing wider aircraft.

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Gates? Doh. I've been playing a game where I fly out fuel transports to airports and then park them off the runway. Then, I fly the launch aircraft out and refuel from the transport. From that picture, it looks like the place I have been storing aircraft will be blocked off! There needs to be an area where aircraft can park off the runway, and even, a road aircraft can take to drive to the terrain.

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That's where the taxi-ways and new hangars will come in. That's going to be a lot better than running aircraft down a ramp on to grass I hope. I mostly wanted to make sure that ramp was the actual base access for ground vehicles and it was an opportunity to try and hide the awful texture tearing at the bottom. That was breaking my immersion badly.

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Yeah, right now I am parking them in what is I think the 'parking lot'. Or, in the large empty area with the grate floor. I'm not sure if the hangar size is always enough for massive transport planes (my current one crashes into the runway end lights at KSC if it hasn't taken off by then because it is so wide). It would probably be good to have an outdoor parking area as well for such beasts.

Oh yeah, and the other problem with hangars: I'd need some sort of pushback vehicle. Hmmmmmm, I want that anyway, sounds fun...

Edited by Virindi
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Yeah, right now I am parking them in what is I think the 'parking lot'. Or, in the large empty area with the grate floor. I'm not sure if the hangar size is always enough for massive transport planes (my current one crashes into the runway end lights at KSC if it hasn't taken off by then because it is so wide). It would probably be good to have an outdoor parking area as well for such beasts.

Oh yeah, and the other problem with hangars: I'd need some sort of pushback vehicle. Hmmmmmm, I want that anyway, sounds fun...

Taxi-ways and ramps off the main hangar platforms. Best of both worlds.

taxiways.jpg

Just a proof of concept at the moment. For some reason my ramps aren't the same heights which would be... problematic.

Is it possible to add part modules to static objects? For example, if I wanted to use InfiniteDice's arrestor cable module but not his model.

Don't think so chap. Check the KerbTown manual as it has something on including modules in statics in that IIRC.

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