Jump to content

Lack

Members
  • Posts

    860
  • Joined

  • Last visited

Everything posted by Lack

  1. I may have got carried away. Alcohol wasn't involved either, so I don't even have that excuse. It's basically a flying oil-drum. Hehe.
  2. The texture reduction pack is unnecessary with the mod. There won't be a noticeable difference in space-ship textures with the mod. More on half-resolution in the 'sticky' thread: http://forum.kerbalspaceprogram.com/threads/35296-Unofficial-PSA-A-short-term-fix-for-memory-outage-related-CTD-plages
  3. The textures won't look quite as pretty, but the game will a fair bit less RAM so is less likely to crash (crashes in KSP are nearly always RAM related, the game can't use more than 3.4GB). I'd try the mod I linked to first and then reduce the resolution if you still have problems.
  4. You'll want to get this: http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs! And, if you're still having some problems then it's worth going to the settings menu to change textures to 'half resolution'.
  5. SXT-alpha-0-8-2.zip Rough change log: Added those smaller triple-airbags. Added the open structural thingy and a shorter length version so you can have room to put decouplers inside. Re-balanced the fuel tank so it'll fit inside the structural elements with enough room to be removed (0.9 scaling in x and z axis, fuel capacity and weight reduced slightly) I think I've added everything to the tech-tree, if you spot anything then say and I'll fix it. Increased the RCS capacity of Service Module slightly. Have a picture of a pod with a sombrero
  6. That the Droopy and Boxer? Yeah, they were just copied straight across from an older version, so I forgot to add it. Added a smaller one. Using the capsule collider instead seems to have fixed the lag issues.
  7. Very nice. I'll have to find a proper way to organise user made config files. Also, can't get the fire-spitter buoyancy module to work. Even with adding a forcePoint transform and trying the public calls (https://github.com/snjo/Firespitter/blob/master/Firespitter/water/FSbuoyancy.cs). Hmmm.
  8. Not without a plugin. @Boamere, For obvious reasons I've just been using sandbox mode for modding, keep forgetting that career mode is a thing. @bs010101010, That's the plugin by BahamutoD that people are talking about. @kiwiak, It's planned.
  9. @AntiMatter, Yep, that's where I initially got the idea from. @kiwiak, I'm waiting till that rather than requiring a plugin. You can also just replace MAG with the landing gear module, but that's annoying. The lag is since KSP doesn't much care for rescaling collision meshes. I wonder if a cylinder collider would be less cpu intensive. @Parkaboy, I am planning parts for BahamutoD's mod, but they won't necessarily be native to SXT. For the SXT part, 'Inflatable' may be a slight misnomer as the method of construction, and if it is a 'true' ballion tank, isn't discussed. I don't want SXT to be reliant on plugins, so I'll have to have a look at Bahamuto's mod to see if I can add support without requiring it. Edit: Seems like it should be possible to do. I'll be having a look at buoyancy as well. @Varses, If you could do that, that would be absolutely fantastic. It's one of those jobs that I've marked down as 'incredibly boring' in my head. LLL is currently a bit of a jenga tower, the whole thing needs ripping down and re-organising. I would strongly recommend keeping the .mu files in an entirely separate folder (i.e. LLL/ with the sub-folders "Parts/" "Spaces/" "Model/") since people often delete the directory and then find it f's up something else entirely. Like the LLL prefix, the current structure is a relic of previous versions of KSP and their part loaders. MODEL{} initally wasn't very reliable at all and tended to need to load cross-referenced models and textures in sequential load order. It's a lot more reliable now. Be careful with the textures though. If you see a texture being required between different folders (i.e. not in the same sub-folder, but being spread between things like Command, Structural, Utility, etc) then I'd also suggest hiding that elsewhere so people don't shoot themselves in the foot.
  10. SXT-alpha-0-8-1.zip Small update. Nothing too fancy, one or two bug fixes, added NERVAs to tech-tree, added an inflatable airbag. Testing with a vertical and a lateral impacts. I'll probably need to tweak the crash tolerance a bit, currently 30m/s but if you have a few you can survive a drop at terminal velocity on Kerbin.
  11. Odd. I'm unable to replicate this. Only possible reason I can think of is the game freaking out from the direction the probe is facing when physics kicks in. @bsbinary, Ah ****, that was why I wasn't releasing 0.8, had only done the tech-tree integration for a few parts yet. It's an alpha, so meh. I'll fix it tonight.
  12. Well, they aren't exactly going anywhere. I'm just not making new things for it quite as often. Anyway, if you make the tanks separate, you're going to have a bad time without KJR. Which is exactly why they'll be going in. Well, there's also the fact that you can't transfer fuel/check fuel levels easily, since the frame is in the way. That's a bit annoying. Edit: SXT-alpha-0-8.zip Rough change log. Added some heavier weight RCS Re-worked the 3.75 and 5m tanks (+ Sat-V) parts a bit. Seperated engines and tanks out. New 0.625m oil drum 2 Colour of inflatable tank, I may change the orange one to an larger sized variant. Included empty structural version and detachable gold coloured fuel bladder. Cargo bay version planned. Small wing Tri-angular structural panel Image of the parts: And yes, I know the icon is bugged for the heavy RCS thruster. It has so far eluded my attempts to fix it.
