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Everything posted by Lack
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Yes, they are.
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I'm probably going to need some images of the tanks in question, there's a lot of tanks in LLL and SXT. Also, are we talking small amounts (<= 1 unit)? Because in some cases I've rounded to an integer since the floats looked ugly. Anyway, to prove I'm not dead or anything.
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Yeah, I remember it being called Catch the Pigeon, but I googled it and all I found was 'Stop the Pigeon'. Was wondering if I'd just completely mis-remembered that.
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Yep, Road Runner reference. Road Runner, Stop the pigeon, Wacky Races. Now those were some good shows. Good likeness I reckon.
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It's easy enough to do. You can either have them in the same directory and just use MODEL{model = } to define the .mu that's used, or you can reference textures in other folders. For example, this nicks the textures from the Squad folders MODEL { model = SXT/Parts/NERVA/model texture = model000 , Squad/Parts/Engine/nuclearEngine/model000 texture = model001_NRM , Squad/Parts/Engine/nuclearEngine/model001 texture = model002 , Squad/Parts/Engine/nuclearEngine/model002 texture = fairing , Squad/Parts/Engine/nuclearEngine/model003 scale = .66 , .66 , .66 } I've seen it done without having a placeholder texture file in the folder, but I've never managed to get that to work (I just use a 1x1 texture). Could be to do with people writing the texture as .mbm, haven't tested that though.
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@AntiMatter, https://dl.dropboxusercontent.com/u/39086055/Meep%20meep.craft Thing it needs Pizza and Aerospace (and SXT, obviously). @Ban, Thanks. Let me know if you find anything out. Yeah, I could use that, bit less used though. We'll see if we can crack the firespitter first.
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Don't worry, the buoyancy doesn't work for me either. Don't know why, I've run through firespitter's source code and I'm not sure what I'm quite doing wrong. SXT-alpha-0-9.zip Added: KE-90 Turbofan engine Air-liner wings Open structural part (so you can a 6-way port inside) Also fixed the textures for the Barrel, had forgotten to replace them with the correct 1x1 textures. Nah, you'd know if I owned Ryan air, the planes would look like this Couple probably fit them in on the wings as well, just fly lower so people don't get oxygen deprived. And then there's this, which I though was cute.
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Carry-ons cost extra and you can upgrade from 'wheel-bay' seating to 'pressurised cabin' for only fourteen times the base ticketprice.
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Heh, it does rather doesn't it. Tut, tut, filthy mind you (says the guy who was sniggering while someone was talking rummaging in a women's box today. I mean, come on, phrasing).
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@SSSP, Yeah. I've seen that before. I think the last time ferram reckoned it was due to the sudden change in shape and circumference. There's nothing dodgy with the model itself, it's as simple as simple can be. You could try changing altering the size of the nodes (7th number in the node_stack), it not being definied might be part of it. Like so. node_stack_top = x, y, z, xdir, ydir, zdir, 1 node_stack_top = x, y, z, xdir, ydir, zdir, 2 Not too bothered by a 5 man pod at the moment, it'd only mean making a new IVA and they're dreary things to make. I'll likely reconsider at some point. @BananaD, I'll consider it. @drtedastro, Yeah, BahamutoD has some pretty great stuff. I'm especially loving the new animation module. I also found out that MM can handle switches based on if a mod is installed. That provides a nice by-pass to my problems with plugin animations (namely having the replace the stock one). @K3|, Yeah, sure. @K3| part 2, I tried that. The suspension modules are really tempremental, so I've never been able to tell if it'll work or not. In the past just switching meshes has messed up with it, even with the same hierachy. It didn't work this time. @wasmic, Texture reduction packs are essentially redundent now with Active Texture Management, you'll see no real gains with both installed vs just ATM.
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Thanks. It's not too complicated generally (unless it's a complex mesh, air-lock detection is a fickle beast) it is just to make it modular really. The large airlock was actually one of the first parts I made. I suppose I could have had specialist crew-cabin parts, but by the time I got round to considering that, I had a large number of parts in a lot of different shapes. Hence adding in the relevant crewCapacity to the parts and having people being able build them in a modular fashion, and slap an airlock on where-ever, seemed like the best choice. Given the various shapes, there'd no doubt there'd demand for different versions, which would probably increase the load further (not to mention it'd break up the nice neat lines).
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n-body physics? We don't even have 2-body physics!
Lack replied to Whirligig Girl's topic in KSP1 Discussion
Link to the KSP system under n-body conditions for anyone interested. There's a few problems with the Jool system (Vall gets ejected pretty quickly). Don't think this one models it from Barycentres either, though. Does anyone know if anyone has calculated it using the correct barycentres? -
n-body physics? We don't even have 2-body physics!
Lack replied to Whirligig Girl's topic in KSP1 Discussion
I suspect it's from the close proximity of the Mun from Kerbin (11.4Mm compared to ~384Mm with the Earth-Moon system). The low radius compared to gravitational strength probably plays a part as well. I'll have to try in with RSS sometime. Took 11 hours, 23ish min before I smashed into the Mun. Almost certainly, they'd probably have to smudge the n-body calculations or alter the orbits. -
n-body physics? We don't even have 2-body physics!
