Virindi Posted August 29, 2014 Share Posted August 29, 2014 I actually like the standalone house button. It makes sense to me that it is there and not on a toolbar, since it is something you need every time you launch. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 29, 2014 Share Posted August 29, 2014 I've almost gotten the magical screenshot of the South Pole anomaly, jebs walking there now, as my plane ran out of fuel, just short of the area..... Actually his mission timer reads 1:47:42 right now so...... Guess he's been walking for a while Link to comment Share on other sites More sharing options...
medsouz Posted August 29, 2014 Share Posted August 29, 2014 Okay, off the top of my head.1 - The huge house button in the VAB and SPH - integrate with Blizzy's toolbar and/or the now official KSP toolbar.2 - Allow visibility range default to be defined per asset in the config.3 - Change the default visibility range (if one isn't defined in the config) to 25000.4 - Add a +0.5 and -0.5 button at the ends of the rotation slider.5 - Add a numeric text box for fine-tuning of rotation, supporting decimals, limited to 0-360.6 - Get rid of the Save Persistence feature completely. It's redundant.7 - Get rid of the initialise feature. It's redundant.8 - Have the available assets list list by asset title or file.9 - Sortable and/or searchable available assets list.10 - Sortable/searchable existing assets list.11 - Increase the camera range when selecting an existing asset that isn't really nearby. I know this one might be difficult because of KSP's rendering range.There's more but I need to remember what I'll see what I can do.Right now I'm experimenting with writing my own version of KerbTown (that is save compatible) from scratch so that I will be able to expand it without worrying about destroying Razcheck's original vision for his mod. If I can't figure it out (which is highly likely ) then I'll just add these to my fork. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted August 29, 2014 Share Posted August 29, 2014 What kerbtown could really use is some kind of trick to 'drop' static item loads beyond a certain range. I don't mean the visual, but some way to 'clear' them from the scenes if they aren't needed. If the player isn't anywhere near the statics, don't even include them, period, until they get close to the kerbin coordinate.Essentially, some finagling to get around the krackensbane. Link to comment Share on other sites More sharing options...
medsouz Posted August 29, 2014 Share Posted August 29, 2014 What kerbtown could really use is some kind of trick to 'drop' static item loads beyond a certain range. I don't mean the visual, but some way to 'clear' them from the scenes if they aren't needed. If the player isn't anywhere near the statics, don't even include them, period, until they get close to the kerbin coordinate.Essentially, some finagling to get around the krackensbane.That is exactly what my fork does. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted August 29, 2014 Share Posted August 29, 2014 Okay cool. Then I guess my PM was redundant. Link to comment Share on other sites More sharing options...
medsouz Posted August 29, 2014 Share Posted August 29, 2014 Okay cool. Then I guess my PM was redundant.I appreciate the tips though . Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted August 29, 2014 Share Posted August 29, 2014 No problem.I do the best I can with the time I have. I don't have the time to sit down and dedicate myself to coding for KSP like the modders here. But I have coded and understand the logic that goes into a lot of it. (With some planning, I coded Tic-Tac-Toe in a single 16-hour run for my programming project.) Sometimes all we can do is communicate all we can. As someone who writes, just the simple act of bouncing ideas off others has massive merit. Different people have different perspectives and approaches that can prove insightful. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 29, 2014 Share Posted August 29, 2014 (edited) Anomaly #1 and 2 are done! Also: alphaash, the North Pole anomaly (the satelite dish) is deep underground, just so you know Edited August 30, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 Anomaly #1 and 2 are done! Also: alphaash, the North Pole anomaly (the data elite dish is deep underground, just so you know)Have you got terrain detail set to high? If not, turn it up temporarily and it should be only slightly buried and then you'll be able to have a look around it to discover exactly what it is. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 30, 2014 Share Posted August 30, 2014 Have you got terrain detail set to high? If not, turn it up temporarily and it should be only slightly buried and then you'll be able to have a look around it to discover exactly what it is.Uhhh, no..... Forgot to change it in the settings, and already recovered Jeb... However, I still got a screen of it underground, so does that count? Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 Uhhh, no..... Forgot to change it in the settings, and already recovered Jeb... However, I still got a screen of it underground, so does that count?Ack. Tough one. I'll allow it but I'd still suggest checking it out again some time with terrain detail set to high. You need to be able to get around the thing to really get the 'OMG it's that!' moment. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 30, 2014 Share Posted August 30, 2014 Alright then, sometime later I suppose, anyway off to the two weirdly close other anomalies, if I get lucky, I could be done by tommoroy morning! Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 30, 2014 Share Posted August 30, 2014 (edited) Alright then, sometime later I suppose, anyway off to the two weirdly close other anomalies, if I get lucky, I could be done by tommorow morning!Alrighty, DONE! Even better than I expected The Aeries 5A, Totally not a slightly modified ripoff of the Aeries 3A, which I will be using to fly to each of these destinations....... And eventually run out of fuel and have to walk to 2 of them...........The first anomaly, jeb had to walk 15 kilometers for this one as his "Trusty" Steed ran out of propellant! Thank god for key-weights!This one was burried underground as my settings were on the default settingJeb sure hopes that Kerbin isn't being invaded by the big G!Jeb enters....... Kerbins Stargate?????Also..... One question. Does my anomaly suggestion have to be in line with the current set of anomalies (As in the reference something from outside of KSP), or can I ask to bring back, a much loved, much missed KSP anomaly of the past? If so, does it have to be on kerbin?PS: CAKE! Edited August 30, 2014 by Spacepetscompany Added more cake Link to comment Share on other sites More sharing options...
