AlphaAsh Posted September 9, 2014 Author Share Posted September 9, 2014 First version of the KKVLA is now available.Located close to Area 110011 in Kerbin's Greater Desert, Karl Kerbansky's Very Large Array is the premier radio-telescope site on planet Kerbin. Originally conceived on the back of a snack wrapper by Doctor Karl Kerbansky, self-proclaimed Best Astronomer on Kerbin, the observatory currently consists of ten independent antennae, although it is unusual for all to be operating at the same time. The site includes large maintenance huts served by a wide-scale rail network but this has a habit of getting buried under the sand and Area 110011 have borrowed the shunters and don't seem to be in any great hurry to return them.Access to the base is by plane to Area 110011, assuming you have security clearance, or by chopper to the top of the VLA's control centre. It is recommended that rovers are not dropped on the helipad as the stairs aren't wide enough to drive down. You can just drive off the edge if you really have to.You can find this new base in the OP. Link to comment Share on other sites More sharing options...
peadar1987 Posted September 9, 2014 Share Posted September 9, 2014 Has this got RemoteTech2 compatibility yet? (That would make me a very happy boy!) Link to comment Share on other sites More sharing options...
comham Posted September 9, 2014 Share Posted September 9, 2014 Dude, you're incredibly prolific, great work making so many bases! Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 9, 2014 Share Posted September 9, 2014 (edited) First version of the KKVLA is now available.http://www.kashcorp.co.uk/ksidekkvlapromo.jpgLocated close to Area 110011 in Kerbin's Greater Desert, Karl Kerbansky's Very Large Array is the premier radio-telescope site on planet Kerbin. Originally conceived on the back of a snack wrapper by Doctor Karl Kerbansky, self-proclaimed Best Astronomer on Kerbin, the observatory currently consists of ten independent antennae, although it is unusual for all to be operating at the same time. The site includes large maintenance huts served by a wide-scale rail network but this has a habit of getting buried under the sand and Area 110011 have borrowed the shunters and don't seem to be in any great hurry to return them.Access to the base is by plane to Area 110011, assuming you have security clearance, or by chopper to the top of the VLA's control centre. It is recommended that rovers are not dropped on the helipad as the stairs aren't wide enough to drive down. You can just drive off the edge if you really have to.You can find this new base in the OP.Great job! Love the little details. Also sent in my submission for the base description: Zedbee Polar Launch Facility, hope you like it! And can I make more for other bases? Edited September 9, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 9, 2014 Author Share Posted September 9, 2014 Great job! Love the little details. Also sent in my submission for the base information: Zedbee Polar Launch Facility, hope you like it! And can I make more for other bases?You certainly can. Few things anyone making submissions should keep in mind:- Get someone to proof read your work that you know has better grammar and spelling than you do. Everyone hopefully knows at least one grammar ahem.- Expect me to do some editing.- Don't go nuts. Just do one or two to begin with so I'm not flooded with submissions. Wait until I get back to you with some edits then you can do some more.SPC, I'll get back to you with an initial edit tonight or tomorrow. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 9, 2014 Share Posted September 9, 2014 SPC, I'll get back to you with an initial edit tonight or tomorrow.Alright sounds good, and i'll try and not bombard you with submissions. Link to comment Share on other sites More sharing options...
peadar1987 Posted September 9, 2014 Share Posted September 9, 2014 I've sent in one for Lushlands Runway.I'm thinking it's probably not a bad idea for everyone to say what they've done in-thread, so everyone doesn't send in descriptions for the same few sites? Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 9, 2014 Author Share Posted September 9, 2014 (edited) I've sent in one for Lushlands Runway.I'm thinking it's probably not a bad idea for everyone to say what they've done in-thread, so everyone doesn't send in descriptions for the same few sites?That's not a bad idea.EDIT - Regarding RT2, I took a shot at adding the tracking stations to the RT2 config but got fed up with the cord converting. Here's a relevant earlier post if you want to take a stab at it:IIRC the issue is that for either Southerly or Northerly assets, KerbTown doesn't properly invert part of the co-ordinate. Or something. My wife is dealing with some personal stuff so I don't want to bother her. I was being anecdotal and inappropriately witty. Try firing up KerbTown, get the cords and setting up an asset in RT2's config North of the equator and one South. Then you should see the issue more clealry and be better able to figure it out yourself.EDIT - "It's the East/West value, can't remember which way around it is but KerbTown shows the value as West whereas RT2 (and the Tracking Station) show East (or vice versa). So just subtract KerbTown's value from 360 and it should be correct." - Ravencrow (aka my wife) Edited September 9, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Chadley123 Posted September 9, 2014 Share Posted September 9, 2014 I have a question for the launch pad 2 update, Are you making a crawler or are you not able to tell us at the moment? Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 9, 2014 Author Share Posted September 9, 2014 (edited) I have a question for the launch pad 2 update, Are you making a crawler or are you not able to tell us at the moment? Sort of yes. I am making a crawler but it's currently immobile. KerbTown's support of animations is limited, which means it's not possible to have it actually crawling around (I've been working on animations and just found the limitation. Disappointing.). It will probably be released just as a static initially (that can be launched off) and then at some point in the future, assuming I can get tracks to work, as parts.EDIT - Lack has managed to get around the limitations, I suspect by just 'hard-wiring' his animations from Blender to Unity. By that I mean he skips Unity's poor animation suite by simply doing them in another package and importing them and then he skips the KerbTown layer of the API and goes straight to KSP's native animation support. So KSP must actually load some stuff from static configs the same way it does parts. Eskandare and I may have to pester the poor bloke about it some time soon SECOND EDIT - Slight clarification in first edit. Edited September 10, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
rentaspoon Posted September 10, 2014 Share Posted September 10, 2014 For some reason my brain told me ksp island had a ramp on that picture but it was the mountain :-S . bit disappointed now! Link to comment Share on other sites More sharing options...
