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Lack

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Everything posted by Lack

  1. Bit more work on the 'Kossak' cockpit, and added a new mesh for the 2.5m aeroplane fuselage.
  2. I never intended them to be used as actual walkways, just for looks. I suppose I should make some sort of intersection part really.
  3. I sort of expected something along those lines might happen. Means that the MODEL{} loader isn't managing to grab the textures from /Squad/. First things, you've definitely got SXT's file path right, so it should be GameData/SXT/ServiceMod1/model.mu et cetera? Then, try replacing the textures in SXT with an image file that's a bit bigger, say 6x6, 32x32 or something, rather than 1x1. That might help, THSS didn't always run on my KSP until I re-scaled a few of the 1x1 pixel textures. Failing that you can just copy the required textures from Squad's folder (it'll tell you which ones they are in the SXT part's configs), then comment (//) out the relevant 'texture = model000 , Squad/..../model000' lines. Thanks!
  4. Didn't make anything new, so messed around a bit and re-sized a few fire-spitter parts. Nimble little things those little planes. Edit: Decided to make something. Another version without heat-shield: Edit: Cleaned it up a little. And a slightly larger fuselage part for it
  5. SXT- Extended Stock Alpha 0.1 Soon enough? There's no descriptions or aught yet, so still it's a bit rough around the edges. Also, it does seem I have a dropbox account I'd forgot about that. Oppsie.
  6. Ah, yes, so there was. I think I had it installed at one point. Can't for the life of me remember what it was called, though. Edit: Could have been 'Pizza and Aerospace', I'll check. Edit 2: Yep, that's the one. That and Firespitter works rather nicely.
  7. Well, here's another picture. The 'Bonny' 0.625m Cockpit. Bit of a ramshackle plane, since there aren't really many 0.625m parts. Edit: Two more: Edit 2: Heh, the thing's so light that I didn't even need the engines, with the flaps just tapping the direction keys is enough to accelerate to a fair ol whack.
  8. Ah, finally have a bit of free time. Anyway, spent the morning messing around with the idea of a stock expansion pack. And as it just uses the stock part's texture files, the only memory footprint is the models and configs themselves. Playing around with the hand-holds Edit: And a plane fuselage:
  9. LLLRCS1 is in RCS.cfg (name = LLLRCS1), and the only LLL model is uses is Weight.mu. If both of those are there, by all godly reason it should load. Tried with LLL-Lite and LLL 10.7.3. It isn't in LLL-10.7-Test2.zip since it was added in 10.7.3
  10. Really? Well, I haven't updated the main upload in a while, I'll check it. Anyway, here's the contents of RCS.cfg, the only other LLL file it needs is the Weight.mu http://pastebin.com/GtKs5Lh6 Edit: Well, it's in the copy I downloaded of MF. Not sure why it wouldn't load.
  11. Hmm, it does sound like it's either in the wrong place, or you've deleted a .mu file. For the omni-radar config (a bit hidden unfortunately, it's in the PolyHab config) you'll find the references the game uses to know where the models are: MODEL { model = LLL/Parts/Structural/LLLPolyHab/model position = 0 , 0.5 , 0 } MODEL { model = Squad/Parts/Structural/trussAdapter/model position = 0 , -0.5 , 0 } So that model.mu needs to be 'KSP_win/GameData/LLL/Parts/Structural/LLLPolyHab/model' (or whatever your root KSP's folder is) otherwise the game won't know where it is so can't lose it. A lot of the models use the MODEL{} system, so the whole GameData/LLL/ file structure needs to be intact. Also, are you using an operating system other than windows, I'm sure I remember people on Linux having problems with the file-loader system and case recognition. Edit: LLLRCS1 should be in LLL/Parts/Structural/LLL2x1to2-5mNew/ It uses: RCS.cfg and Weight.mu That's because I went on to use the texture I made for that adaptor for a whole lot of models, saves RAM and all that jazz.
  12. I made sure the LLL parts were (mostly) balanced to stock values, a fair number are actually slightly under-powered (e.g. dry mass of fuel tanks). So things like ISP, thrust to weight and utility to weight (e.g. gimbling, heat capacity before overheating or rather lack of thereof) are in line with stock values. Or at least as far as can be, there isn't much standardisation in that department from the stock parts, so I had to go with averages and what felt right. A very boring afternoon spent with a calculator and a spreadsheets that. There's the odd exception, there's an engine in LLL-Extra (Open-cycle nuclear engine if I remember correctly), that's based off a real-life concept for a nuclear engine (following the typical conversion of RL values to KSP values), but it hasn't been built. But it's an end-game part on the tech tree and weighs about 35 tonnes. Based mostly off the stats here: http://www.projectrho.com/public_html/rocket/enginelist.php Like the rest of the LLL-extra parts, that's there because I got bored and wanted to make something interesting.
  13. Try LLL-Lite instead. Also, I'll be busy till at least the end of the month so there won't be any updates or similar till then.
