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KSP2 Release Notes
Everything posted by Lack
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http://forum.kerbalspaceprogram.com/threads/91814-0-25-Stockalike-Station-Parts-Expansion-%2817-11-2014-CTT-compatibility%29 Definitely one of my favourites, looks great and the parts are really versatile to boot. Edit: Heh, beaten to it.
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The DSPutnik has stability assistance still, which I notice has been removed from the early probe-cores now and I think low-tier pilots aren't great at it either. So it could be that, I'll have to remove the capability at the very least. I'll have to knock up some new models (my old ones weren't great) and see if I can out source it collaborate with someone else, SMCE handled the wheels for the trucks in SXT, so I could possibly ask him. Edit: New prop engine
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Which probe-core is that? There's about 3 I think (Don'tstayputnik, JKSS and the 3.75m ones I think), they were balanced back in 0.25, but I haven't checked the new values. What's the torque values on the Squad command pods now? (Haven't got KSP installed on this comp, but just dl'd a copy of SXT) DontStay - torque = 0.1 for all 3 JKSS - torque = 0.3 SC-XL10 (3.75) = 2.5 Yeah, I've got some modelled some where, but could never get the Unity set up to work (frictionless wheels with no suspension aren't much cop). Yeah, it started off with just wondering if I could make it work, then if I could make a parts pack doing (pretty much) just that. But it's also turned out to make creating new parts and awful lot quicker/easier; the UV mapping's turned out to be really fun as well, kind of like doing an arty puzzle. Certainly replaced Soduku for me. EDIT: Ah, I see what you've mean. They've done some rebalancing. The Dontstayputnik will need rebalancing then, although I still like the idea of having a probe-core earlier, you can make a proper sputnik with it. Forgot about the Ranger as well. Also, I forgot to mention, the new air-brake should be in the air-brakes sub pack (requires the new firespitter), I just haven't updated the main pack yet. Going to need to go on a re-naming rampage as well to sort out the parts list.
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@Djolox, Thanks for noticing that. It'll be fixed when I next update. @Shinsaka, No problem. @Dragon01, Yeah, OMS is due an overhaul. @Niemand303, There's already most of the parts for a decent Buran/Energia, got the RD-0120 + 5m adaptor plate for them and the RD-170s for the boosters; so add with two larger more powerful OMS we'd have a pretty nce set. More stuff for next version: New air-brake (and existing ones rebalanced)
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Oh of course. Edit: Release LLL-13.1 Download - Dropbox Added an 'End piece ramp' ([url]http://imgur.com/a/bXiLn[/url]) Fixed older fuel-tank types not loading part of their model Fixed missing fuel-type for karbonite Added configs for Deadly-re-entry, Connected Living Space, Remote tech Fixed a few other minor bugs
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
You'll want BDarmoury , haven't personally used it in a while, so there may be a few bugs with my parts. Edit: Release LLL-13.1 Download - Dropbox Added an 'End piece ramp' ([url]http://imgur.com/a/bXiLn[/url]) Fixed older fuel-tank types not loading part of their model Fixed missing fuel-type for karbonite Added configs for Deadly-re-entry, Connected Living Space, Remote tech Fixed a few other minor bugs -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
That's deliberate, it's set up to support tweakscale instead, means there's just 'Quite a lot of parts' rather than 'oh God, I'm drowning in parts' The larger sizes can be re-enabled by deleting 'GameData/LLL/LLL_PartDisableLargerSizes.cfg' and the other disabled parts can be found in 'GameData/LLL/LLL_PartDisabler.cfg' You can either delete those files, or open them up and remove bit relating to the part you want. I've tried to keep it documented, so it's split into sections like '// ----- Additional Cockpits -----' Edit: I've added a bit to the FAQ about this as well. -
What's not working? It should work without FAR (other than older craft files where I changed the attach nodes, but if you remove the '//' from those lines it should work). @plausse, That's a good idea, I'm not sure how to set up a config for it, but I can check it out (and probably just copy configs for similar existing engines).
