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KSP2 Release Notes
Everything posted by Lack
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I'm really enjoying the shuttle, great work. I had a quick play around with the textures as the blue of the windows was a bit bright on my monitor, used the colour scheme from the cupola for it. Fits in quite nicely with the rest of the colour scheme, I thought. Strengthened up the normal maps and made a few other small tweaks as well. Bit of detailing on the cross section, similar to SP+ or B9, might work quite nicely as well.
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That the truck parts? I haven't done their tech-tree integration yet is all. Also, I've found the alt-f12 menu really finicikity recently, with modding you often need to reload the database about once every 12 seconds, but even when I've moved the whole menu out of the way of the rest of the KSC (so there's no chance of clicking 'through' the menu), it still likes to take me to the VAB or SPH about half the time.
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@blackheart612, Thanks! Worked out really nicely I think. @MrWizerd, Heh, the rail system certainly has some 'issues'. I got put in the luggage space between seats as a kid once, because they'd crammed 3 trains onto one (two had been cancelled) and it was the only room available. And at latest post, wow, that does look really nice. If it flies I'd like to see a screenshot or two of it. @The Destroyer, Timed it, takes 6 minutes on the dot from going onto the screen with the KSC to it setting off. Although checking it in Unity, I think I forgot to label it as looping. Whoops. I've re-exported it now, so I'll upload it later. @Gallidas, Thanks! Inefficient was perhaps the wrong word, it's got a lower ISP certainly, but it's a 'more efficient' choice compared to the LT-Vs in certain circumstances due to the lower weight. @NathanKell, Nope, not wrong at all. The .625 SRB's based off the waxwing as well. Actually, very specifically built this with you in mind, I'm sure I remember you talking about the Black Arrow (or lack of one) once. I'll have to make a Gamma-2 version as well; but I might have that disabled by default, since it's perhaps not necessary in the stock game, but would have a place in RSS/RO. @passinglurker, Might be worth moving the small decoupler earlier in the tech-tree. I'm not doing a rebalance or anything, but it seems a fairly in-offensive tweak. I'd quite like to have some engines generally throttleable between a certain range, but don't think it can be done with the stock engine module. Firespitter, perhaps.
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I wonder if there's actually such a thing as the right type of leaf. I quite like that the trains are relatively infrequent, it's only meant as a bit of an 'easter egg'. It is just a looping animation, and is unaffected by timewarp (physics warp might work) as far as I can tell. 'Time table' from the animation in Unity, presumably starts off when the asset is initially loaded at one of the menu screens. Idles at station: 6 min Movement from station: 2.5 min Idle in tunnel: 1 min Movement to station: 2.5 min Animation resets --- Progress report on SXT : Cost balancing: In progress, command pods done, on fuel-tanks and engines at the mo. Filling in part descriptions: In progress, will be moving most to stock agencies. Have added two new ones, with logos and behaviours. Considering switching Korolyov Design Bureau to Kerbolyov Design Bureau, would match Rocketdyne/Kerbodyne. Tweaks: Fixing a few minor bugs, tweaking part stats. Added a fairing to the stock PB-ION. Disabled a number of 3.75m parts, since there's stock equivalents nowadays. Can be enabled again by deleting or editing the 'part disabler' config, won't break existing craft using them. New parts: Trying to flesh out the early tech-tree a bit. > New 1.25m engine: Provides an alternative to the LT-Vs early on. Cheap, nice TWR, but inefficient and not as powerful. Good for smaller craft, but outclassed by the LTVs quickly. > Small 0.625m SRB for probes: Trying to make probes a bit more viable early on. Great if you just want to get a probe somewhere, but you'll need to keep the probes small or you'll see the d-v drop quickly. > 0.625m in-line mystery goo pod: Same stats as radial, but makes probes look a bit less ridiculous. Or you could put in atop the Mk1 pod if you're running DRE. > New 3.75m engine: More punch than the S3 KS-25x4, but cruder. So far less efficient (275-320), but a better TWR and a bit cheaper.
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Leaves on the line
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Can't really be done with stock, I think the attachment of parts realises on a co-ordinate system. It might be possible to rig it up with infernal robotics, but quite how, I'm not sure. Edit: @Damaske's previous comment, Have you tried downloading the latest version of the testing copy, gregox had the same issue and it turned out I'd uploaded an older copy from before fixing the hatch obstructed issue.
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You have to go to the action-groups tab, then look under brakes and remove the wheel in question. That's how I've always done it anyway, not exactly obvious though. If that editable action groups mod is kicking around, might be able to use that to do it on the fly. Edit, so it seems lower is better. But even with 0.1 you still get a fair amount of lift-up at the back. Might try dropping the brake torque as well. Dropping that's a bit better, still suffers a wee bit in the last few meters. It really could do with an adjustable curve like the other traits. Edit 2; Okay, braking should be a bit more forgiving now. brakeTorque = 35, brakeSpeed = 0.1 seems to work quite nicely. Although it does weirdly like to get 'stuck' after you finish braking and requires a bit of wiggling.
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I find that tapping the brake works fairly well, sort of simulates not slamming your foot hard down on the brake (which you wouldn't exactly want to do every time you want to brake in a real car). I quite like it the way it is, does a cute little nose-bump just before it stops, but obviously I'm still playing around with values. There's a brakeSpeed setting, the braking torque on these is a lot weaker than the stock values (about 50 vs 500 on the rugardised, but these can go faster in a straight line), but I suspect it's been applied quicker (not super sure which way means it takes longer, experimenting with that at the moment). Edit: If you lock the stearing on the rear wheels, handles pretty darn nicely for a lorry being flung around at 80mph.
