colmo 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.Do the people trying to make the KerbTown railways know this? I wouldn't mind some wind turbines (lets just imagine the air moves on Kerbin) Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 (edited) Do the people trying to make the KerbTown railways know this? I wouldn't mind some wind turbines (lets just imagine the air moves on Kerbin)I've sussed basic animations and wind turbines falls into that category, so they're going on da list.I got a test tracking station spinning nicely. Then spent the evening setting up the KKVLA dish to do the same then discovered I'd forgotten to rig the model to legacy before starting. Discover a few hours later that there doesn't seem to be a way to re-rig a model once you've done anything to it. Blargh. Modelling - the act of re-doing the same thing over because you forgot one little thing at the start. Fun EDIT - Anyone wondering whether the list is an actual thing? Wonder no more. The list is just a list of possible ideas for KerbinSide I sometimes refer to or add to. It is never complete, not a plan and not every idea is entirely sane. Here's a sample from the list.Area 51 110011New launch padCrawlerSnow plowFloodlightsWalls, fences, barriers, gatesWork vehiclesStorage UnitsStonehengeTree of LifeCastleAtlantisCthulu's cityOld WallPolar Bio-domeResearch domeMountainside HelipadMountainside RunwayCommunications towersPower linesPower stationsFactoriesLanding lightsOil RigsBoathousesSubpensOcean research stationsWind turbines - Just got added Edited September 10, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 10, 2014 Share Posted September 10, 2014 (edited) I've sussed basic animations and wind turbines falls into that category, so they're going on da list.I got a test tracking station spinning nicely. Then spent the evening setting up the KKVLA dish to do the same then discovered I'd forgotten to rig the model to legacy before starting. Discover a few hours later that there doesn't seem to be a way to re-rig a model once you've done anything to it. Blargh. Modelling - the act of re-doing the same thing over because you forgot one little thing at the start. Fun EDIT - Anyone wondering whether the list is an actual thing? Wonder no more. The list is just a list of possible ideas for KerbinSide I sometimes refer to or add to. It is never complete, not a plan and not every idea is entirely sane. Here's a sample from the list.Area 51 110011New launch padCrawlerSnow plowFloodlightsWalls, fences, barriers, gatesWork vehiclesStorage UnitsStonehengeTree of LifeCastleAtlantisCthulu's cityOld WallPolar Bio-domeResearch domeMountainside HelipadMountainside RunwayCommunications towersPower linesPower stationsFactoriesLanding lightsOil RigsBoathousesSubpensOcean research stationsWind turbines - Just got addedI am drooling from the sheer prospect of some of theses! Would it be possible to make an offshore launch facility (Like the San Marco platform)? On another note, currently working on my submission for a description of the Lake Dermal runway!EDIT: it's done Edited September 11, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 10, 2014 Author Share Posted September 10, 2014 I am drooling from the sheep prospect on some of theses! On another note, currently working on my submission for a description of the Lake Dermal runway!Awesome typo. There will be large flocks of sheep and much shepherding of them Looking forward to the blurb SPC. Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 11, 2014 Share Posted September 11, 2014 (edited) Yeah, I just noticed that, hehe. Also just finished the blurb, personally, I think it's better than the one I made for Zedebee, but that's for you to judge! Also could be a good idea to post the list of blurbs that are done/ are still needed in the first post! Edited September 11, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
Eskandare Posted September 11, 2014 Share Posted September 11, 2014 Finally finished the water launch buoy. Nearing completion of the pack. I'll finally get around to putting up a banner (meaning sending it to Ash). Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 11, 2014 Author Share Posted September 11, 2014 (edited) Yeah, I just noticed that, hehe. Also just finished the blurb, personally, I think it's better than the one I made for Zedebee, but that's for you to judge! Also could be a good idea to post the list of blurbs that are done/ are still needed in the first post!Cheers chap. I'll just post an update as needed rather than clutter up the OP further.Finally finished the water launch buoy. Nearing completion of the pack. I'll finally get around to putting up a banner (meaning sending it to Ash). Edited September 11, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 11, 2014 Author Share Posted September 11, 2014 The KKVLA has been updated to version 1.1. The array now has a slow, graceful animation as it tracks something across the sky. I wasn't able to figure out how to tie the animation to time-warp (yet). There's also a missing face on the bottom of the main pivot which I'll fix in the next version. Link to comment Share on other sites More sharing options...
