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Everything posted by MrWizerd
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I am loading .24 up now to test with all ksp and sxt parts. I will let you know if there are problems. Please continue to post bugs in this fourm, but since everything is just parts here and no actual plugin (i.e. dll file) everything should work unless they borked with the way the models are compiled -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
MrWizerd replied to BahamutoD's topic in KSP1 Mod Development
Hey, this may be a stupid question, or even asked already but could you feasibly make it so that the asteroids could be destroyed, Screw redirect, lets hit them with heavy mass cannons -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
Ok, working on some new cargo bays/hanger bays .... so this album has two separate parts that I am kind of working on concurrently, you will notice that there is one with three images, the last three, this on has a 30 degree slope and a flush closing door, I intend to add pistons to it. The first two there is an over hang with a slightly smaller door that fits flush to the inside of the "jamb" at a 90 degree angle. I think that I like this design quite a bit for a hanger bay, I am envisioning the door to deploy and then the docking lights from the LLL pack to deploy after that from inside the door, to add to the landing lights on the door. This all said, I am going to have to beg Lack to help me with the skins taking his and purposing them for similar designs is easy, this.... not so much... this needs the artist himself. I am hoping these parts come out looking wicked cool in the end... but we shall see. Enjoy. -
I have not heard of AIES, but making a cfg file is super easy, you can open cfg files with notepad++ or geany personally I use geany. In each part file in the pack you will find the part name at the top. If you copy one of the cfgs for another part pack in the tweakscale directory you can just change the names in the part[partnamehere] to the names from the parts in the pack you want. If you honestly try to do this on your own can't figure it out out pm me and I will get you started, and you can't do it after that than I will do it. Normally I would offer to do for you but I have a lot on plate atm working in parts for two separate part packs and building real alike antennae for use with RT2
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
@Neutrinovore Just so you know, I have gotten a lot better with the modeling software and on my to do list is your CARGO BAY requests I just took the time to look through the posts and find what exactly it was you were looking for. So on my list is as follows 1 - Cargo bays that currently exist but instead of doors opening outwards they slide into the walls of the cargo bay. 2 - Cargo bay that's door opens into a ramp so that it can be used to drive off a rover. 3 - Possibly a cargo bay that opens at the end with a deploying ramp. I also am going to make an attempt at a hanger bay, which will be along the lines of number three but instead of a ramp the doors will open and maybe it will deploy landing lights. Please don't get too excited as I don't know how long this will take to attempt. Is there any order in which you would like me to attempt these? -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
Ok guys HERE IS THE LINK to LLL_MrWizerd_7_15_2014 This represents all my changes to LLL up to now. It will overwrite some of the .mu files, but does not significantly change them, so they should not break your save. That being said, PLEASE BACKUP YOUR SAVES! I don't wish for you to loose anything. I still have some things to figure out, the detail on the 3x1 and 4x1 fuel tanks are significantly whiter than they should be. Also I need to update there skins to the tank skin as well. All of the adaptors are working, but they might need there weights tweaked. Also what they hold have not been changed from the original part files, so you will note that all of them will either hold 1 crew, or some batteries, or nothing. SO I would like to open a discussion on what people would like to see in these adaptors. I don't want to put fuel into them however. So from that aspect, some of the larger ones, like the 3to4's could hold batteries, life support stuff for tack, and a crew berth, or a few births... I would like to see what people think about these transitional parts and what they should hold before I make a final decision. Please remember this is Lack's mod, and that all of my decisions are subject to his approval as well. Also, I am having a problem with the 4x1to3x1adaptor0 This is the quarter height on center 4x1to3x1 adaptor part, In my test build it was not showing correctly but I think it is a problem elsewhere can someone confirm its showing in the vab for me? OH! And you need the new version of firespitter, but you have to get it from the github click the raw button to download it, then put it in the firespitter directory, and that will enable the texture switch fix. -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
I dunno if he's advisory... I look at it this way, if I can do the mundane tasks of filling in part pieces, or fixing bugs in cfg's or whatever needs to be done that will let lack be creative as all hell then so be it. Besides honestly busy work is one of the best ways to learn, I already have a few pieces of my own and a part pack me and another guy brought back in from the cold. I wanted to learn so I could help out and give back to the community that I have taken so much from. I have made great friends all over the world, doctors, engineers, researchers, and whatnot. This community never ceases to amaze me with the width and breadth of amazing and talented folks who dedicate a huge amount of time, hard work and raw talent to a game that just wouldn't be the same without them. I That I can safely say to all of these people Lack being very much one of them, Thank you for everything you do, have done, and continue to do on a daily basis for our community. I thank you guys also who, in your hearts and minds have included me into this group. I will say to those that do, Thank you, but in all reality I'm a just the ant in among the giants, and the more I learn the more I realize that what I don't know can still fill volumes of texts. The more I know, the more I learn just how amazing those giants really are. Really, Thank you By the way, I should be able post a file with the updated adaptors, the new cfg's for CLS, TS, and an updated firespitter.dll file, our at least a link pointing to it. I FIXED the problem with the dual 2x1's texture switch issue. Now, with the new firespitter it will swap all of them. I have updated a few parts .mu files so you will have to overwrite a few but it won't break anything... but I will post a reminder when I post the new stuff I have done. Cheers -
Wait this bears noting, is the Multiple Antenna Multiplier a cfg thing? If so were? The reason I ask is because I will usually have two comunotron 32's on a Sattelite due to a desire to have symmetry. But your saying somewhere I can gang them together increase range? Is there more documentation on this somewhere?
