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KSP2 Release Notes
Everything posted by Lack
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@Neutrinovore, Ta, I'd missed that. Don't suppose you could PM me the configs? @SSSPutnik, Very nice. Some of these will definitely be going in the LLL collage, if that's alright with you. @Damaske, I think I based the values of the small one on Pizza and Aerospace's values. It might, not really sure about the whole aerodynamics system, was struggling with FAR and the larger wing the other week. I sat down and calculated the values for the MAC, etc, using some equations I found, but when I actually plugged them into FAR it didn't work too well. Possibly unit conversion problems. So I just nicked the values from B9 and played around with them a bit. I'll have another look at them though. I'd boosted the large wing's lift in the last patch, I thought. Haven't had a non-FAR install for a long time though, so I tend to miss those things. Proposed alterations are always appreciated. Could you send me a copy of the Infinitedice config? (Is that a module manager config, btw?) @The Destroyer, It is unbalanced. It even says so in the description, along with the suggestion that you don't set it off in an atmosphere. It's a kerbalised version of a real engine concept, with the typical ~.64 scale for the values, so it's unbalanced against the first-gen NERVA's we have in KSP. There's a reason it's in LLL-Extra (which is for the unpolished, unbalanced, and otherwise silly), not LLL, and in Experimental Rocketry, which by the time I get to in a career save, I'm well into orbital construction and 1000 tonne capital ships. Essentially it's there because I find it fun. @Aedile, Ah, excellent. I'll add link in the OP later, if that's alright with you (credited, obviously). I think I'll have a look over the Kethane and Jet parts in LLL as well, bit of tweaking can go in the next patch.
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The above are correct, I've included the location of the config file in the description of the parts in the latest version. Just go there for one of the parts that doesn't work, open the .cfg in a text editor, have a look at the 'texture =' lines, it'll give you a folder in Squad/.../[name of texture], go that folder and check that file is there and the name is the same. File extension shouldn't matter. Also note, texture packs that actually change the texture (not just resize) will mess with SXT if it's one of the textures the pack uses. You'll want to get a copy of the normal texture from a fresh copy of KSP, and put it in a new folder and change the 'texture = x, x' line to point to the new location. I'll have to put something in the FAQ about that.
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The Jet fuel was based off the model volume to fuel ratio of the stock 1.25m jet-fuel tank. They might have changed that though, that was done back in .18 or something, and I haven't bothered to check since.
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That the modular fuels config? Never actually used the mod, the config was written via a script since someone kept requesting it. It just added up the amounts for whatever resources were in the tank and wrote it as volume. If you're willing to provide a fix, then I can upload that. @NathanKell, With the rescales, would there be a standardisation of sizes? For example the turbofan is based off the GE-90, which is about 3.something m in diameter. Would that be best stuck to 3m, or exact 1:1 sizes.
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Thanks. If you've got any screenshots feel free to post them. Thread in Addon Releases, only a year and bit after starting.
