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[WIP] Kosmodrome - Space Center (v0.9, 1.10.2014)


Divico

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RELEASE THREAD

Realising that nobody is reading my mind and creates the mod I want, I sat down to learn Blender and do the other things, not because it's hard, but because it's easy. Oh boy...

A few weeks ago I started in the empty desert of Kerbin and this is what I have so far

Version 0.8

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Version 0.6

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Project Goals

To create a launch site that resembles the Cosmodrome in Baikonur the way the KSC resembles the Kennedy Space Centre.

The site will feature two launchpads and a spaceplane runway (and some scenic buildings).

  • Launchpad-G "Gagarin's Pad". Launch Sojuz-style rockets realistically from insite the launch table. This design will limit the maximum size of the rockets.
  • Launchpad-P "Proton Pad". Rockets launch from ground level. Used for over-sized rockets or shuttles.
  • Runway 2km x 100m, a bit longer than the one at the KSC. Apparently the KSC Runnway is 2.5km

The default location is in the middle of the Kerbin desert on the equator (like the KSC) to make it an equal alternative to the original launchsite. An more "realistic" location will be available (new set of .cfg files).

Edit 24.9.2014

I've now switched to Kerbal Konstructs (included) instead of KerbTown. Delete the "Hubs" folder (KerbTown) in GameData if you're updating!

The .zip now contains an Extras folder with the alternate 45°N location.

Version 0.8 is available at

Kerbal Stuff

From the readme:

Installation/update:

- Before updating, recover any vessel from the Kosmodrome.

- Delete old "Kosmodrome" folder in your GameData.

- Delete "Hubs" folder in your GameData (that's the old KerbTown pluging).

- Copy the contents of the GameData folder from this .zip into your own GameData folder ("Kosmodrome" and "medsouz", the new Kerbal Konstructs, replaceing KerbTown).

By default, the Kosmodrome is located in the Kerbin desert on the equator. If you prefer a more realistic and challenging location, the "Extras" folder contains a set of config files to move the location to 45°N. WARNING: You may need to disable "Terrain Scatters" in your settings if your framerate drops too low! (Too many trees in the tundra...)

Thanks and Credits

Raidernick and Thorton: Gagarin's Pad Models (Used Under Authorization)

medsouz: Kerbal Konstructs

License

Kosmodrome:

http://creativecommons.org/licenses/by-nc-sa/4.0/

Gagarin's Pad models:

cc by-nc-nd 3.0

Kerbal Konstructs:

The MIT License (MIT)

Version 0.6

Dropbox

Requires KerbTown Plugin by Razchek (included).

Version 0.5

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http://imgur.com/a/7BLLH

DROPBOX

Requires KerbTown Plugin by Razchek (included).

License

Kosmodrome:

http://creativecommons.org/licenses/by-nc-sa/4.0/

KerbTown:

The MIT License (MIT)

Edited by Divico
update
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Well, that's about the best first post I ever saw! Looks awesome!

(And welcome to the forum, obvs!)

Can't help you with animations, but for water--as long as the water texture itself has a sharable license you should be fine. If you do want to make it yourself, what you might do is follow a blender tutorial for water but mess with the color to muddy brown, and have the seafloor under it be drak brown/black. Then render to a texture.

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Welcome to the forum, looks great, downloading now (although it's almost midnight and I have got work tomorrow, so should probably go to bed. Heh, you'll have me up half the night tinkering with KSP like this).

For the animations, are you trying to have the emissive (I always change the emissive alpha to make it light up) and the floodlight's intensity/range as separate animations? I would do it all in one animation, personally.

As for alternate locations, I made this a while ago, map of Kerbin with the latitudes of various different real-life launch-sites on the side (plus and minus values, wouldn't want to discriminate on hemi-sphere, I mean which way is really 'up'). Might give you a few ideas.

http://i.imgur.com/gi7ydLR.png

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Can't help you with animations, but for water--as long as the water texture itself has a sharable license you should be fine. If you do want to make it yourself, what you might do is follow a blender tutorial for water but mess with the color to muddy brown, and have the seafloor under it be drak brown/black. Then render to a texture.

My recicle bin is full with failed blender bakes. I'll go with a public texture.

For the animations, are you trying to have the emissive (I always change the emissive alpha to make it light up) and the floodlight's intensity/range as separate animations? I would do it all in one animation, personally.

As for alternate locations, I made this a while ago, map of Kerbin with the latitudes of various different real-life launch-sites on the side (plus and minus values, wouldn't want to discriminate on hemi-sphere, I mean which way is really 'up'). Might give you a few ideas.

http://i.imgur.com/gi7ydLR.png

The animation only works when it is part of the actual object in unity, i.e. the spotlight. When I move the spotlight below the visible lamps and add it's curve to the lamps animation, the game/KerbTown crashes. It probably is a KerbTown issue.

Cool map! I might add a second set of config files with a more "realistic" location.

One question, though- why is this site on Kerbin's equator?

Edit: One bug though. The launch clamps seem to not delete themselves properly. That's probably a fault in Kerbin-side, though.

It's on the equator for the same reason the KSC is. Additional/alternate locations is no problem. Just takes time to make, as you have to restart the game every time you place a single object...

The "launchsite-not-cleared"-bug is KerbTown.

Thanks for the positive feedback!

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To create a water texture in blender, you'll need to play with fresnel and blend settings.

First, create a plane model in blender. After that, in mirror transp tab, Fresnal should be fixed at 3.30 or 4.10.

Shader tab: spec 1 hard 150 Refr 10, don't forget ZTransp in Links and pipeline tab.

Texturing :

2 textures cloud with this setting : check Hard noise, Noise size 0.350 Nabla: 0.050

In color tab, check Colorband with 1 Cur : 0 Black and 1 Cur : 1 white

In map to tab, check Nor and Col

Make a Envmap texture with mode static and zoom at 1

In map to tab, check Cmir and Col

And make a blue background

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This idea is very good,but it will be on 20% coolor if this mod have hight poly model

I added some more polys. And I might add some more.

How long is the runway?

2km. KSC is 1.8km, says the WIKI.

Just remove the water if you can't make it look good.

The water has evaporated in the meantime. It's a bit warm out here in the desert.

To create a water texture in blender, you'll need to...

I seem to have a different blender version. But thanks anyway. No water will be harmed in the making of this mod.

Please can you add a second launch pad to the KSC? so you have launchpad 39a and 39b like in the real KSC

NO!

Oh wait! What's that? A second launchpad! soon

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