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Everything posted by Lack
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Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
I'd say a few whispy high-altitude clouds, could probably just re-use the kerbin cloud map with a lowered alpha. I'm going to have a play around on mine with a slightly greener tinge. For clouds, I'm a fan of some thiner ones further up, and then for the main set, a bit of layering and the odd-gap rather than just one thick layer down. -
Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
For anyone interested, my settings for Laythe http://pastebin.com/1jznAqaL I'm using regex's RSS rescale, so the altitude values might want tweaking a bit. -
For the fuel-tanks I always just figured them as access-hatches for works. Technically passable, but a tight squeeze and you would be advised to avoid putting your foot through a tank-wall. Not for routine foot traffic, anyhow. Will probably release a copy of the tank with the thoroughfare as a standalone.
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Little on the heavy side for the mesh I fear, weighs in at about close to 6000 Tris. Certainly not a problem on it's own. But worth considering that the model I showed previously was half that, and the usual 2x1 is a measly 28, I'd never previously considered them to be passable for crew-anyway (unless you fancy crawling) as they have the same dry weight as a stock-part would have, and the idea of putting the fuel near a habitable area just seems like an altogether bad idea. They almost certainly wouldn't be pressurised for the same reason. @MrWizerd, No real vision. Just wanted to make some pipes. Probably just passing fuel,excrement/kerbals escaping from prison.
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I'm not so fond of straight re-sizes now though, so I'd need to find some way to make one set visually distinct on the VAB icons. @BananaDealer, It's possible, but you'd sacrifice fuel capacity.
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Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
You could try adding a darker layer that's at a much lower altitude, so it's only visible in the low-lands and craters. It worked quite well when I was messing around with it. This is kind of the opposite, but you get the idea (From running an RSS install). And my own version of Laythe. Essentially because I liked the planet from the Forever War. -
Thanks, some of the UV maps' actual layout looks really weird. You certainly get used to massively abusing things like mirroring and folding bits of UVmap back and forward over itself. The hexagonal structural panel, despite looking relatively normal, was actually one of the hardest to do. Updated 2x1 Fuel tank model Edit: Improved shading.
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Thanks. Also, thoughts on re-sizing the Copernicus inspired parts in SXT to 3.75m so you can fit small landing craft inside the truss sections? If I did that I'd leave the configs for the 2.5m parts, but would set "category = -1" so they don't show up in the VAB.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Lack replied to Porkjet's topic in KSP1 Mod Development
MM does have the capacity to make changes depending on whether or not a .dll is present. So i should be possible to make a config that changes it from winglet to part if the FAR .dll is present. Can't remember how it's done, though. -
The re-organised LLL-Full MrWizerd has been helping with (read: done basically everything for. Seriously, thanks for your help) is looking a lot better. I'm re-doing the 2x1 hulls a bit to avoid requiring different copies of a large texture for the LFO, LF and Kethane versions by essentially replacing them with a strip, like I did for some TAC boxes with another user (that I don't think were actually released publicly). I also added some 3D detailing. That can be tabbed out in the config, so I would be able to release a MM config file that turns it off, or the .mu could be deleted. I'll do the same for the 1x1 as well (and re-sizes of those, respectively).
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Most of them can be found under in the download under 'Legacy Parts' of the LLL thread. LLL 0.09.9 Failing this, I had made a list of all the old releases for LLL for another user. Fair warning, I wouldn't expect these to load without some config editing to update them for the way the new part loader works.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Lack replied to rbray89's topic in KSP1 Mod Releases
Well, I wasn't a hundred percent on the exact issue (so I may well be talking about something else entirely), but it does mean that loads the settings on start up. Although I've run into problems when trying to use the alt-n menu in the past, so I've always just done things from the cfg. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Lack replied to rbray89's topic in KSP1 Mod Releases
You can go into the cfg and change CLOUD_LAYER { SAVED to CLOUD_LAYER { DEFAULTS I've done that for your pack (great work by the way). That seems to work. And just replace the Defaults with the SAVED when both are present in Could_layer{} -
@landeTLS, Currently 6.7m at the bottom (and 5m at the top), although when I make a new engine, it should flair out to 7.5m. Also realised the Saturn V size was actually a fair bit over 5m, so I've fixed that for the next release. @LordPrometheus, It's currently in Parts/Science/CommEquip/Generator.cfg But MrWizerd has done an excellent job with re-organising things, so the next proper LLL release will make a lot more sense in that regard.
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Just using the stage from before as the third-stage there. For scale, the top part is 3.75m.
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There's a pretty decent Channel 4 (UK) documentary on the engine (and N1) called 'The Engine That Came in From the Cold' from years ago. A decent watch if you've got a spare 50 minutes. https://www.youtube.com/watch?v=MZnYr94aa9E
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If you could set it up to enable having different thrust transforms within the model recognised and the ability to de-activate them/cause a malfunction, then that'd have some pretty hilarious results. Bit beyond my current coding ability, though.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Lack replied to rbray89's topic in KSP1 Mod Releases
That would be fantastic. I was trying to mess around with that by seeing if I could have a transparent cloud layer that still generated clouds (I couldn't). Actually, if I was able to do that as well, might be useful for things like those Duna dust storms. The capability to set depth parameters for them via config would be nice as well and perhaps some control over RGB-A values for the clouds. I.e. volumetricfogLayer1 { Max height = x Min height = y } But that's mainly just because I'd like to play around with it. The volumetrics really are great, going through Eve's atmosphere especially. Essentially how I'd always imagined it should be. -
That it was. I was talking with Daemoria about it, I liked his idea of having a plugin that has random engine failure and daisy chain reactions. That might be a tad too mean though.
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I have a feeling this is going to be ridiculous by the time I get it in-game. Just in Blender, so not the prettiest and I still need to play around with the textures, etc. I think all the parts should have a 'cost =' value defined, just being '0' is fine too. If anyone spots any I've missed then point them out.
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I do seem to recall someone mentioning there being a model limit. The ~930 seems about right. Edit: -Gavin answered it better- Decided to make some slopped tanks. The 3.75m to 5m second-stage. --- Re: Re-organising LLL's file structure. (Realised I'd missed the comment) I've got a github, link should be in the OP. I'll send you a PM in the next day or two.
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I can't think of any reason for why that might happen. I haven't used LLL in months, I'll give it a test. Are you using LLL-Full or Lite?
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Hehe, yep, that seems about right for KSP. My most recent totally deliberate 'stress testing' flight, honest 'guv.
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[WIP] Aerojet Kerbodyne (Released Service Module Pack)
Lack replied to blackheart612's topic in KSP1 Mod Development
If that's the 'U' version of the AKS, I'd like to see the full length thruster. Looks very nice though and well said on the replica vs. inspired-by point. -
Couldn't replicate that. It uses the stock TR-2V decoupler. Here's an example craft file. https://dl.dropboxusercontent.com/u/39086055/MEM%20Example.craft @736, Have you got the ARM compatible patch (the latest one)? It's in the OP, follow bs1110101's instructions. Unless you've moved or deleted the Squad folder, you shouldn't have any problems. Edit: @wasmic, Problems were mainly from the engine over-heating and blowing up. But hey, the real N1 did that and I don't like it when things are too easy. Things should be hard in life. Sober edit: I'm still not decided on where to have the soviet inspired parts move from between 'sizes', might be a bit too limiting. Could always have some ones that are straight (i.e. 3.75m to 3.75m) and those that move between weight classes. I'm not building a realistic N1 anyway, just parts inspired by the program.