  14. Been having some fun with this. Had a quick go at writing a new .cfg for Rbray's mod, no new textures or anything (although you could Jool's separate cloud layers out and have them move at different speeds easily enough with the new texture. I would have done that initially for the Jool cloud-layer textures, but never got round to extracting the stock Jool textures.) Having some issues with Duna though. Jool: From the surface. Tylo: All sped up a ridiculous amount.
  15. Easier said than done, I suspect it's neigh on impossible in its current location. Yet using one of the radial hatches works in the same area works, but when it's on the same model it doesn't, grrr.
  16. Tweakables are hard-coded, they're not something I can change. You'll notice that things like the landing skids and fuel tanks automatically get them. I could change things like cargo-bays over to lights or landing leg modules, but that would likely be annoying. Not sure what you mean by 'flat' rover. There's some full body rovers under Utility and the only other thing I can think of with red-stripes that you might mean is the Catfish command pod. @Neutrinovore, No plans for an IVA at the moment, I made the rover how it is because I cannae be bothered with internals. The crew compartment thingy for the rovers was an after-thought anyway, I only put it in because the back wall looked a bit sparse. Unfortunately can't have the head-lamp independent of open/close, I've only ever been able to get the one animation per part to work. @ Logan.Darklighter, You may be able to copy the .cfg across. I tried playing around with the MODEL{} for it, but things went oh so very wrong that I essentially put it down and backed away.
  17. Almost all, as I said, I re-worked a number to circular hulls. Sparrow is changed from 1x1 to 1.25m. Same with NE-400 and the Linear Aero-spike. I haven't updated the LLL 2x1 NERVA (NE-800) with the Dual-mode in the NE-600 yet. 2x1 to 1.25m is just a '1x1 to 1.25m' strapped on top of a '2x1 to 1x1' adaptor. Windowed walkway 2 is shrunk from 1x1 to 1.25m, same with the CBM and extendable CBM. The cupolas and EAM are larger and now fit 2.5m.
  18. I'll get round to reading posts and PMs later. For now, here's something I've been working on: LLL-Lite I'm aware that LLL has a lot of parts, many in unusual shapes, which is off-putting to many folks and just plain clutters up the list in the VAB. So re-worked a number of parts to 1.25m and 2.5m, and cut a large number entirely. I haven't entirely dropped the 2x1 as there's a few parts I'm really fond of, but its role has been reduced significantly and the re-sizes have been cut. RAM usage should also be cut down significantly. Here's the list of parts: Link: http://www./download/zvvx69ytb4z9q70/2013-12-22-LLL-Lite-v1.zip I wouldn't recommend installing it with regular LLL, but I figured it'd be of interest to some people. Also, the new dual mode feature in 0.23 has mean that I've been able to re-work the large NERVA engine (NE-600 here) to pretty much what I had originally envisioned for it, with a 'Safety' mode (higher ISP, low thrust, little risk of over-heating) and 'Safety Off' mode (lower ISP, high thrust and plenty of risk of over-heating).
  19. Well, I'm having problems with media-fire actually uploading the damnable thing, been hung on 'verifying' for a few minutes now. Edit: Whey! LLL-10.7.3.zip I think there's a few things in there I'd been planning to remove like a 3 and 4x1 hull and a 6x2 tank. But, eh. @Nelson, Which other sites would work for you? Also, have you tried just using another browser?
  20. Hah, thanks. I'm adding the Buster back in as well with the next update. Can't remember why I haven't released that actually, I'm sure there was something. Eh, I'll upload it and I'm sure someone will tell me why. There are a few new things in there I think. I really ought keep a change log.
  21. Okay, loaded up and checked through it all briefly. Can't see anything immediately wrong. I'll see if I I'm able to add the tweakables to a few of the modules like the EAM as well. Edit: Seems like a no for now, although I remember seeing one of the devs mentioning that that'll be addressed in a patch at some point.
  22. Yeah, if I can figure out how. I'd originally intended to add in a screen like that at the time, but couldn't get the firespitter one to work. Also, I've dl'd .23 so I'll have a look and see if I can find any problems on my end. Edit: Well, I ran out of memory on start up.
  23. Is that with just LLL installed? Normally things like that are related to plugins, but it's possible that they've changed one of the MODULEs in the cfg and that's causing problems. @SaurKraut, Does it say anything about which parts are invalid? I've never managed to get craft files to work between versions of KSP anyway.
  24. It doesn't check same-ship collisions as far as I'm aware, so it doesn't matter if the collision mesh intersects with the rest of the part too much (you occasionally get things like phantom forces, but generally it's a non-issue). What I would do is define: breakingForce = breakingTorque = in the cfg to be quite high, say 800 or more. And have the part be of a reasonable weight (i.e. not feather-weight). That should help with stability.
  25. There shouldn't be any problems with LLL itself, benefit of not having a plugin with the main download. Mind you, haven't actually tested that, I'll likely be sticking with .22 till I get bored of my current career save. Edit: Actually, I'm pretty sure I should have switched over to unlimited broadband now, should be alright to download the new version as well. Edit 2: Some pictures. Who doesn't like pictures? (Well, probably quite a few people really)
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