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Erm, you can disable the front brakes in exactly the same way you would with a normal stock wheel. I've had no real problems with it, even at full speed it doesn't exactly flip over when breaking and it's far less violent than the rugardised. I feel that it strikes a good balance. Steering, brake torque, etc can be adjusted in the config. It would be nice if Squad added those to the tweakables, but a plugin to deal with it is outside the scope of this mod.
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@Initar,Gregox, Eh, small stuff like that don't really bother me too much. Very much in the f' it, that'll do camp of modding. By and large SXT and LLL are made because I want those parts, so they're essentially made for personal use; the release is more of an after-thought. But if you're willing to fill in gaps like that, then that'd be great. Initar offered to help as well, if there's any specific sets of parts you'd each like to give a shot, then say. Things like the config location in the [] are useful, so I'd prefer to keep them. Since they tell you where the mod is, you can change the manufacturers around a bit, but SM Truck should stay, since they're spanner's work. Binning the 3.75m parts isn't the worst idea ever, I've disabled them via module manager so it won't muck anyone's saves up.
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Yep, it's meant to be a low impact general stock expansion. Although thinking about it, a stand-a-lone copy of the truck isn't a bad shout, might be worth revisiting my idea of splitting the pack up into 'expansion packs' (Space race, aviation, etc.). @Gregox, EDIT 6, Heh, I lowered the crash tolerance (form 40 to 30ish) after what you said, seems to make a bit of a difference. @ Initar, Very nice, hadn't even thought of that. @MrWizerd, Thanks! I've taken the oxidiser out and upped the LF content.
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Yeah, I forgot to add a mesh collider for that. SXT isn't just for rockets. That's why you need to update the .cfgs.
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Having my location set as Blighty might be a hint as well Here's the latest version I've got, hopefully it should work. https://dl.dropboxusercontent.com/u/39086055/SXT-17-pre.zip
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It's a testing version, the crash tolerance is set quite high. Also acts to stop the entire thing exploding on the slightest bump. Breaking with the front wheels of a lorry at high-speed'll do that. Disable the brakes for the front wheels in the action group tab in the VAB. Works fine for me, although I may have uploaded an older version before I fixed it. Possibly later on. The standalone truck wheel has some issues with orientation, hence it's not included. Possibly, they're rainy day projects.
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I released a version yesterday, check a few posts back.
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Price balancing wise, I've done sweet fanny adams. Haven't even tried a career save in .24. @Neutrinovore, Strobe for the landing lights would be possible, but my reference material at the time didn't show any strobing and it I'd prefer to avoid things that might be uncomfortable to players with sensitive eyes or other conditions. Actually, I should probably go back and fix the spacing on the approach lights to more realistic values. @Damascus, The road/rail ending before the tunnel is to do with terrain settings (they do actually go all the way in), same with any parts clipping into the terrain generally. But KSC++'s just a bit of fun, so it doesn't concern me unduly. Yeah, using it in a stream is fine.
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Have you got hot rockets installed? (Or another engine/effect mod). I saw something similar with another mod a while back and I seem to recall a outofdate/fubar config being responsible. I have a regular non-KSPI reactor (essentially the same stats as a massive RTG, just 3 tonnes of the stuff) as well. It's radial, but I used a bit of trickery so that the weight is deposited roughly in the centre of the part its attached to.
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With the UV map, the pipes were the easiest part to do while keeping size to a minimum. I've also fiddled a bit more with the standard tanks MrWizerd set up for the 1x1 and 2x1, so they're all set up now to use Firespitter to switch the textures and fuels. Cuts it down from a gazzilion parts to a handful. Edit: Here's a testing version of SXT-17, there's a few more things like any price balancing I'd like to have done first, and no doubt things I've left half-broken, so use at your own risk (and it does have the trucks in). https://dl.dropboxusercontent.com/u/39086055/SXT-17testing.zip
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Heh, well, I can put up a version of it later on to play around with. Also, Made this: Not quite sure what to do with it, thinking xenon or liquid fuel.
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Got it pretty much working now, and with an IVA. And the 'outtakes' of trying to get the IVA to work: http://imgur.com/a/wHjst
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You can delete the other things easily. Download it, keep the following LackMisc/Parts/Buildings/landingLights.cfg LackMisc/Parts/Buildings/landingLights.mu LackMisc/Parts/Buildings/indust.tga LackMisc/Parts/Buildings/industEMS.tga Delete the rest. It does require the kerb-town .dll. That's kerbtown, not 'Kerbin City Community Project', I've seen a few people make that mistake, the kerbtown download is literally just the .dll and 4 tiny textures for the buttons. @Initar, Very nice!
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They'll be in SXT, but I can post a copy here with just the trucks in. @ Pigbear, I just knocked that up with tweakscale and some panels. It was my re-make of Colonial One.
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Thanks, that's a great looking station, got any more screenshots?. Yeah, I realised how little I knew about the Russian space program, and that'd there'd been a whole line of space-stations that had passed me by. So, I've been having some good fun with making parts from it. The adaptors shouldn't be too much hassle, I'll play around with it. @admiral, Yes it moves. It's done via an animation, so it has a few minutes (real-time, time-warp doesn't really effect it) of idling before it sets off.
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@AntiMatter, Yeah, had to take out/re-name the tweakscale configs since having them in, and the ones in tweakscale proper was causing a lot of problems. There's about half a dozen pages of the thread devoted to that whole episode. @Gregox, Yes, there'll be a normal and wide versions, I think I've shown screenshots of the wide version anyway. Their beauty is in their simplicity. I see little point in changing their shape 'just because'. Release shouldn't be too far away, SpannerMonkey's done a fantastic job with the wheels, so their working and in game. Pick up trucks will need to wait a while since the mesh for them is a complete mess.