Lack replied to Whirligig Girl's topic in KSP1 Discussion
@Camacha, He's not wrong. After 10 min Honeyfox's n-body integrator has my orbit move from 75kx75k to about 53kx100k. -
Nothing in particular, I'll probably just raid the 'suggestions box' from earlier in the thread for anything that takes my fancy. Perhaps a larger airliner wing that actually contains fuel, always thought it would have been quite nice to have that. @jmanidb, Yeah. B9 has about 2 and half times the RAM usage of LLL. On full textures I can't even run B9 (that's with having deleted the stock parts). Not sure about KW, haven't tested that. I occasionally get some flak about that, but it nearly always turns out they have a large number of heavyweight mods, install LLL, game predictably crashes, therefore LLL is evil and must take a billion times more ram than their existing set up.
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LLL is pretty darn heavy on the texture front, even the -lite version (see the OP and scroll down to memory usage). RLA doesn't as far as I'm aware, but the texture files are pretty small and similar to the stock parts.
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Well, SXT and LLL-full/lite are separate mods. The idea of SXT is to have parts that are, by and large, of a similar style of and spirit to the Stock-game. BananaDealer is right, it's currently a motley of parts, generally whatever I would like the stock game to have and feel inclined to make on any given evening. No great list of parts I'm going to make, to speak of. In addition to this, I'm not making new textures, but instead making new models and then referencing Squad's existing textures (using MODEL{texture = x, Squad/.../x}). The idea of that being to keep the memory footprint down to the bear minimum (the largest texture I've got is 5x5 pixels). So I may make a 5-way RCS for SXT, but it won't be a straight port. RLA-stockalike has some pretty nifty RCS ports too.
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n-body physics? We don't even have 2-body physics!
Lack replied to Whirligig Girl's topic in KSP1 Discussion
It's worth pointing out that HoneyFox has a n-body capable plugin released: http://forum.kerbalspaceprogram.com/threads/70881-0-23-Orbit-Manipulator-Series-%28WIP%29-%28Updated-March-12-2014%29 It's not a super-accurate implementation, and it's only for the active vessel (although it does some cool things like atmospheric decay for non-active parts and warp while throttled for ion engines). It is interesting however, I reckon the planets (or at least moons) would have to be shifted around considerabley. You see how quickly a 100km by 100km Kerbin orbit decays. EDIT: From a perfect 100x100km orbit I should point out that'll continue on for quite a while. It just quickly becomes lop-sided and hits the atmosphere. -
The craft file? Yeah, I'll put up a copy after I release the next update. It'll needs pizza&aerospace, but I think that's it.
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Yep, it's for people using neither crew-manifest, nor Vanguard (I had a lot of posts about this early on, it ended up being the most agreeable solution) so they can role-play. Vanguard removes the functional capacity of the airlocks, if you have it installed, and immediately dumps the kerbal in a crew capacity enabled part (or at least it did, I don't use LLL-full much now. Was a bit too enthusiastic when cleaning out my hard-drive and deleted the dev version, so had to go back to the last release. It's on a back-burner while I make SXT), but I'm guessing it would probably still read as 8 on something like KER. I agree with ignoring any crew-capacity from the air-locks, I mean who would want to live in an air-lock? The rest of the crew-capacities are balanced as best I recall.
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It represents them moving into other structural parts, they're not 'literally' inside the air-lock. There wouldn't be any point in having them if the capacity was just 1, I trust that the users can use them in moderation (or not if they want). You can open the config and change 'CrewCapacity ='
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A simple change, but I think it looks a lot better.
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Yep. Thanks, those stats aren't too far off what I already had, but I've playen around with it a bit more now. @Anti-Matter, The re-sizes are from Pizza and Aerospace @BananaDealer, Not yet. Still stuck with the fire-spitter boyancy support. Should probably just PM Snjo about it. I think the landing gear module is appropriate here and gives me access to extra options for impact tolerance if I wish to use them, but it takes two seconds to change in the config or just change it under action groups. Just replace ModuleLandingGear with something along the lines of MODULE { name = ModuleAnimateGeneric animationName = crashpad isOneShot = false startEventGUIName = Inflate endEventGUIName = Deflate } @cziken, Well, those planes above fly really well with FAR. Just look gloriously silly. You'd struggle will LLL no doubt. But the whole point of SXT is to try and make a large mod with a tiny memory foot-print. So you should be fine using that.
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Well this is entirely ridiculous (hehe, I love it). It'll need an art pass or three, and a some balancing (since, like just about everyone else, I'm pretty clueless when it comes to KSP's jet engines).
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Put this line in the config file explosionPotential = 0 The value being between 0 and 1, with 1 being always explodes and 0 being never. Useful for making that's that shouldn't explode, not explode. @SSSPutnik, Thanks! @bs1110101, Now that might be a tad over-kill.