Justin Kerbice Posted September 15, 2014 Share Posted September 15, 2014 Amazing thank you !(In fact I wonder how all of this could have been done in such "short" time !) Link to comment Share on other sites More sharing options...
Gaalidas Posted September 15, 2014 Share Posted September 15, 2014 It's probably been in production forever practically, and we're just seeing the tip of the iceberg... so to speak. Link to comment Share on other sites More sharing options...
medsouz Posted September 15, 2014 Author Share Posted September 15, 2014 It's probably been in production forever practically, and we're just seeing the tip of the iceberg... so to speak.Ehh its been less than a month of on and off work. Link to comment Share on other sites More sharing options...
tygoo7 Posted September 15, 2014 Share Posted September 15, 2014 [*]Fixed launch sites that were made before HoneyFox's fork of KerbTown and didn't use LaunchPadTransform (This fixes the Kerbin City launch sites)This part isn't working for me. The launchpads that don't have LaunchPadTransform still don't show up in the selector in the VAB/SPH. Link to comment Share on other sites More sharing options...
medsouz Posted September 15, 2014 Author Share Posted September 15, 2014 This part isn't working for me. The launchpads that don't have LaunchPadTransform still don't show up in the selector in the VAB/SPH.Do they have a LaunchSiteName set? If yes could you send me your KSP.log? Link to comment Share on other sites More sharing options...
tygoo7 Posted September 15, 2014 Share Posted September 15, 2014 Do they have a LaunchSiteName set? If yes could you send me your KSP.log?Yes they do. Here's my log. I am also using a lot of mods and 64-bit (I know it's buggy but it's working fine for me). https://www.dropbox.com/s/99tbgd87oxr1eec/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
OrbitusII Posted September 15, 2014 Share Posted September 15, 2014 I'll be trying this out ASAP and then I'll get you your rep, medsouz! This looks fantastic! Link to comment Share on other sites More sharing options...
medsouz Posted September 15, 2014 Author Share Posted September 15, 2014 Yes they do. Here's my log. I am also using a lot of mods and 64-bit (I know it's buggy but it's working fine for me). https://www.dropbox.com/s/99tbgd87oxr1eec/output_log.txt?dl=0Well this is interesting... Originally KerbTown made any transform that had _spawn in the name the launchpad transform, in the 0.22 version they changed it to <SiteName>_spawn, and then HoneyFox made it so the object should manually define the launchpad transform. I'll have a fix for this in the next release. Link to comment Share on other sites More sharing options...
Alshain Posted September 16, 2014 Share Posted September 16, 2014 (edited) This looks promising.Feel free to let me know anything that you guys would like me to add.I would like a way to restrict launches from a site other than KSC's VAB/SPH/Hellipads until you have traveled within range of "discovery". Say, 2.2km? I dunno, you figure out the ideal range, I just don't want to be able to launch from a place I've never been. (I have not had a chance to try this, I just found it so if it's already there, disregard) Edited September 16, 2014 by Alshain Link to comment Share on other sites More sharing options...
medsouz Posted September 16, 2014 Author Share Posted September 16, 2014 I'm working on recover refunds using custom launch sites tonight so I'll already be calculating distances, maybe I could throw this in as an optional feature. Link to comment Share on other sites More sharing options...
Alshain Posted September 16, 2014 Share Posted September 16, 2014 (edited) I'm working on recover refunds using custom launch sites tonight so I'll already be calculating distances, maybe I could throw this in as an optional feature.That would be so awesome. +Rep for the hard work Edited September 16, 2014 by Alshain Link to comment Share on other sites More sharing options...
Alshain Posted September 16, 2014 Share Posted September 16, 2014 Oh, I was thinking about it more, you might want to make sure the craft is in the landed state within range before it unlocks. That way not only do you have to go there, you have to land there. Just spit balling ideas. Also a way to unlock all, because I know I would like it but not everyone will I'm sure. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted September 16, 2014 Share Posted September 16, 2014 Oh, I was thinking about it more, you might want to make sure the craft is in the landed state within range before it unlocks. That way not only do you have to go there, you have to land there. Just spit balling ideas. Also a way to unlock all, because I know I would like it but not everyone will I'm sure.Like the former version your idea, but we may consider a "ship" (in KSP meaning = also a single walking kerbal) can "view" or "discover" a point where a building will/would be. The construction itself and all its includes is "magically zipped", ie you discover a spot, like the top moutains of Kerbin, and you got the Chalice tower I've put there (see the Kerbtown buildings for more info). How it was built is another story .There could also be seen as "anomaly" (for some like ancients ruins) and available when uncovered. (Damned !! I just thought of Stargate movie, they discover the ark then they use it ). Link to comment Share on other sites More sharing options...
