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[1.4.x, 1.5.x] LLL Continued Dev Thread - Updating for 1.4.x


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  • 3 weeks later...

Hello,
First of all, thank you for your work. :)

My experiences:
Unfortunately, it is quite difficult to navigate between the different versions, one of the textures is slipped in the last update. I think it should be filmed in the right direction. 

aNSbwTQ.png

__________

The contents of the LLL_MrWizerd_7_15_2014 folder are not visible after merging the LLL. Too bad because the 3x1 and 4x1 converters in the Adapters would be useful.
Only after copying the contents of LLL_MrWizerd_7_15_2014 are the parts visible, after merging they are no longer in place. I experimented with them for a while, but there was no change.
I'll deal with it later. 
:kiss: 

Edited by AG-cs
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On 8/28/2020 at 4:26 AM, hypodronic said:

And come to think of it, I haven't packaged the LLL-Extra group yet. So that should be coming soon.

 

On 8/28/2020 at 3:39 AM, hypodronic said:

Ahh, thanks for spotting the texture prob on that part.I think the MrWizerd zip is a bit of a historical holdover, most of the exotic adapters are in the LLL-Extra package now.

Okay thanks for the info. 

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  • 2 weeks later...

It feels like a lifetime since the last post, but I guess that's just the pandemic timewarp effect. I've done some stuff under the hood to simplify the layout of the mod by moving the models and textures in to the part cfg heirarchy. This was a little weird and complex because several meshes and textures get re-used in creative ways, I assume to manage file size and loading/memory burden. This will hopefully make no noticable difference to players, but will make managing the thing easier. I also renamed the parts under the hood to all have a LLL prefix, to make them easier to find or refer to. LGG added a restockwhitelist, which is very helpful for ensuring compatibility with Restock. I'm currently working on a MM patch to only add the Kethane and Karbonite tank types to tanks when those mods are present, which I suppose I may have to install a testing instance of 1.9 to test. I suppose I may also expand the IFS functionality to more/all tanks. There's some KAS modules that I plan to pull out to a MM patch as well, just to remove the errors from the log as much as anything.

This leads me to a few decisions or ideas that I want to suggest to anyone interested.

1. The LLL-Extra folder contains some TACLS parts, which I think make sense to include in the base folder, but only enable via MM patch, so they will only be visible when that mod is present. The parts use existing models & textures that are in the main LLL folder, so there wouldn't be any added memory or significant loading time.

2. LLL-Extra also includes a huge array of adaptors for those exotic tank profiles, in most cases 4 for each tank size - short/long, offset/straight. Rather than all of those seperate parts, I could switch those to also use IFS mesh variants, so the same functionality & selection would be there, but with a less crowded part list.

3. I originally suggested to LGG that, because Tweakscale is a dependency of IFS, and some parts included are just upscaled versions of 1x1 or 2x1 parts, those should be removed. If you want a 4x2 tank, you can get it by pressing a button, so why would you want a seperate part for that? Now that I look closer at the parts, I see that they are in some cases not exactly the same as they would be - for instance, the 4x4 fuel tank is not scaled by 4,4,4, it's scaled by 4,2,4, so half of the relative length. I've just noticed this, but my thinking now is to bring them back.

4. Do people need/want the building parts? They're currently just structural blocks that look like they could be KAS-attached. One of the two blocks can house kerbals. Should I update them to do something else, or are they even necessary? Some of the other parts seem stylistically to make more sense stuck to a building than a rover or rocket - the fan extractor and the windmill for instance.

So there we are. Thoughts or ideas on any of these, or any strong feelings?

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  • 1 month later...
15 hours ago, Brainpop14 said:

Anyone tested this in 1.8.1 yet?

It will work, but there are some significant problems with the colliders, which is why I never continued beyond where it is. @hypodronic was working on it, but haven't heard from him since September

Edited by linuxgurugamer
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Ahoy folks. Sorry for the long silence.

I've used modulemanager patches to add Karbonite to tank options only when it's installed, and standardized most of the tanks to use the B9PartSwitch to switch all the same resources. I've tried to do the same trick for Kethane, but that mod doesn't seem to be up to date for 1.10. I haven't touched the Connected Living Space patch, I'm hoping that still works. I was able to remove some stuff from cfgs for mods that no longer require anything (KIS/KAS for instance) as well.

There's still a few errors in the log: one to do with the fairing decoupler, and one the air intake. I don't know exactly what's going on there, but there don't seem to be any gameplay problems.

There were problems with a bunch of the docking connectors to do with the docking transforms pointing the wrong way. These are fixed except for the the shielded 2x1 end cap, which is as-is for the moment. It's a mismatched size relative to the others, too.

Also, fixes to a bunch of nodes, my first texture for the 1x1 probe nosecone, an icon, a few texture fixes, and a bunch of other random bugs and problems.

https://github.com/hypodronic/LLL-Continued

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On 11/6/2020 at 4:18 AM, hypodronic said:

I haven't touched the Connected Living Space patch, I'm hoping that still works.

The CLS-config is and was a hot mess. There is a line with @PART[] causing a warning and beeing treated as @PART[*] adding CLS to all Parts in the game. Also the renaming of Parts broke a lot of configs. Since I play with CLS and LLL at the moment, I am trying to fix the and sort CLS-Configs (There are Parts in the LLLExtra CLS-Config that are added by LLL and vice versa, also sorting by category to make maintainance easier) and could submit them as a Pull-Request once im done. (Note: I don't have any real modding experience but i have done a fair bit of tinkering with configs, mostly tweaks and fixes for personal use including CLS)

I will probably also make a more restrictive version more in line with the CLS-configs for the stock parts since in the original config almost all parts are completly passable even if this doesn't make sence i.E. parts with interiors that allow passable surface attachments

On 11/6/2020 at 4:18 AM, hypodronic said:

and standardized most of the tanks to use the B9PartSwitch to switch all the same resources

Im only seeing configs for IFS or am I missing something?

Anyway great to see this mod live on

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1 hour ago, Crossman said:

The CLS-config is and was a hot mess. There is a line with @PART[] causing a warning and beeing treated as @PART[*] adding CLS to all Parts in the game. Also the renaming of Parts broke a lot of configs. Since I play with CLS and LLL at the moment, I am trying to fix the and sort CLS-Configs (There are Parts in the LLLExtra CLS-Config that are added by LLL and vice versa, also sorting by category to make maintainance easier) and could submit them as a Pull-Request once im done. (Note: I don't have any real modding experience but i have done a fair bit of tinkering with configs, mostly tweaks and fixes for personal use including CLS)

I will probably also make a more restrictive version more in line with the CLS-configs for the stock parts since in the original config almost all parts are completly passable even if this doesn't make sence i.E. parts with interiors that allow passable surface attachments

Im only seeing configs for IFS or am I missing something?

Anyway great to see this mod live on

Start with the current file:  https://github.com/linuxgurugamer/LLL-Continued/releases/tag/1.3.0.1 this has @hypodronic's changes

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