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SXT - Stock eXTension Apologies for the terrible abbreviation. I'm aiming to make a memory light 'Stock-a-like' expansion pack that relies solely using the MODEL{} to reference Squad's textures and get a lot of 'bang for buck'. Which means that the RAM usage is as low as you can get. It's expanded a bit, but I'm cutting down and reorganising to lower the usage some more. SXT Downloads This is the full pack, with a large number of parts. There's a parts list on the Kerbalstuff page, but it's slightly outdated (from SXT-18 or 17) ________________________________________________ SXT - The Full Pack - Downloads Github link: https://github.com/Signatum/SXT SXT-25 https://github.com/Signatum/SXT/releases/ Latest dev build https://github.com/Signatum/SXT/archive/master.zip --- ________________________________________________ SXT Mini-Packs Parts ripped straight from SXT. Each pack contains only a handful of parts, for those that don't necessarily want to download all of SXT. If you'd like to nominate some parts for a mini-pack, just ask. Click on the image tiles to download. [1.0.5+] ________________________________________________ Mk2 Centrifuge Habitat A centrifuge-style rotating habitat. Good luck getting this to orbit. Download ________________________________________________ Changelog: SXT24: Overhauled Osual parts. Textures now match Porkjet's style better and fixed the collsion meshes for the parts. Added ability to tweak deployment state of both Osual cockpit and loading ramp. Tweaked animation of ramp for more control over deployment state. Added 3.75m Docking Port. Added 5m fairings and heatshield (re-sizes of stock parts, parameters). Finished updating part names, descriptions and manufacturers. Fixed nodes for 2.5m Cargo Bay. Further minor cfg fixes (thanks to Aivoh for pointing them out) - Correct name for ModuleCrossFeed and tabbing out of competitive agent mentality. Neatening up parts list. Deletion of defunct parts (old float cfgs. Not the ones currently in the mod, these are ones that haven't been used in months). Fixes to heat tolerance for some plane parts. SXT23: Added Electronic Fan (based off Airbus e-Fan). Added Small folding wing. Added Jumo 213 style Prop engine (KO-213 "Wolf"). Added IVA for 5m Duna Hab and Clyde. Added 'Off-set' and 'Long XB-70' style 2.5m to Mk2 adaptor. Added 2.5m liquid-fuel tanks in similar style to Mk2/3 parts added. New model and stat tweaks for SXT 0.625m jet engine. Swapped configs/models for older parts that have been replaced with higher quality versions by Porkjet (e.g. 2.5m turbofan, Mk3 Ramp, Mk0 fuselage, Mk1 passenger cabin). Old craft using those parts should now replace them with the new stock equivalent. R-2800 prop will now look better when prop switches to blur (no more horrid blade mounts). Props will have altered stats/fuel requirements based on the presence or absence of FAR to account for different atmospheric properties (x1.8 static thrust without FAR). NK-12M spin-up time altered to fit real-life start-up better. NK-12M thrust curve altered. Should perform a bit closer to reality. RPM support added for Kossak & Entente. Edits to descriptions, crash-tolerances. Tweaks to stock aero-parts surface attachment settings. Fixes to stack node directions. Changed some part names to fit part order in list better (grouping with similar stock parts). Mystery Good can now satisfy satellite contracts (Kerbas-ad-astra). Moved Sounds folder from Firespitter/ to SXT/ Please note / FAQ: Use of Stock Textures. SXT is built around the re-use of existing textures in an attempt to reduce RAM requirements (and speed up modding ). It relies on a number of textures from the Squad folder > Ven's Stock Part Revamp is compatible, but using the 'VSR_pruner.bat' will probably break a few things - Try this patch if you've used this or the unpruner.bat file. > If you have another mod that changes the stock textures or delete some textures, this will cause problems with the SXT parts that use those. See Spoiler tag below for list of stock parts used. > List of textures used by SXT as of 22.4 Squad/Parts/Aero/airIntakeRadialXM-G50/model000 Squad/Parts/Aero/protectiveRocketNoseMk7/model000 Squad/Parts/Aero/wings/Wings Squad/Parts/Command/cupola/ksp_l_cupola_diff Squad/Parts/Command/cupola/ksp_l_cupola_normal Squad/Parts/Command/externalCommandSeat/model000 Squad/Parts/Command/hitchhikerStorageContainer/cabin Squad/Parts/Command/hitchhikerStorageContainer/cabin_n Squad/Parts/Command/mk2CockpitStandard/Cockpit Squad/Parts/Command/mk2DroneCore/mk2Dronecore Squad/Parts/Command/mk3CockpitShuttle/Mk3CockpitShuttle Squad/Parts/Command/mk3CockpitShuttle/Mk3CockpitShuttle_LUM Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_diff Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_normal Squad/Parts/Command/probeRoverBody/model000 Squad/Parts/Command/probeStackLarge/model000 