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KSP2 Release Notes
Everything posted by Lack
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Lack replied to BahamutoD's topic in KSP1 Mod Development
No, they'll be included in the next version of LLL. But I can do a stand-a-lone version as well. Actually, Bahamuto, I was having a few problems with trying to build a stack/in-line weapon (in this case a laser/ion cannon and a 'siege' cannon). Is there a way to have a fixed gun that'll just fire whenever you press the button (regardless of where the mouse cursor is), I've been having a few problems getting that to work, i.e. it's very selective about where you aim for it to fire. -
@Avalon304, Probably due to different terrain detail settings. I'll need to re-do the whole thing eventually and make it one model. But that unity project's a little f'd, so I'd need to figure out the scaling again. @AntiMatter, The radial 'lights' is a essentially a radial 'dock' that I'm play around with, see if I can have it work in a 'stack' as well, a bit like the Vaygar carrier in HW2. Although there will be radial ion engines, I posted pics at some point.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Lack replied to BahamutoD's topic in KSP1 Mod Development
So I got a tad carried away and made an 18" naval gun. Link: https://dl.dropboxusercontent.com/u/39086055/LacksBattleships.zip I could have scaled it to 64%, but that would be less silly, so full size it is. Fires a 1.5t shell. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Lack replied to BahamutoD's topic in KSP1 Mod Development
BahamutoD, thanks for uploading that Unity package, it was really useful. Managed to get the parts to work now. A few screenshots Re-installed Homeworld 2 recently, I think it's showing a wee bit. -
You'll only need the .dll from kerb-town, there's not that much in the way of assets in it anyway. KSC++ should be pretty light, there's a few textures in there, and they're pretty small, the bulk of the size is models.
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Can try with them combined, I'll send it over in a PM with the two wheel-wells as well.
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Well, I've got them, so might as well include them. By the looks of it mine'll be somewhat larger then (since they keep the same scale as the others round the KSC). They're currently about ~2.5m for the wide flatbeds and 1.875m for the thin. Also, I don't suppose anyone's able to get wheels working? I've got some basic models, but I haven't had that much luck with wheels in the past. Currently relying on the stock ones Should probably get round to getting .24 at somepoint as well. More stuff:
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Really? And I had them all set up and everything for the next SXT.
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That in SXT? And, which parts? It happens whenever Squad recompile a part, the newer part-tools just us whatever the texture is named as in Unity, rather than the old model000, model001. So if they change a texture's file name, SXT won't know where the texture is. Although it might be a while till I'm able to try .24, tad busy with work at the moment.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Lack replied to BahamutoD's topic in KSP1 Mod Development
Don't suppose you could post a few screenshots of the Unity setup/tips on setting up a part to use the mod? Had a quick flick through the source-code and took a stab at it, but no luck. -
http://forum.kerbalspaceprogram.com/threads/80234-TweakScale-Rescale-Everything!-%28Version-1-20-Updated-2014-06-12-22-15-UTC%29 It's has its own LLL and SXT configs bundled in last I checked, but I prefer our version (not quite finished yet) since I've been having fun with making capital ships. 'LLL_Scale.cfg' http://pastebin.com/dGWNYj5W 'LLL_Scale_Type.cfg' http://pastebin.com/Le9RsJPe
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Perhaps, although I checked on high, only difference on my save was one or two of the roads floating a tiny bit above the ground. Never actually intended it to see wide-spread release/use, at least till Kerbin-side, it was only really for personal use and something I thought the regulars on the thread might have a bit of fun with. Anyway, screenshots: Playing around with tweak-scale, re-watching Battlestar, and playing around with some homeworld stuff gave me a few ideas. Got a hw2 style cannon too, I can set that up once BahamutoD posts a tutorial for his armoury mod.
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That'll depend on your terrain settings, what works for one, won't for another, I'll check what mine's set to. Edit: Seemingly haven't bothered changing it, still on 'default'.
