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KSP2 Release Notes
Everything posted by Lack
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Alternative paint-job: Edit: Also, wasmic, I think it's generally the 3.75m Stage 3 fairing (the foldy out on) that causes the doom-wobble, the nodes for it are very close together, check that it's assembled using the actual bottom and top nodes. That was the cause one time. Potential sizing:
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Squad haven't implemented tweakables for 'ModuleAnimateGeneric' yet. Hopefully that should come with 0.24, but for now you can use the firespitter plugin and set it up in the same way that B9 aerospace does (check the .cfg for those cargo-bays).
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@AntiMatter001, I'll have a look over the weekend. @wasmic, I included a craft file. But I'm aiming to get the next version uploaded in the next day or so, that should have an improved Saturn V in.
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Less concerned, more just being lazy. Edit: A Nerva design from this evening. Not sure if I should ditch the cap at the top. I'm not a fan of them generally. With: Without:
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I've just left it as requiring the player to strap on one of the stock external command seats, couldn't be bothered with making my own seat for it.
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Funny thing is that my car's old enough that getting a radio with it was a luxury extra.
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Don't worry about it, I'm just listening to the radio anyway, BBC's re-running Journey into Space. This should work, looks like you'd just missed out the call for the normal map, so it wasn't loading. Adding in the correct scale doesn't hurt either. Copy this over the first part, and do the same for the rest. Change the name = for each as well, but I figure you've done that already. PART { // Kerbal Space Program - Part Config // --- general parameters --- name = LLLCargoBoxTAC1 module = Part author = Lack // --- asset parameters --- MODEL { model = LLL/Parts/FuelTank/LLL2x1/model texture = model000 , LLL/Parts/FuelTank/LLL2x1/FOOD texture = model001_NRM , LLL/Parts/Structural/LLL2x1Hull/HullNorm scale = 0.4 , 0.4 , 0.4 } MODEL { model = LLL/Parts/Structural/LLL2x1to2-5mNew/Flatendcap scale = 0.5 , 0.6 , 0.5 position = 0 , 0.495 , 0 } MODEL { model = LLL/Parts/Structural/LLL2x1to2-5mNew/Flatendcap scale = 0.5 , 0.6 , 0.5 position = 0 , -0.495 , 0 rotation = 180 , 0 , 0 }
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Thanks! Always nice to get some positive feedback. Heh, I put any kinks in the mod down to proper adherence to Wabi-sabi... honest 'guv. @sharpspoonful Roxette has the right of it. Try changing the name and let me know if that works, if not I'll have a proper look.
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Sauron's Capsule Project -- Meshes and Textures!
Lack replied to Sauron's topic in KSP1 Mod Development
I'm up for helping with Unity, that's pretty straight forward stuff. @Moon Goddess, If you'd like, I can take a shot at the texturing. -
Seems like it was just a few typos in the config. This should be updated: https://dl.dropboxusercontent.com/u/39086055/LLL-Patch-25FEB14.zip @Regex, Yeah sure, they're just proof of concept from strapping together existing parts (well, had to quickly knock up the door bit).
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I think I see what I've done. Give me 5 minutes. Also, For the crew-cabin. Something along these lines?
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Checked the colliders for the drop-ramp legs, seems the lowest one wasn't wide enough and so wasn't colliding properly with the ground. This should fix it. I also added a 1x1 probe that I made yesterday. https://dl.dropboxusercontent.com/u/39086055/LLL-Patch-25FEB14.zip @bazz, Well, there is the Ladybird, that's pretty small. I have great fun driving that round the mun. And a little bit more from messing around yesterday. Hehe And the next update shouldn't break peoples saves now, found a work around that works nicely. @regex, Yep, a smaller crew cabin shouldn't be a problem. I'd be considering one before but got side-tracked.
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Aye, that'd be grand, send them over. Haven't done all that much in the way of balancing parts yet, the non-fuel values for the service modules were selected fairly randomly. @Storywalker, That for LLL? There should be one in the DL at least in LLL-Full (best dump it in the RT2 folder though), failing that there's some links on supported mods in the OP. For SXT, I believe I've already added in an RT2 support for the probe core. @SSSPutnik, Feram's right on that one, LLL parts are essentially flying bricks. I also haven't done a very good job with the node sizes either as I didn't know they were used in FAR's calculations at the time. I'll have to go through and fix that at some point. @AntiMatter, Nah, don't worry about it. I like having something to do and this keeps me nicely occupied when I'm not at work.