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You still have to aim the dishes on the mun at that specific sat, OR if there angle is big enough they can ALSO be pointed back at the originating planet, here kerbin. So you would set Dish A to point at Mun, and Dish be AT mun to point AT Kerbin. and if you have several dishes set this way as they orbit Kerbin they will keep a cone on mun, and the ones on mun will always have a cone on Kerbin so long as your not on the dark side of mun. BOTH dishes HAVE to have a target though.
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I have a question about part of the firespitter plugin, and I hope this is the correct spot. I am using textureswitcher the older one, at the moment, and I may need to upgrade to the newer but the problem I have is that I have a part that is actually the same part smushed together 2 or 3 times. // --- asset parameters --- MODEL { model = LLL/Models/Propulsion/LLL2x1/modelTank position = 0.0, 0.0, -0.64875 } MODEL { model = LLL/Models/Propulsion/LLL2x1/modelTank position = 0.0, 0.0, 0.64875 } MODEL { model = LLL/Models/Propulsion/LLL2x1/stripe position = 0.0, 0.0, -0.64875 } MODEL { model = LLL/Models/Propulsion/LLL2x1/stripe position = 0.0, 0.0, 0.64875 } MODEL { model = LLL/Models/Propulsion/LLL2x1/detail position = 0.0, 0.0, 0.64875 } MODEL { model = LLL/Models/Propulsion/LLL2x1/detail position = 0.0, 0.0, -0.64875 } So as you can see the models are being called several times and smashed together. The problem I am having is that though the model "stripe" which is called two times is set to use texture switch, It will only do the switch on the first instance of the called item. Is there a way to resolve this without creating another instance of the stripe file with a separate name so that it will change the texture to all of them? Or does KSP give the other models a sub name that is uniform like stripe001 or some such that is known so that I can add that to the list so that it will change all of the instances of the "stripe" object? Thanks for the help in advance
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
3x1 Adaptors, and 3x1 fuel tank with detail AND stripe, stripe can color change! Also, the 4x1 tank has received the same treatment. I have also made the Sign and stripes on the TAC Life-support 2x1 container adjustable so you can make it ALL one or the other, or Yellow for a mixture. I still have to build the 4x1-3,2,1x1 containers, once all of them are done, which is pretty easy I will start on trying to build different bay doors for cargo pods, like one that turns into a sort of ramp. LOOK I Made it look like a sand ship! Now if I just had some brown robes to put on my Kerbinauts Door Detail around the solar panels. -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
I use KSPI so when I go through the parts to alpha test they are being tested with kspi installed. Just fyi, so I will noticed them when I test. We will defenantly fix any broken mod, we will not be leaving them broken, as long as Either of us are envolved, so.. I have been working on real world antannae for RT2 and a deployable arm, that will be added into the release eventually after they are properly tested, here is an example. I hope to make the arm an individual and scaleable part that can be activated like a sat, but has no sat code, just deploys like one. I am unsure if this is possible, but IF not I will add a very low grade omni antenna inside of it if its the only way to make it function. -
Ok, So I have finished the small antenna that was basically made to replace the DTS-M1 It is the real world equivilant... also the picture below is the satellite arm I am working on, it is unskinned atm. The arm will be made to deploy, and then if RT2 adds tracking it will handle the target tracking. Edit: I have added captures of the arm in action. Currently it just has a VERY basic skin, if anyone is skilled in skinning wants to help please drop me a pm, I could use a hand in this department. HelixAntennae
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Well, if your looking for a small directional satellite the one I posted above is fairly small, but a little long. It has an angle of 15° I have another one that I need to skin that has an angle of 45° these are both smaller antennae and have not been totally balanced, but they work, and are small directional antennae that operate like satellite dishes... If your talking about a probe body, that I have no answer about.