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There's one from MrWizerd as well, not sure if it's more recent (http://pastebin.com/SiuxZ8KJ). Also; minor set back, Unity's lost all of the model import settings and some material settings, not much fun when there's a lot of .fbx that set to scale = 0.01. I can right most of it, but going back to old models is going to be a nuisance.
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Thanks. Yep, they're ion-engines. @Helix935, They're really not. They're exact copies of the stock ion-engines, each visible engine (the round bit) in the cluster being an ion-engine (and although admittedly, they are slightly smaller than the stock, but they lack the blank part in the middle, so the 'active area' of the engine is the same). So the one with two engines, is just the stock ion engine x2 N.B. The one on the Pride of Hiigara clone is tweak-scale's alterations. @Neutrinovore, Not sure, I'm pretty busy up till about mid-August, but I may be able to just shove the extra configs in and call it done before then. @Reudii, No. Although, the size of the kerb-town folder is only ~101kb, there's only 4 textures in it and they're all for the button in the VAB and under 7kb. Are you sure you're not thinking of Kerbin-City? If you download the file I linked under the KSC++ DL you'll see what I mean.
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Pictures and stuff:
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That MLP is truly a thing of beauty; I didn't even click for that it wasn't actually all one model till I looked at the pics a bit more. Yeah, as TheSonicGalazy said, it's in the LLL thread, a bit hidden though. Scroll down here a bit http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-LLL-12-2-10MAY2014-SXT-15-1-09MAY2014?p=1225193&viewfull=1#post1225193 and it's the link for 'KSC++ v2'.
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Ah yes, should have mentioned. It's the same link as before, I'd just updated the download on drop-box. I'll rename it.
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If you use the tweak-scale config in the SXT (try re-downloading) folder, all of those should be there. You'll need to change the file name from SXT_TweakScale.backup to SXT_TweakScale.cfg (and delete the one in the TweakScale folder). Fiddly, and not immediately obvious, but had to do that since there was one bundled with the tweak-scale mod and having two copies causes all manner of problems on the last few pages of the thread. I'll double check that it all works, since there's lots of configs flying around and I keep losing track, but those do have values defined in the cfg of the latest version. Edit: Yep, those should all work. At least with the config in SXT-16.5 (That update is mainly just trying squash a few bugs and update config files). Edit: Thanks, what sort of station parts do y'reckon?
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Well, the ruggedised is perfect for LLL. I have a model I would like to get to have in SXT eventually, but I've never had any luck with getting wheels to work. Does the tweak-scale actually change the wheel's properties (durability, etc)? The re-size of the ruggedised took quite a bit of tweaking to work satisfactory.
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It's just the assets, you can place them using the Kerbtown menu (Ctrl+K, I think). I'd recommend porting a suitable amount of dead weight first, before setting them up if you're planning on role-playing. Rocking up to an inhabited moon-base on your first landing seemed a bit odd, after all. @Sesso, Sounds like a plugin problem, so if it's related to SXT in any way then it's due to a faulty module-manager config. But I haven't encountered that myself, no. See if the tweak-scale config is present and try deleting it, maybe? @shadowsutekh, Thanks!
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I suspect it's because Tweakscale has a tweak-scale for the SXT parts bundled with it, so that's causing conflicts. Testing now. Yep, that seems to be it. Delete one of them and it should work fine. I've unbundled the tweak-scale config for now. It's still in the pack, but marked .backup.
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Thanks, updated the download for SXT with it.
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I that a while ago, There's a download here: http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-LLL-12-2-10MAY2014-SXT-16a-21JUN2014?p=1225193&viewfull=1#post1225193 You'll want the 'KSC++ v2' download. And you'll need an updated version of Kerbtown, found here: http://forum.kerbalspaceprogram.com/threads/40374?p=1052327#post1052327
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That's with Squad parts, I'm guessing pwings are pretty heavy then. You can do it with the small wings in SXT as well, but I'm having some trouble with them and FAR; and I keep making it worse every time I try to fix it. Need someone else to take a proper stab at them really. Example: It's a bit tricky to fly due to the tail, but even with the IO-360 settings it flies pretty nicely.