Alshain Posted September 16, 2014 Share Posted September 16, 2014 Like the former version your idea, but we may consider a "ship" (in KSP meaning = also a single walking kerbal) can "view" or "discover" a point where a building will/would be. The construction itself and all its includes is "magically zipped", ie you discover a spot, like the top moutains of Kerbin, and you got the Chalice tower I've put there (see the Kerbtown buildings for more info). How it was built is another story .Not sure I'm following but I think it just allows static elements. Having something appear may be beyond the scope of this, though that is for medsouz to decide, not me.There could also be seen as "anomaly" (for some like ancients ruins) and available when uncovered. (Damned !! I just thought of Stargate movie, they discover the ark then they use it ).Wasn't that basically what Stargate Universe was? Link to comment Share on other sites More sharing options...
Eskandare Posted September 17, 2014 Share Posted September 17, 2014 (edited) I can't wait for the time of day controller. I haven't been able to make it work with Kerbal Town as of yet. (thinking it doesn't exist) but I sort of need it for Oceania. (lights look funny on during the day) Edited September 17, 2014 by Eskandare Link to comment Share on other sites More sharing options...
trekkie_ Posted September 17, 2014 Share Posted September 17, 2014 do these static parts have the capability to say, have a docking node and configs? Link to comment Share on other sites More sharing options...
OrbitusII Posted September 17, 2014 Share Posted September 17, 2014 do these static parts have the capability to say, have a docking node and configs?I think the original kerbtown plugin allowed you to attach things to static objects via KAS and pull resources out of them, but I have no idea if docking ports would work since the config files define static objects and not parts. Link to comment Share on other sites More sharing options...
DigitalProeliator Posted September 17, 2014 Share Posted September 17, 2014 do these static parts have the capability to say, have a docking node and configs?If your wanting what I think you do this still works. Would Probably be a good idea to have something like this at other locations to.... Link to comment Share on other sites More sharing options...
Pigbear Posted September 17, 2014 Share Posted September 17, 2014 so I never got to ask this question about kerbtown, What would happen if you had a launch point on another planet? Link to comment Share on other sites More sharing options...
Eskandare Posted September 17, 2014 Share Posted September 17, 2014 If your wanting what I think you do this still works. Would Probably be a good idea to have something like this at other locations to....This basically is the better way to have airfield fuel tanks, since statics and craft configs don't mesh. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 17, 2014 Share Posted September 17, 2014 Hi, great job on breathing some sort of life back into this idea, although I've only really just started experimenting with static objects, they've become one of my favorite additions to the game. Very happy with the plugin so far , loads all my created stuff no problem at all , just got to sort out some images for the landing sites.Looking fwd to the animate on click etc as a few of my buildings have small animations for tracking dishes etc.This seems a better place to ask this question than the half dead kerbtown thread, Q/ I've recently become interested in making heavy and futuristic weapons ( i tend to make parts for any decent plugin that shows up) for the bahamuto plugin and was contemplating some kind of active static targets for practice etc. So for instance you could set up a target ship in booster bay and either target via aircraft or ground based, and on shell hit the animation would play, in the case of a ship it'd roll over and sink. Now if you had an animate on collision facility would it be able to register a hit from a projectile? in my experiments it sorta works with solid objects but not sure about the projectile.Cheers Link to comment Share on other sites More sharing options...
comham Posted September 17, 2014 Share Posted September 17, 2014 This looks promising.I would like a way to restrict launches from a site other than KSC's VAB/SPH/Hellipads until you have traveled within range of "discovery". Say, 2.2km? I dunno, you figure out the ideal range, I just don't want to be able to launch from a place I've never been. (I have not had a chance to try this, I just found it so if it's already there, disregard)Yeah, this would be a feature I'd definitely use. You could do a classic platformer collectible style "list of places to visit" as an in-game objectives pane. Link to comment Share on other sites More sharing options...
CalculusWarrior Posted September 17, 2014 Share Posted September 17, 2014 (edited) I absolutely love this mod. I just spent two hours last night making my own custom launch site! Edited September 18, 2014 by CalculusWarrior Added pictures, 'cause why not? Link to comment Share on other sites More sharing options...
spaceman1999 Posted September 17, 2014 Share Posted September 17, 2014 how do you chose a custom launch site? Link to comment Share on other sites More sharing options...
medsouz Posted September 17, 2014 Author Share Posted September 17, 2014 how do you chose a custom launch site?Press the KK button on Squad's toolbar in the VAB or SPH. Link to comment Share on other sites More sharing options...
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