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
Squad changed the file pathway, you need to open the configs in 'GameData\LLL\Parts\FuelTank\OLD\2x1\2x1RoundFuel' and change the line model = Squad/Parts/FuelTank/radialRCSTank/model to model = Squad/Parts/FuelTank/RCSTankRadial/model I'll be uploading 13.1 later on, it's fixed in that. @Vrana, Thanks for finding that out, I'm adding MrWizerds remote-tech configs that I'd forgotten to add as well. You could possibly merge that with your one. -
Ah yes, they did change a lot of the file paths with .25, you'll want an older version from before they shifted everything around. Try this: https://dl.dropboxusercontent.com/u/39086055/SXT-17-prerelease.zip @lttito, I disabled those parts while clearing up clutter, the should still be in there. go to /GameData/SXT/Partdisabler.cfg and remove the lines in the '--- Pipes ---' section and they should appear in the parts list again. @Neutrinovore, No worries, it was just something that worked out being more work than I expected, and I don't get that much time now so it got put aside a lot. I've actually got it working now; scrapped all the playing around with the constrain and lookat modules (just did it with animations instead), added an extra section to the arms and fixed the lights. I'll upload LLL-13.1 later today hopefully. @sprocketdrox, Hmm, I honestly have no idea. I can't even think how that might work mechanistically, changing ISP in the cfg shouldn't really change anything else as far as I know. @BioRoots, Thanks, and thanks for spotting that; I should have that fixed now, expect that to be uploaded later on.
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Hmm, fast little liner. 'Sonic Sparrow'? @sprocketdrox, SXT should work alright, for LLL you'll want to find a copy of firespitter for .24.x @AccidentalDisassembly, Yeah, should be in the next release. @Neutronvore, Really now, quite unnecessary. They have been worked on; there were problems with the model so it need to be re-done from scratch, and I did offer to send you the files to work on yourself.
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Ah yes, forgot about that. Yeah, I commented them out so people could easily add them back in, it was done to make them FAR compatible. When I did that, FAR was struggling with having the extra node in cargo-bays (causing massive drag), although, as far as I know, ferram was looking into so it may be unnecessary now.
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
Hmm, I'm not sure. I haven't used RT2 in a long while, but I'll check it out. No problem, I'd replaced their role with the fancy looking ones, but if you go to 'GameData/LLL/LLL_PartDisabler.cfg' and remove these (below) lines near the bottom of the file; that should add them in (although they're not set up for fuel-switching). @PART[LLL2x1kethFuelSphere]:NEEDS[Firespitter] { !TechRequired = DELETE !entryCost = DELETE category = -1 } @PART[LLL2x1FuelSphere]:NEEDS[Firespitter] { !TechRequired = DELETE !entryCost = DELETE category = -1 } -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
Thanks, although it was ages back now and will be rather outdated now, so not really worth the effort. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
I was having that the other day, I might not have uploaded the fix. I've just misnamed one of the part-names (there's an errant space in there or something), so it throws an error and doesn't disable the part (think it's a 4x1 hull). Nothing too bad anyway. @LitaAlto, Yeah, it needed doing. LLL got a teeny bit neglected, and I suspect it largely fell out of use. Didn't help that I lost the links to the imgur albums explaining what it does (remember to back up your OP in a text file incase you edit over it) and never replaced them. Tempted to do some fancy graphics/renders explaining what's what now. -
Thanks, I actually ended up buffing the second stage motor slightly after thinking some more about that discussion in the Tantares thread. @camlost, Yeah, a 1.25m one could useful. Was also considering making a concord style drop-nose cockpit. --- Also, almost forgot about this. Made a Mk2 themed rotating centrifuge. Should provide an artifical gravity very close to that of Vall's surface gravity (about a quarter Kerbin normal). https://dl.dropboxusercontent.com/u/39086055/RotatingMk2Ring.zip Imaginary prizes for anyone who manages to get one into orbit (without hyper edit, obviously). Definite cudos if you use FAR, all of my attempts with that have ended up like this.
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Thanks. Nope, not quite. Althought it is two colliders and the tail-most collider doesn't quite 100% match the new skin. The idea being to provide some flat-surfaces for the attachment of wings (whited out in the image above), it's worked pretty well for me, but I'll take another look at it. I've been wondering about the cabin, the current 'estabished' balance does sort of dictate that they should be that weight, but it is very hefty (although there's a lot of enines in your picture, using FAR I'm normally able to get something like this to run happily with 2 engines). You could also take into account things like a presumed lack of bulky life-support and supplies. I might wait to see what's happening with the Mk3 cabin though, I think that's meant to be something like a 16 seater.