Squad/Parts/Command/probeStackLarge/model001 Squad/Parts/Command/probeStackSphere/model000 Squad/Parts/Electrical/3x2ShroudSolarPanels/model000 Squad/Parts/Electrical/3x2ShroudSolarPanels/model001 Squad/Parts/Electrical/3x2ShroudSolarPanels/model002 Squad/Parts/Electrical/RTG/model000 Squad/Parts/Electrical/z-100Battery/model000 Squad/Parts/Engine/jetEngineTurbo/model000 Squad/Parts/Engine/jetEngineTurbo/model001 Squad/Parts/Engine/liquidEngine48-7S/ksp_m_liquidEngine_diff Squad/Parts/Engine/liquidEngine48-7S/ksp_m_liquidEngine_norm Squad/Parts/Engine/liquidEngineLV-N/model000 Squad/Parts/Engine/liquidEngineLV-N/model001 Squad/Parts/Engine/liquidEngineLV-N/model002 Squad/Parts/Engine/liquidEngineLV-N/model003 Squad/Parts/Engine/liquidEngineLV-T45/model000 Squad/Parts/Engine/liquidEngineLV-T45/model001 Squad/Parts/Engine/liquidEngineLV-T45/model002 Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_diff Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_emissive Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_normal Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_cm Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineEmissive Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineNormal Squad/Parts/Engine/solidBoosterBACC/model000 Squad/Parts/Engine/solidBoosterBACC/model001 Squad/Parts/Engine/solidBoosterBACC/model002 Squad/Parts/FuelTank/adapterTanks/Mk3Adapters Squad/Parts/FuelTank/fuelTankJumbo-64/model000 Squad/Parts/FuelTank/fuelTankJumbo-64/model001 Squad/Parts/FuelTank/fuelTankT400/model000 Squad/Parts/FuelTank/fuelTankT800/model000 Squad/Parts/FuelTank/fuelTankT800/model001 Squad/Parts/FuelTank/fuelTankX200-32/model000 Squad/Parts/FuelTank/fuelTankX200-32/model001 Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage Squad/Parts/FuelTank/mk3Fuselage/Mk3Fuselage Squad/Parts/FuelTank/RCStankRadialLong/ksp_r_rcsCylTank_diff Squad/Parts/FuelTank/Size3LargeTank/fueltTanks_cm Squad/Parts/FuelTank/Size3MediumTank/fueltTanks_cm Squad/Parts/FuelTank/xenonTank/model000 Squad/Parts/Science/GooExperiment/A_GooExperiment_diff Squad/Parts/Science/MaterialBay/science_module_small Squad/Parts/Science/MaterialBay/science_module_small_emit Squad/Parts/Science/MaterialBay/science_module_small_nrm Squad/Parts/Structural/mk1Parts/mk1fuselageFuel Squad/Parts/Structural/mk1Parts/mk1Structural Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm Squad/Parts/Structural/structuralPanel1x1/model000 Squad/Parts/Structural/structuralPanel1x1/model001 Squad/Parts/Structural/trussGirderXL/model Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna Squad/Parts/Utility/launchClamp1/model000 Squad/Parts/Utility/launchClamp1/model001 Squad/Parts/Utility/mk2CargoBay/mk2CargoBay Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin_LUM Squad/Parts/Utility/parachuteMk2-R/model000 Squad/Parts/Utility/rcsBlockRV-105/model000 Squad/Sounds/sound_rocket_mini Squad/Spaces/crewCabinInternals/model001 Squad/Spaces/crewCabinInternals/model002 Squad/Spaces/crewCabinInternals/model005 Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_diff Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_normal Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA Also, a big thanks to everyone at Squad (+Porkjet, the new Mk2 and Mk3 textures are great!) that made those textures in the first place. Pics: ________________________________________________ KSC++ Extension to the Kerbal Space Centre, trains, cars, trees, the whole shebang. https://dl.dropboxusercontent.com/u/39086055/KSCPlusPlusv3.zip CFG fixes for 1.1 courtesy of AlphaAsh: http://www.alphastrikegames.com/FileDepot/KSCPlusPlusCFGFixes.zip (I'll bundle these in at the weekend). Requires an up to date version of Kerbal Konstructs Install instructions: 1. Download .zip from above, make sure 'LackMisc' is at [KSP_rootfolder]/GameData/LackMisc 2. Download the latest version of Kerbal Konstructs 3. That should be it ______ FAQ: Install instructions: The 'SXT' folder (containing 'Parts', 'Ships' & 'Spaces') must placed in GameData. KSP_win\GameData\SXT\ Can you make X part? I don't take direct requests per se, but I'll likely consider it and end up making it down the line. I definitely appreciate interesting ideas and concepts. Typically workflow: Read request-> Outright refusal to do anything, claim idea is stupid and not worth the time -> Think about it next day, actually not bad idea-> Make part/apply fix -> Sneak it into next update and never tell anyone. ________________________ Modding info ___________ .blender files with UV maps available for individual parts on request. ________________________ 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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I see what I've done, just delete the "" at the end of the URL. I'll fix the OP in a second. Edit: Fixed. I've got a new thread written for Add-on Releases, I'll post that shortly.