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Erm, which images? Edit: Splitting up the parts is finally making some progress. Although, it's turning out to be less a few minutes work and more quite a few hours work (mainly sitting with a calculator and pencil, a tonne of backtracking and having to rebuild half of the damn thing in blender). Edit2: Right, managed to get it split up. Problems, the upperstage engine's icon is fubar, and I have two 3.5m tanks of almost identical size. The extra parts also seems to mean extra drag, making it harder to get into orbit. But that's not really a bad thing. Edit3: Right. That's all properly split up, had to resize a few things to keep the sizings standardised (so the third stage of the Saturn V is about a tenth too long), I also expect this next update break existing saves if you're using the 3.75m and/or Saturn V parts. Also re-did the stage 3 engine and added a new part or two. Still got to do the tech-tree integration, but that shouldn't take too long.
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I suspect I probably will end up doing that. I believe it's just the 3.75m parts that are coming to stock not 5m, hence those parts are to stay with the main DL (The only 3.75m part with an attached engine is the third stage section of the SV, although I think I called it the JoolV in the part description. Whatever, same difference. There's a similarly sized fuel tank without it anyway.) I'll be taking a shot at some smaller CSs as well. Edit: Actually, playing around with it, I may change my mind sooner rather than later. It's easy enough for people to separate the 5m engine set from the smaller 5m tank anyway (It's essentially just the Skipper x5). They're separate models within the config. Edit2: And a heavy duty RCS port. Edit3: Having a go at separating the engines out. Easier said than done as it f's up the separating stages, especially if you try to add fairings. Edit4: Can't even get them to load into the game now.
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That's because they are. They're stages for the Saturn V, not for the rest of the pack. Anyway, Made a wing: (Just the main one, the smaller ones at the back are Taverio's Pizza&Aerospace)
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That's because the primary node is the one mounted on the side (although I've just checked and it's not immediately obvious in the SPH, I may tweak it in the future), you can mount things on the end after that. KSP isn't great at handling nodes (see things like 6-way structural hub).
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@schoff, Yes. I'd recommend it. @Giaus, I haven't touched the techtee integration yet. They're currently at fairly random nodes. That's for the next update. @Mekan1k, Yeah sure.
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Right, next update. SXT-alpha-0-7 - Including the Saturn V parts and craft file .zip And without: https://dl.dropboxusercontent.com/u/39086055/SXT-alpha-0-7-WithoutSaturnV.zip Includes: >Saturn V parts and a craft file. I've given a munar landing and return mission a a run through (with FAR, but it has 10k delta-v so stock should be fine too) and it works pretty well. >The N1-like 3.75m Engine and decoupler >LV-T80: A new 1.25m engine, a half-way between the stock LV-T45 and a Skipper. >Triangular Structural Panel I think that's everything. I forgot to add the tail-fins onto the craft file, and I haven't got a proper escape tower built yet. Nor is it properly balanced, but you get the idea. If anyone's willing to take a shot at balancing it themselves then that would be fantastic.
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Yep. Also, the Monolith is being a bit odd with the shading, I'll re-upload a new one soon. EDIT: Okay, it just seems to be that way (you can see it at the top of the monolith in the picture, but it's only when it catches the light so). Made it a bit darker too. It's just a box with the correct dimensions, nothing fancy. https://dl.dropboxusercontent.com/u/39086055/Monolith.zip Also, Made a new structural panel.
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Yes. It docks to sizes 0 , 1 and 2 (that is 0.625, 1.25 and 2.5m). If you open up the .cfg you'll see MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size0 } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 } @Mekanik *snip* I'll put a picture up in a moment.
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That probably would have been easier actually, I made a new engine piece to look a bit closer to the NK-15's mounted in the N1 base, but looking at it again, the 47-7S is a better fit than I remembered. Edit: Also, Kerbals are pretty small. Not part of the mod, just something I was playing with a while back. (Reference figure is 6 foot).
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Well, it's KSP, there's no 'right way' for anything, but here's how I use them: Ladybug: http://i.imgur.com/u4RQNuu.jpg Scarab: http://i.imgur.com/2JkW65I.jpg The scavenger pod is simple to use. It's just a command pod with some RCS, liquid fuel engines. It can also latch onto most common docking ports with the top node. @wasmic, Thanks, yep, 3.75m engines and decouplers are coming. I'm unsure as whether to have the Saturn V as a separate download or not. I'm not entirely convinced about the balance of 5m parts.
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Yep, it was a problem with the render settings. Still need to play around with the sizing a bit, as it is the RCS sticks out of the side when it's closed. Also shown, the thruster I made for Stages two and three mounted as an intermediary engine (between the LV-T30/45 and the larger engines like the Skipper).
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Bingo. Well, it means they have to grant the funding for the next mission. What an ethics committee calls "Unethical and unnecessarily cruel", I call smart thinking.