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CONTINUED HERE: Scroll down for download links ------ LLL ------ Inspired by shows and movies like Space: 1999 and Moon; the parts are big, boxy and in space (providing you get them out the atmosphere. You might want something like Extraplanetary launchpads). Staff: Myself (Lack) MrWizerd Dakota2063 + Katalliaan - Who's actually got this working for 1.0+ - So send them some rep. Thanks to a number of other people who have contributed: Including: Ember, Dakota2063 and some more where I've forgotten who's done what. ------ Downloads ------ LLL-14.0 - 17DEC2015: https://github.com/Signatum/LLL/archive/master.zip Tweakscale also strongly recommended. You may want something along the lines of CrewManifest to deal with moving crew around the hull parts and to air-locks, since some parts don't have an inbuilt hatch. Pictures: Example vido from 'Liarra Sniffles' (this is pretty damn cool): Change log: 13.1 Added an 'End piece ramp' ([url]http://imgur.com/a/bXiLn[/url]) Fixed older fuel-tank types not loading part of their model Fixed missing fuel-type for karbonite Added configs for Deadly-re-entry, Connected Living Space, Remote tech Fixed a few other minor bugs Older: https://dl.dropboxusercontent.com/u/39086055/LLL-12-2.zip https://dl.dropboxusercontent.com/u/39086055/LLL-12-Extra.zip ________________________ Important Notice: RAM Usage Any crashes you receive while using this mod will be due to running out of memory as it's purely a parts mod, see the FAQ for advice. ________________________ Github for bug-reporting: https://github.com/Signatum/LLL/issues ______ FAQ: Install instructions: The 'LLL' folder (containing 'Parts', 'Ships' & 'Spaces') must placed in GameData. KSP_win\GameData\LLL\ if you do not do this majority of the parts will not load. This is because the majority of the parts use the MODEL{} function, which requires the pathway be exact. e.g. MODEL { model = LLL/Parts/FuelTank/LLL2x1/model texture = model001_NRM , LLL/Parts/Structural/LLL2x1Hull/HullNorm } I can't find the parts I had in the last version, what happened to the 4x2 parts? I've been pretty harsh in clearing out the 'clutter' parts in the mod. I've also set up the mod to support tweakscale and firespitter to make the parts a bit more flexable. If you're not using tweakscale, most of the larger parts can be re-enabled by deleting 'GameData/LLL/LLL_PartDisableLargerSizes.cfg' Other parts are found in 'GameData/LLL/LLL_PartDisabler.cfg' You can either delete those files, or open them up and remove bit relating to the part you want. I've tried to keep it documented, so it's split into sections like '// ----- Additional Cockpits -----' KSP starts crashing when I install LLL. Things to try: > Go to the game's options: Turn texture resolution to 'Half Res', for some reason this reduces the memory usage (especially between screen changes). > Use this: 'Active Texture Management' > Start deleting parts. Best be careful with the LLL ones, a lot of parts reference other part's models and textures. Try just deleting the textures and .cfg for parts and leave the .mu file, at first. ________________________ Modding info ___________ .blender files, Unity screenshots, etc available for individual parts on request. Just tell me the part and I'll send it over. Otherwise you can use Blender 2.7+ and taniwha's .mu importer to get the model files. ________________________ Licence info ___________ Lack Luster Labs by Lack is licensed under Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0).
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SXT-19 Hosted at Kerbal Stuff (And I even made an image showing some of the changes) Changelog (actually kept one for once. Look at me being all organised and stuff). SXT 19 Added KOPO4E low profile rocket engine Added angled Mk2 adaptor Added to 1.25m to 2x0.625m bi-coupler Fixed MEM ascent and descent engines Tweaks to Ke-111 glass and added lights Fixed Aeronautical 2.5m to 3.75m adaptor texture Fixed Ke-90 turbofan texture Re-named 'Barrel of Fuel' to 'Mk1 LFO Barrel' Buffed NK-8 from 2400 to 2600 kN Tweaked KC-8 'Economy' Passenger Cabin weight Tweaked both KC-8 crash tolerance to be more inline with other plane fuselage parts Fixes to Remote-tech and modular fuel module-manager patches regards of pjf and Nathan Tweak to RCS Boon drag and crash tolerance Fixed internal texture bugs. I've split the threads for SXT and LLL up, I'll post the LLL one later tonight. ------- @Gaiiden, Sure, it's happened just now @ bamasace, Sure thing? Which of the mods is it and what's the problem with it?