medsouz Posted September 11, 2014 Share Posted September 11, 2014 The KKVLA has been updated to version 1.1. The array now has a slow, graceful animation as it tracks something across the sky. I wasn't able to figure out how to tie the animation to time-warp (yet).Speeding up the animation would be done on KerbTown's end Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 11, 2014 Share Posted September 11, 2014 Great job! Also, just asking, do you need a blurb for KSC 2, Area 110011, or KKVLA? Link to comment Share on other sites More sharing options...
mastermapmaker Posted September 11, 2014 Share Posted September 11, 2014 is there a .23.5 version? i don't trust .24.2 quite yet (and transferring vehicles would be a pain) Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 11, 2014 Share Posted September 11, 2014 0.25 is almost in experimental, and you still don't trust 0.24.2? Well I can tell you that there won't be any changes in trustworthiness to 0.24.2 before 0.25 launches, just saying. Also, may want to look at the Kerbtown page, as this mod provides no plugins, those are provided by Kerbtown. And just to point out, this mod was created after the 0.24 update went live (I think). In any case, hope you find what you're looking for. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 11, 2014 Author Share Posted September 11, 2014 (edited) is there a .23.5 version? i don't trust .24.2 quite yet (and transferring vehicles would be a pain)Pretty sure it should just work. medsouz's fork of KerbTown is built against 0.24.2 so you may have to use the old version. Both are linked in the OP. Edited September 11, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Mekan1k Posted September 11, 2014 Share Posted September 11, 2014 Pretty sure it should just work. medsouz's fork of KerbTown is built against 0.24.2 so you may have to use the old version. Both are linked in the OP.Can we have a link to that build? Link to comment Share on other sites More sharing options...
mastermapmaker Posted September 11, 2014 Share Posted September 11, 2014 Pretty sure it should just work. medsouz's fork of KerbTown is built against 0.24.2 so you may have to use the old version. Both are linked in the OP.thanks....will do... Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 11, 2014 Author Share Posted September 11, 2014 Can we have a link to that build?Both medsouz's fork and the original build are linked in the OP, under Installation. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 11, 2014 Author Share Posted September 11, 2014 Great job! Also, just asking, do you need a blurb for KSC 2, Area 110011, or KKVLA?For Area 110011 yes. KKVLA I've done. KSC 2 does need one but be sure to pay appropriate respect to any lore that Squad might already have floating around. That means, if you're going to do it, you do the research Done as of 12th September:LushlandsLake DermalKKVLAZebedee Link to comment Share on other sites More sharing options...
theonegalen Posted September 12, 2014 Share Posted September 12, 2014 If I might make one request:In my games, Jeb, Bill, and Bob are typically crackpot engineers who start the KSP almost on their own, by scaling up model rocket technology to Kerbal-sized applications. One of my favorite KSP fanfictions is First Flight, which posits a similar idea. The launch site for the first flight in that story (and my head) is Jebediah Kerman's Junkyard (and Used Spaceship Parts). It's also mentioned in the fluff for many of the starting rocket parts. I would love it if you could make that launchpad and area, so I can use it when roleplaying. I know that's probably not on your top list of things to do, and I know it would take a lot of work, but I figured it wouldn't hurt to ask.Either way, this is a great and wonderful mod and I am thoroughly enjoying it! Thanks! Link to comment Share on other sites More sharing options...