LORDPrometheus Posted August 30, 2014 Share Posted August 30, 2014 I'm not sure if Kerbin side caused this bug but I'm inclined to believe it is since I've nervy seen anything like it and just installed this mod today. when I launched a rocket (from the default launch pad) my three vehicles based on the KSC island ( not on the runway off to the side disappeared not only from the map from the save file. Poof they're gone no ceremony I just hit about 70km and they went away. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 Also..... One question. Does my anomaly suggestion have to be in line with the current set of anomalies (As in the reference something from outside of KSP), or can I ask to bring back, a much loved, much missed KSP anomaly of the past? If so, does it have to be on kerbin?Very well done sir. Your anomaly can be whatever you like and if I think it's within my capabilities and won't take up too much time, I'll make it. Doesn't have to reference something outside of KSP, nope. It does have to be on Kerbin though.Have a think then shoot me a PM.And again, well done. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 (edited) I'm not sure if Kerbin side caused this bug but I'm inclined to believe it is since I've nervy seen anything like it and just installed this mod today. when I launched a rocket (from the default launch pad) my three vehicles based on the KSC island ( not on the runway off to the side disappeared not only from the map from the save file. Poof they're gone no ceremony I just hit about 70km and they went away.Pretty sure medsouz's fork of KerbTown doesn't touch vehicles. Perhaps only indirectly if they happen to be in physics range when something they're parked on is unrendered and they crash to the ground and are destroyed. But that should never happen. Sorry chap, even the old KerbTown doesn't do anything remotely like this. medsouz will doubtless jump in if he has some clue.KerbinSide has no code outside of KerbTown and couldn't do something like this.EDIT - Also, I just thought what if it's something new being rendered that destroyed your vehicles. But the only things added to the KSC Island are a radar station on a peak and a lighthouse way out of the way. Unless you parked your vehicles on a very very steep slope, it can't be that either.EDIT 2 - Did the vehicles use just the attachable exterior seat? If they have no kind of command pod, then if you've got persistent debris set to 0, a vehicle like that will be considered debris and deleted. I've had that happen. Edited August 30, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 30, 2014 Share Posted August 30, 2014 Very well done sir. Your anomaly can be whatever you like and if I think it's within my capabilities and won't take up too much time, I'll make it. Doesn't have to reference something outside of KSP, nope. It does have to be on Kerbin though.Have a think then shoot me a PM.And again, well done.Alright then, since it has to be on kerbin I guess my original idea won't work, then again it was a bit of a longshot in do-ability. In any case i'll probably send you the anomaly sometime today! Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 The Old KSC2 Upgrade is done and available in the OP.A few important notes:- 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.- Terrain scatter stuck a tree in one of the runways. I'm not letting that minor annoyance stop this first version being released.- This is the largest bit of work I've done in a long time. 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.- Suggestions for improvements and extra features are very welcome.Enjoy. Link to comment Share on other sites More sharing options...
Chadley123 Posted August 30, 2014 Share Posted August 30, 2014 Could you put the landing lights on the KSC runway? You don't need to do the whole thing with taxi ways and an extra runway, just approach lights for landing the KSO or a Spaceplane at night. Very impressed with the new 'old' KSC as well. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted August 30, 2014 Share Posted August 30, 2014 The Old KSC2 Upgrade is done and available in the OP.The only problem I can see with this layout, is that the taxiway is blocking the VABs access to the launchpad, so a crawler can't get through. Link to comment Share on other sites More sharing options...
medsouz Posted August 30, 2014 Share Posted August 30, 2014 Pretty sure medsouz's fork of KerbTown doesn't touch vehicles. Perhaps only indirectly if they happen to be in physics range when something they're parked on is unrendered and they crash to the ground and are destroyed. But that should never happen. Sorry chap, even the old KerbTown doesn't do anything remotely like this. medsouz will doubtless jump in if he has some clue.KerbinSide has no code outside of KerbTown and couldn't do something like this.EDIT - Also, I just thought what if it's something new being rendered that destroyed your vehicles. But the only things added to the KSC Island are a radar station on a peak and a lighthouse way out of the way. Unless you parked your vehicles on a very very steep slope, it can't be that either.EDIT 2 - Did the vehicles use just the attachable exterior seat? If they have no kind of command pod, then if you've got persistent debris set to 0, a vehicle like that will be considered debris and deleted. I've had that happen.I don't believe that my changes to KerbTown had any effect on this. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 The only problem I can see with this layout, is that the taxiway is blocking the VABs access to the launchpad, so a crawler can't get through.Heh, I hadn't even considered that. Even after 're-activating' the launchpad I sorta thought of it as dis-used or re-purposed in to a control tower.What I'll probably do in future is modify the taxiway with a draw-bridge or add a new VAB. Or both.Very good point though. Link to comment Share on other sites More sharing options...
AlphaAsh Posted August 30, 2014 Author Share Posted August 30, 2014 Could you put the landing lights on the KSC runway? You don't need to do the whole thing with taxi ways and an extra runway, just approach lights for landing the KSO or a Spaceplane at night. Very impressed with the new 'old' KSC as well.Lack's KSC++ does this and any stuff I do to the KSC is now compatible with that by default. Sorry chap. Link to comment Share on other sites More sharing options...
Eskandare Posted August 30, 2014 Share Posted August 30, 2014 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.You and be both mate! I used 3D Studio Max back in 1999 when classes for such software barely existed. Now one of me mates from High School is a professor for 3D modeling. I just got back into it myself, and haphazardly learning blender as I go. I must say, the new tools make everything much easier. Anyroad, I have got illumination added to the carrier. I'll probably be doing the same for the cruiser and maybe the other vessels I add later on.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
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