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SXT-19 Hosted at Kerbal Stuff (And I even made an image showing some of the changes) Changelog (actually kept one for once. Look at me being all organised and stuff). SXT 19 Added KOPO4E low profile rocket engine Added angled Mk2 adaptor Added to 1.25m to 2x0.625m bi-coupler Fixed MEM ascent and descent engines Tweaks to Ke-111 glass and added lights Fixed Aeronautical 2.5m to 3.75m adaptor texture Fixed Ke-90 turbofan texture Re-named 'Barrel of Fuel' to 'Mk1 LFO Barrel' Buffed NK-8 from 2400 to 2600 kN Tweaked KC-8 'Economy' Passenger Cabin weight Tweaked both KC-8 crash tolerance to be more inline with other plane fuselage parts Fixes to Remote-tech and modular fuel module-manager patches regards of pjf and Nathan Tweak to RCS Boon drag and crash tolerance Fixed internal texture bugs. I'll be splitting the 'Releases' section threads later as well, just posting it here first. ----- Yeah, I used your fixes for those, thanks, btw. The firespitter stuff is really useful, I'm mainly using it for choosing what's in fuel-tanks, but you can also choose from a range of greeble for the 2x1 hulls by right-clicking on it. Tweakscale also seems to work perfectly with it. So that's pretty great. @A Killy Panda, Thanks, look forwards to seeing some screenshots. @Kerbostar, Thanks, that's fixed in the new SXT version. @ Kitworks, That shouldn't be happening. If it is it tends to be because it can't find the texture it's looking for; could you check the .cfg of one of those parts, you'll see a path for a file in Squad/ for the textures in the MODEL{ texture =} part of the config. Could you check that that file is definitely there? e.g. If it says in the config 'texture = model000 , Squad/Parts/FuelTank/RCSTankRadial/model000' then check for [KSP_root]/GameData/Squad/Parts/FuelTank/RCSTankRadial/model000.mbm
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There's not a dedicated one, but the SXT-Ven's Stock overhaul patch can be modified for other mods that play with stock-assets. If I recall correctly Nathan kindly included a spread-sheet of what's what. If you jot down the name of the parts affected you can open up their .cfg and note the texture's used. That'll tell you what needs to be used. @passinglurker, I was just using some re-sized firespitter parts, but yes. Some smaller landing gear (although I'm not very good at setting those up in Unity) are needed, and some smaller control surfaces. @Gaiiden, No problem, it was a good suggestion. @Gristle, Yeah, that was me being lazy and doing a quick fix for the .tga loader bug (at least worked for me). Seems KSP only cares about the extension for the place-holders, a blank text file called model000.png works fine as well. Dragon01's also contacted me about it (since apparently it doesn't like 1x1 textures either). Best case would be an exception clause for LoD, which would mean I didn't need to unnecessarily increase file-size (although apparently KSP treats all textures as being at least 64x64, hence the experiments with just having blank files). But I'll keep it as a priority. @Antimatter, Sorry about that, I just uploaded the files and went straight to bed (better out there than sitting on my HDD). Don't get much time to myself now, only in the house to sleep or eat really. I spent all this money on a fancy rig and I only get to spend a few hours a week on it, and then I normally spend that catching up on whatever TV shows I'm trying to follow. I streamlined things in LLL quite a bit and used fire-spitter to cut down on a number of individual parts (so try right-clicking on parts). I did things like disabling the 4x2 parts as well, hence I've left the older versions up. The old parts can mainly be re-enabled by looking in the 'partdisabler' configs. Hopefully tweakscale plays nicely with FS now, but I haven't tested it yet. @GregroxMun, Yes, they need to be seperated, it's just confusing as it is. That and I'd be lying if I said seeing things written as LLL-SXT for SXT didn't grate just a little bit. If a mod doesn't split the threads up I'll try and make some time for it this week. I have some stuff for a new KSC++ that I'd like to make into a community project as well. Lack