rowns Posted September 10, 2014 Share Posted September 10, 2014 The download link doesn't work I think that the website is down. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 The Kerbal Stuff staff are having a hissy fit fight. I'm busy sorting out an alternative host for the All in 1. Probably Curse. Link to comment Share on other sites More sharing options...
rowns Posted September 10, 2014 Share Posted September 10, 2014 Oke thank you. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 Temporarily hosting the All in 1 myself: http://www.kashcorp.co.uk/KerbinSide035.zip Link to comment Share on other sites More sharing options...
rowns Posted September 10, 2014 Share Posted September 10, 2014 Thank you very much. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 (edited) Just as I expected, CurseForge times out constantly trying to upload the All in 1. This is why Curse sucks. I'll try DropBox next.EDIT: http://kerbal.curseforge.com/ksp-mods/224187-kerbinside/files/latestGot it uploaded finally. Still going to get it on DropBox if I can. Edited September 10, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
medsouz Posted September 10, 2014 Share Posted September 10, 2014 I can provide a mirror if you want. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 I can provide a mirror if you want.Go for it chap. The more redundancy the better in this case. Link to comment Share on other sites More sharing options...
medsouz Posted September 10, 2014 Share Posted September 10, 2014 Here you go: http://medsouz.net/stuff/KerbinSide035.zip Link to comment Share on other sites More sharing options...
Lack Posted September 10, 2014 Share Posted September 10, 2014 Sort of yes. I am making a crawler but it's currently immobile. KerbTown's support of animations is limited, which means it's not possible to have it actually crawling around (I've been working on animations and just found the limitation. Disappointing.). It will probably be released just as a static initially (that can be launched off) and then at some point in the future, assuming I can get tracks to work, as parts.EDIT - Lack has managed to get around the limitations, I suspect by just 'hard-wiring' his animations from Blender to Unity. By that I mean he skips Unity's poor animation suite by simply doing them in another package and importing them and then he skips the KerbTown layer of the API and goes straight to KSP's native animation support. So KSP must actually load some stuff from static configs the same way it does parts. Eskandare and I may have to pester the poor bloke about it some time soon SECOND EDIT - Slight clarification in first edit.I just used the animation window in Unity; it's a pain, and becomes unnecessarily slow if you try and do anything complex, but I don't like Blender's one much either.For the .cfg, I think I just used 'animationname = ' or whatever it is, and marked it as looping in Unity, not sure if the animationName bit is even necessary. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 I just used the animation window in Unity; it's a pain, and becomes unnecessarily slow if you try and do anything complex, but I don't like Blender's one much either.For the .cfg, I think I just used 'animationname = ' or whatever it is, and marked it as looping in Unity, not sure if the animationName bit is even necessary.Hmm, I couldn't find anything in Unity to extend the animation period beyond a few seconds or set it to looping. Probably missed it. Link to comment Share on other sites More sharing options...
Eskandare Posted September 10, 2014 Share Posted September 10, 2014 I just used the animation window in Unity; it's a pain, and becomes unnecessarily slow if you try and do anything complex, but I don't like Blender's one much either.For the .cfg, I think I just used 'animationname = ' or whatever it is, and marked it as looping in Unity, not sure if the animationName bit is even necessary.Yeh, I hate the animation system in Blender. The one in MAX is better and it has procedurally generated animations but MAX is a $3000 (£1852) purchase, at least here in the States. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 Convoluted solution was solved. It was simply a case of reducing sampling by a factor against the key for the end of rotation and being able to extend the key. Unity's animation window is indeed a pain. The looping then had to be set on the animation object that was buried in the models folder. Nonsensical. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 Here you go: http://medsouz.net/stuff/KerbinSide035.zipThank you. All set up in the OP. Link to comment Share on other sites More sharing options...
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