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They'll guide you up near the door. Although, I've just realised it's missing some of the props such as the door crank/handle; could add the lights guiding you to it while I'm fixing that. Edit: Ah yes, I keep forgetting to move to Addon Releases, I was going to do that with LLL after the -12 release. Probably need to put together a slightly guide to the parts.
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Well, it does have little lights along the passage, and you get some nice big seats and some leg-room. At least they'll die in comfort, I'm not a total monster. @Porkjet, Thanks. I did what most air-liners do and tried to cram another row in, didn't quite fit, so I'll just have to increase ticket prices and/or cut down on safety costs.
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Also, what would you be needing for the RO config patches? Also, if people re-download the SXT .zip, the above IVA should be in there along with one or two minor bug-fixes.
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I think each of the large panels is 1.21 m^2. Although I seem to get different results depending on how I calculate it. Did someone say IVAs? (Well, excluding the couple already in the mod). The mission report when I crash these things is sad to read, especially on a fully laden plane. Also, I switched the LLL infiltration pod/tug/thingamabob to the asteroid grabber code. Works exactly liked I'd envisioned it now. Here's an advance on that till I update LLL: http://pastebin.com/QAqYzJtF
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Hmm, I tried it again with just the stock animation module, and it seems to work well enough, not sure why I thought it didn't now. Starts disabled, then right-click to spin. Won't shut down again though, but that's not that much of a problem. I'll have to mess around with some of the plugins around the place. In the mean time, try replacing the config file in LLL/Parts/Utility/RotatingHab/part.cfg with this http://pastebin.com/tJp7Tz26
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I have, it's not possible without plugins, which sort of goes against my moratorium on the mod requiring plugins. Should be possible to do with Module Manager 2, it detecting if you've got Firespitter installed and then swapping the animation modules round. Since this is the screenshot thread, here's some pics. And I bailed out after a failed attempt to land on a mountain top, just overshot, survived the impact (quite how, considering he fell about 4km, I'm not so sure) then rolled for another few miles downhill.
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Thanks. Hmm, possibly, we'll see. Yes, but without the windows the IVA doesn't make a great deal of sense. I'll put some .mu's without the windows so people can swap them out if they're so inclined. Anyway, SXT-15 SXT-alpha-15.zip Change log: Re-worked the fuselages (These won't replace the parts currently there, since I didn't notice that the old versions had a .75 y-axis scale applied in Unity, so the old parts are hidden from the VAB and tech-tree but'll still turn up on any models that still have them. The 1.25m is a bit of a cop out admittedly). There's some radially attached windows, to make things look all fancy. A 3.75m Hab. I've added in the ability to boost the transmission rate, but not clean out experiments. Still not sure on that front. Might also add a ladder collider round the grab-ring. Solar panels! They've got a lighter mass, but can't rotate, so be careful they're facing in the right direction. There's a few minor bug fixes, like the J2 mis-scaling and I've added the location of the part's .cfg file in the description of each part to ease tinkering.