  13. I have to agree, especially with the mods that radically change the game. Those require you to actually use them to understand how the configuration works, so since the person asking likely understands the other mod better than yourself, since they're actually using it (perhaps that's the 'do it your damn self' attitude with breaking through). Thankfully any entitlement complexes are rare in the community, so it's never too much of a problem. I like the concept, although there are quite a number of mods that may require this, finding a way to organise that number of sub-forums (in a way that the average user could actually find) without unduly cluttering the place up could be difficult. A stickied mega-thread for requesting cross-compatibility configs might work as a stop-gap. The advantage being that 'do it yourself' guides for mods can be posted as well, and it would give us a thread to link people to.
  14. Ah yes, if you consider the ship as a whole then it all cancels out pretty nicely. @Antimatter, Not entirely sure I see the point, seems like it would just unnecessarily increase the part count and be an invitation for magical torque and the tank clipping. But I'm testing it anyway. Also means you can do the slightly improbable Edit: Setting 'allowStack' to 0 fixes that, but does mean you can't string them together and might confuse some folks. May as well include it, it'll fit inside of the structural one, but I'll leave the pre-packed ones as they give a little more lee-way for shading with the textures.
  15. @mushroomman, How do you mean? This http://i.imgur.com/YDifepM.jpg or this http://i.imgur.com/VsoomtQ.jpg bit? @Gavin, Well, if they completely dessicated the food before eating it then that is true, otherwise it's not a closed system. Either way, I would agree that electricity is probably a better model.
  16. It can be done as I remember someone mentioning it before, but I've haven't used any life support mods since that oxygen one back in .13 or whenever it was, so can't really help you there. I never managed to get the solar panel bit of it to work (it detected the sun, but wouldn't generate electricity), so you'd probably be best off using the normal generator code to make it require water or something. Check what other mods have done for food/resource generation, zzz did a greenhouse a while back that I think supported TAC. Made a truss section,
  17. Yep, I went back through Porkjet's thread, hadn't realised quite how similar they are. But they use the same reference material, so that's hardly surprising.
  18. The tanks are mine, not decided if I should try gold colouring like the LEM. They're based loosely off the Copernicus MTV concept (http://i.imgur.com/w79hHOO.jpg) so I've seen one or two similar things in the past, I think at least one lot was porkjets' work. I've currently got them set out as being of similar fuel capacity to the X200-32, with a somewhat lower dry weight due to decreased structural workings, but as a consequence being significantly more delicate (very low breaking speed). So ideal for orbital work, but not suitable for landers. Ooh, Project Pluto sounds interesting, I'm sure I've read about this before. If anyone else spots some nice insanity from the space race, then by all means post them. There may be something of interest that I haven't seen before. Edit: Alt with gold foil
  19. @Wasmic, I've managed a passable copy, but reference sources tend to vary a bit. I'll include the craft file with the next update. Also,
  20. Not decided on stats, but I'm considering varying it from essentially being the same as clustered LV-Ns. Current testing: The long one: Mass = 9 Thrust = 240 ISPatmos = 180 ISPvac = 840 Gimbal = false May drop the mass and thrust down to 6.5 and 180 respectively. Fat Mun Atomic 450: Mass = 8 Thrust = 450 ISPatmos = 260 ISPvac = 680 Gimbal = false Haven't really got any actual justification for the FMA450, just wanted something that was a little different to the rest. I suspect I'll need to properly sit down and work something out rather than just winging the numbers.
  21. Use this instead of 'mesh = ' MODEL { model = mod/Parts/partname/model } Where model references model.mu So you could have MODEL { model = mod/Parts/partname/model2 } as well. Example for a stock part. Replace: mesh = model.mu with MODEL { model = Squad/Parts/Engine/JetEngine/model } scale = 1 rescaleFactor = 1 You can define things such as scale = x , y , z in the MODEL{}, best leave the scale and rescaleFactor outside of the {} as 1.
  22. Heh, just how many are you using? Although I decided to check SXT's RAM usage, seems to be about 20-25Mb which surprised me a bit, since the current dev version I've got only weighs in at 6.45Mb on the disk, and that's 95% .mu files. Edit: ATM reduces that down to ~11Mb, must be something to do with how it loads the textures, given that they're all either 1kb or 5kb in size. Edit2: The stouter Fat Mun
  23. True, but no point having a direct copy of Claira's work, although I've checked her config to see what's been done. The length adds an extra challenge, which is a good thing, so I'll need to think of a suitable way to reward that, but not one that's over-powered. As for the bell, it's built off the same proportion as RL nerva designs. Edit: @Antimatter, Try changing all instances of 'thrust_transform' to 'thrustTransform' in the config, with a bit of luck that should work, but I haven't tested it myself (still haven't got a directory of 0.23 with LLL-Full, just the Lite and SXT). Edit 2: Could always go for a more portly design.
  24. Finally got the fairing to work. Turned out it was the normal thing of a spelling mistake in the config. Which I repeatedly managed to miss, doh. And the launch vehicle, Haven't decided on stats quite yet, I've currently got it set up as essentially a 4 x NERVA (thrust, weight, etc.). Might alter that to 3x, perhaps increase the max isp by a little, to account for the different nozzle and all. Could nerf the thrust a little to compensate in that case, already dropped down the atmospheric isp.
  25. Did you do from the image, or from the actual texture? If it's from the image then the lighting will alter the hue a bit, I've run into the same problem before. Here's a quick colour palette for the MkI-II
×
×
  • Create New...