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[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
I just had a chance to look been a busy day, built a couple antenna babysat took my son to his mom's... Watched some movies with my wife... full day. Anyway, MeCripp no, I didn't receive a pm from you. I will pm you with alternate ways to get a hold of me. I was trying to open the RCS conversation up here so we could talk about it though here -
So I made a little antenna... I still need to build an articulating arm but I will get to that later. Possibly tomorrow. https://www.dropbox.com/s/qvl8jn94btzwwt1/3MhzHelixAnt.zip Let me know what you think... Skinning is not exactly my forte so. I have set the angle to 15° which is it's stats in the real world for that antennae that size. The range and power consumption are in need of tuning. I have another one that I can post when I wake up that's a smaller version with three turns coil that should have a 45° angle. The plan is to build mounting arms for them, this will give them optional ability to track as well if the code gets implemented. Also it's worth mentioning that I also modeled a mount that would be seen on a large dish or telescope, its setup to track as well. It's ment for ground stations and possibly large futuristic/sci-fi style vessels if your interested let me know and I will pack and post it. If I can make it work so you can put any dish I will otherwise I will put a dish on it for now as a placeholder, maybe with a slow spin on its horizontal axis for fun... I will post developments as I have them. Thanks again!
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[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
fixed sorry about that. -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
Ok, RT2 cfg fixed. you shouldn't have a problem anymore. -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
I will take a look at it right now, it may be because of the remotetech2 cfg I will double check now. Yeah its the remote tech changes, Gimmie a minute i will fix it. -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
I have to say I'm very flattered that our little part pack is already approaching 1100 views, thanks all. That said I want to broach the topic of the old xenon RCS thrusters, Moore from what I understand they no longer work on our electricity which in my opinion they shouldn't, they require xenon. Now my understanding of ion engines is limited, but from what I gather they use charged particles in this case xenon to generate propulsion. charged particles don't provide a ton of thrust but do provide a long period of continuous thrust. So using ion engines as RCS thrusters is a little far fetched but we will say it's a giant leap forward in ionic engines. Now that the problem is identified what a solution, well mecrisp set the generator generate amps set thruster to on that, which works but does really them like engines. So I sent him a pm suggesting mega joules and agree thinking about it thought this too unsatisfactory. There are many parts floating around that generates units of a resource with another/other resource/s and I thought that could be perfect! What if the advance in ion propulsion came in the form of a precharge chamber that creates 'chargedXenon' or 'chargedArgon' as a resource, or created 'chargedIons' and uses a different radio for each with one creating more than the other (I think the Kspi argon us more effective but heavier than xenon but I have to check and in on my phone atm) With the ions created in the precharge chamber than stored in tanks that cannot fueled before launch but the orchards chamber some board off with ...this is fuzzy part of this for discussion balance of course. I feel like it should not be able to be stored a tank long... charged particles like to discharge and could spark the ground in lfo rich environs could catastrophic... anyways... what do y'all think....? -
LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
Soooo I have the twin panel one ready... It does not track though. I couldn't get it to track both panels properly. I am still working on it here and there.... but as it sits 2x1solar.zip is a working dual panel part. My friend had both working but it would only work as a surface attached part which was not useful at all. Please let me know what you guys think. -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
0.6 Released update on OP, just updated the RT2 cfg and removed the desktop.ini files from windows, NO! NO! BAD WINDOWS.... NO!, someone find Gates residence on google earth and drop a sat on it please! -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
MrWizerd replied to MrWizerd's topic in KSP1 Mod Development
@Gaalidas: Yeah it's definitely not just you, in fact SpannerMonkey sent me this image and I was floored, because I didn't know it could happen in the game, I was under the impression that the moon was not rendered due to its distance and thus was just some generic sky animation.... boy was I wrong! Edit: I would have LOVED to see if the solar panels said that the sun was occluded by the Mun! -
I just finished learning how to model with solar panel sun tracking, I could easily make new versions of dishes that have tracking gimbles on them. If you would like me to try to build something shoot me a pm, this thread is hauling... and I am afraid I would miss the reply.
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LLL - Lack Luster Labs - Development Thread
MrWizerd replied to Lack's topic in KSP1 Mod Development
Radial Attached Shrouded Solar pannel, Put in to the LLL\parts\electrical folder shroudpanel.zip Enjoy