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Speaking of maps. To help placement of alternative launchsites, here's the latitude of the various alternative sites in RSS on the Kerbin map. Normal on the left-handside and inversed on the right. Large image: http://i.imgur.com/gi7ydLR.png If you boost Baikonur up 5 or 10 degrees there's quite a nice substitute for the Caspian or what's left of the Aral sea.
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Try what I recommended to Gristle with switching it to the generic animation module.
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Ah yes, that's my habit of shuffling and re-editing sentences and then not reading the resulting mess. I meant 'I assume you meant 3.75m', not 'I assume you mean 3m' I see what you mean now, you got any good reference pics?
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Bit of flying around the Baikonur latitude KSC Experimenting with height map offset at the moment, and it needs bring down to ground-level and probably re-orientating. Location: latitude = 45.81 longitude = -146.98
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Yeah, I'll share them once it's a little less broken. Trying to get it to just be on the surface is turning out to be a battle in itself, about half of them have 2km tall cliffs all round them. Here's the Kerbin section though: http://pastebin.com/VLHZTNnH How drastic the changes are for the kerbin code are, I'm not so sure, I haven't compared them side by side. But I get the impression that mountains and valleys look a bit better defined.
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Been working on alternative launch sites for the 6.4 rescale. I'm keeping latitude (there'll be one or two cases of switching the sign, i.e. Boscombe Down, there's a nice little UK like land mass at -51, 125) the same as the RL launch-sites but changing longitudes to places of similar geography (land-mass wise, not exact location) to their real-life counterparts. Made some light modifications to the RSS code for Kerbin, makes the scenery look a bit nicer I think. Screenshots: KSC. Baikonur (excuse the stock craftfile) I real like the valley here, still need to play around with that one. I have to say, you've spoilt me here. Stock Kerbin just looks far too small now.
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BERTY lies. Don't trust him. He even lies about his name (There's also a Berty 2000 and 5000. Never seemed worth making a new texture for. I've switched around the names anyway, the 2000 will be the probe-core, since you're more likely to see it). @DeathSoul, You could add in fuel capacity and have your own rule that you can't use it till it's empty. Or possibly use Nova's old plugin, if that still works. I think it ended up about halfway between a Solyut and Skylab, was looking at pictures of both for about half of yesterday.
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Yeah, I've mucked up the scaling in one of the axis when playing around with the new engine model and must have missed it. The short decoupler seems alright, just have to be careful you don't attach to the bottom node. Testing t'other one. The large decoupler, you'll get no fuel if you attach to the bottom node, it doesn't have a second top attach node. Might be worth adding one, but I'd more thought of that as a fairing/decoupler for clustered engines. Edit: Right, think I've got that fixed. Just need for KSP to take it's customary 5 minutes to load. I'll post a patch shortly. Edit: Haha, oh dear. I did rather forget that the large 5m one isn't a decoupler, it's a stack separator. Here's a hotfix for it. Fixes the scaling for the K-2 x5 cluster. https://dl.dropboxusercontent.com/u/39086055/SXT14-Hotfix.zip The stack separators are working properly, just wasn't immediately obvious with the engine acting up. Edit:
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I'll have a look, haven't had any problems with it that I can recall. Edit: @Dragon, Yep, exact same length as the short KW 3.75m tanks, or do you mean exactly 3m (I assume that's what you mean by 3m, I'm never a hundred percent certain whether people are using just the first digit and implied 1.25 rescale, rounding or actually mean 3m)? And the solar panels I posted earlier are based on the Salyut/TKS/etc. solars.
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The above is loosely based on the Salyut, or at least was when I started. It's changed a quite a bit now, but retains things like the stripes from the Salyut-7. There's already a fairly short 3.75m third-stage engine from the Block V of the N-1 parts.