Spacepetscompany Posted September 12, 2014 Share Posted September 12, 2014 (edited) For Area 110011 yes. KKVLA I've done. KSC 2 does need one but be sure to pay appropriate respect to any lore that Squad might already have floating around. That means, if you're going to do it, you do the research Done as of 12th September:LushlandsLake DermalKKVLAZebedeeAh, alright then! I'll start on area 110011, now!EDIT: Area 110011 is done Edited September 12, 2014 by Spacepetscompany Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 12, 2014 Author Share Posted September 12, 2014 If I might make one request:In my games, Jeb, Bill, and Bob are typically crackpot engineers who start the KSP almost on their own, by scaling up model rocket technology to Kerbal-sized applications. One of my favorite KSP fanfictions is First Flight, which posits a similar idea. The launch site for the first flight in that story (and my head) is Jebediah Kerman's Junkyard (and Used Spaceship Parts). It's also mentioned in the fluff for many of the starting rocket parts. I would love it if you could make that launchpad and area, so I can use it when roleplaying. I know that's probably not on your top list of things to do, and I know it would take a lot of work, but I figured it wouldn't hurt to ask.Either way, this is a great and wonderful mod and I am thoroughly enjoying it! Thanks!Certainly an interesting idea. I'd probably put it relatively close to KSC 2, as I'd imagine the three would be able to weedle having the first KSC fairly close to home. It's on da list. Link to comment Share on other sites More sharing options...
Green Baron Posted September 12, 2014 Share Posted September 12, 2014 I like this mod. Adds stuff that makes gameplay intereseting, things to explore if you know what i mean :-)One question: Jebediah Sands Airfield is missing, was there the first time i spawned an aircraft but now i have to take off from the green meadow ... Am using B9, MKS/OKS and NEAR.May i post two suggestions towards realism: How about PAPIs near the thresholds (see Wikipedia: Precision Approach Path Indicators) ? Would make finals much easier.Furthermore, would it not be better if the red lights indicating a blocked runway were runway level, not a wall right before the touchdown point ? "Normally" they are only visible from the "outside", a starting plane doesn't see them. If i had to come in the wrong way in case of an emergeny i still needed the gear to land on. Even some takeoffs can be quite shallow ....Just suggesting :-)Very nice work, thanks ! Am looking forward to exploring new things and using the possibility to launch polar orbits ! Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 12, 2014 Author Share Posted September 12, 2014 I like this mod. Adds stuff that makes gameplay intereseting, things to explore if you know what i mean :-)One question: Jebediah Sands Airfield is missing, was there the first time i spawned an aircraft but now i have to take off from the green meadow ... Am using B9, MKS/OKS and NEAR.KerbTown has a bug at the moment where returning to the VAB/SPH and then immediately launching back to the same location means the location doesn't re-render. I thought it might be fixed but it's still happening and similar re-rendering failure issues are still happening. It's tricky to track down exactly when though. medsouz will probably spot this post and take a look at it.The work around I've been using is after launching if the base is missing, is immediately 're-launch' via the escape menu. This should re-trigger the rendering of the base. Don't return to the VAB or SPH first. Link to comment Share on other sites More sharing options...
medsouz Posted September 12, 2014 Share Posted September 12, 2014 KerbTown has a bug at the moment where returning to the VAB/SPH and then immediately launching back to the same location means the location doesn't re-render. I thought it might be fixed but it's still happening and similar re-rendering failure issues are still happening. It's tricky to track down exactly when though. medsouz will probably spot this post and take a look at it.The work around I've been using is after launching if the base is missing, is immediately 're-launch' via the escape menu. This should re-trigger the rendering of the base. Don't return to the VAB or SPH first.My KerbTown rewrite will probably be done this weekend, I'll make sure it doesn't have that issue. Link to comment Share on other sites More sharing options...
Eskandare Posted September 12, 2014 Share Posted September 12, 2014 My KerbTown rewrite will probably be done this weekend, I'll make sure it doesn't have that issue.I can't wait to see what you've been working on. Link to comment Share on other sites More sharing options...
AlphaAsh Posted September 12, 2014 Author Share Posted September 12, 2014 Quick update on what I've been up to.Not a lot of new stuff these last few days. My focus has been on updating and polishing existing content. This does mean new stuff less often for a little while but lots of improvement of existing stuff. Here's what one of Arakebo's platforms now looks like, to give you an idea of what I mean:Details, details. This platform was pretty much empty. Other little details being added to Arakebo include footbridges from the platforms over to the dish. And I'm experimenting with a working cable car system for the second platform. Lots to look forward to. Link to comment Share on other sites More sharing options...
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