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KSP2 Release Notes
Everything posted by Lack
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Bravo, looks great. I take that the tail is actually behaving itself now.
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Generators that work only when deployed...
Lack replied to KerikBalm's topic in KSP1 Mod Development
Doing it without a plugin, you can do something along the lines of what you want. But it'll be relying on the player being honest and only activating the radiators once they have deployed them. MODULE { name = ModuleGenerator requiresAllInputs = true activateGUIName = Activate Radiator shutdownGUIName = Deactivate Radiator INPUT_RESOURCE { name = [] rate = 0.00033 } OUTPUT_RESOURCE { name = cooling rate = 4 } } I've left in a few other things there as well that may be of interest to you. For example, you could use Input (e.g. coolant liquid) to vent heat, but that may be better done via a pseudo-engine so you get some actual thrust effects from its expulsion. -
@SgtBluFor, Probably. @Deathsoul, Okay, I did say I hadn't been planning other hull sizes. But I ended up making some 1x3 and 1x4 ones, I'll get them uploaded at some point. Wont come with a full set of adaptors or anything, mind, but I'm sure someone will find them of some use. EDIT: Also, if anyone fancies playing around with that Real-Solar-System re-ordering I showed earlier. Here it is: Requires Nathan's Real Solar System, obviously. http://pastebin.com/68F537fh Been having some fun with it myself, changes the dynamics of the game quite nicely.
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No plans for anything like that, there's about 200 parts as it is. At least not for general release, but if I ever find the need for them I may end up doing something like that. The legs are exactly the same length as the bay, the apparent difference is due to size of the collision mesh and how KSP/Unity handles it's collision with the ground (at least I think that's the reason, visually they're the same length anyway). Try going to the external seat's config file and changing breakingForce = 20 breakingTorque = 20 to something considerably higher, see if that works.
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@Taki, it's possible, although it ends up looking a bit silly. @MaxP, should be possible to make that right now. Pretty sure there's a 4x2 to 2x2 adaptor in there, and then a 2x2 to 2.5m. If not then I have the configs for them. @Deathsoul, yep. They certainly are. @Neslon, What adFl.y? Playing around with Real Solar System: http://imgur.com/a/PGbtu
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Ooh, excellent, looks like I'll be needing yet another parallel copy of KSP. Been working on my own Kepler-7 based re-arrangement (just using Nathan's RealSolarSystem .cfg), so it'll be great to see your work with atmosphere's and changing the light colour. Also, with the lack of ambient light, shouldn't space technically be somewhat brighter than a star-lit night (at least in the dark of a planet), but then there's contrast to consider from the main star's light. But that's besides the point and I'm sort of just rambling on now.
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Just a heads up to save you some work, LLL already has an MM config for RT2, has for quite a while now. Just uses the stock RT2 values though (except for the omni) and MM is a bit squiffy on if it loads it or not, so it's usually best to just copy it into the RT2 folder. Edit: Here's a pastebin link for it: http://pastebin.com/t0LaeE5v
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Well, it's still technically an experimental, but there's nowt much wrong with it.
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If you aren't sure, just delete the folders and latest new copy. As for when they were released. 10.7 was: 2013-12-02 18:34:26 and 10.6 was: 2013-10-23 14:45:02 and going all the way back to 0.09.9: 2013-05-28 14:15:41 F all idea what time-zone though (Mediafire tells you when they were uploaded).
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Ah. And yes, I know rbray's work, I helped out with the Eve and Jool textures for clouds and lights mod. There's a good reason AMRM is recommended and linked to in the LLL FAQ, it's because he's damn good at what he does.
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Nothing new at the moment, been a bit busy (this is first time I've been home in about 3 days, except to grab some fresh clothes, so currently running on coffee and polo mints). Only LLL from the past few weeks was some bug fixes for what SgtBlufor pointed out. I was playing around with the Real Solar System configs the other week, turned Eve into a kerbal version of Kepler-7b. Wish I had a bit more time to play with Krag's work as well, what NovaSil is doing looks cool and I'd like in, as it were. And I made this a few weeks ago, thought it looked cool. Also, Have you tried turning the texture size down to half in the options, I find that works pretty well. Texture reduction mod is do-able but may take time, my version of photoshop gets pretty pissy over alpha-channels so they'd have to all be re-exported from Unity (although I can think of a way I might be able to do it all at once). Edit: Actually, saying that. I did knock together a little pseudo LLL RCS block that's quite useful. Here's the config, I put it in LLL/Parts/Structural/LLL2x1to2-5mNew/RCS.cfg PART { name = LLLRCS1 module = Part author = Lack MODEL { model = LLL/Parts/Structural/LLL2x1to2-5mNew/Weight scale = 0.255, 0.5, 0.405 rotation = 0, 90, 0 } MODEL { model = Squad/Parts/Utility/RCS block/model rotation = 0 , 90 , -90 } MODEL { model = Squad/Parts/Utility/linearRCS/model rotation = 0 , 90 , 0 position = 0 , 0.02 , 0 } scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0, 0, -1, 0 TechRequired = fuelSystems entryCost = 0 cost = 20 category = Control subcategory = 0 title = LLL - RCS Block manufacturer = Lack Luster Labs description = What do you mean I just stuck some stock RCS parts away, I would never do that. Honest guv. attachRules = 1,1,1,1,0 stackSymmetry = 1 mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant atmosphereCurve { key = 0 260 key = 1 100 } } }
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Yes, probably should, really. I make this primarily for my own use, so I have a slight to forget that other people aren't psychic, haven't read through a 100 pages of thread and probably don't do what I do and immediately root through a mod's cfgs when they install it. Shame it doesn't come up automatically in the VAB, it's defined in the .cfg. It'll also come up if you right click a part with Vanguard installed. Re: other parts, I assume you mean things like Squad's hitch-hiker container That's at: {KSP_root}/GameData/Squad/Command/crewCabin/part.cfg Open it up in a plain-text editor (notepad'll do. Although I prefer Notepad++) and add MODULE { name = ModuleKrCrewCompartment } to it. Actually, I wonder if it would work on the command pods; I seem to recall having issues with it before, but it's been a long time since I added the Vanguard stuff and I always have trouble remembering anything that happened before the last 6 months. EDIT: Okay, if you add it to a command pod and enter through a radial hatch, you'll have to vessel switch away and back to get the IVA portrait to pop up again in the corner. But that doesn't seem too much of an issue.
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Yeah, I couldn't get it to work properly, I mentioned it when I released it but that was a quite a few pages back. @Mekanik, Hmm, wasn't able to replicate it myself. @SgtBlufor, In the LLL shot you're putting it on a command module, as I said before, it won't work on those. Try it on a part like the 2x1 hull (and remember to right-click the hatch and activate it). @Sapphire, Couldn't replicate that one. The hud disappearing and null-ref is normally indicative of a missing IVA though, Try deleting: INTERNAL { name = crewCabinInternals } from the config.
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Not quite sure what you mean there. There shouldn't be any problems with it, it's just a part (although the greenhouse does have some of the solar panel workings, although I couldn't get it to work). @ickli, I haven't had any problems with the tracks in .22, you've got both RBI and TracksDll folders, right?
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Hmm, odd. Do you have a screenshot of it with some LLL parts. Might be easier if you just uninstalled Vanguard and stuck to shifting crew around with CrewManifest (If you do it that way, you will need to uninstall Vanguard, as it nullifies the crew capacity of the hatch). As for RT2, providing you've got the LLL-10.7 install, there's a copy of the RT2 config in the 'LLL-extra' folder already. Module manager seems to have difficulty reading it straight from there, so just drop it into the RT2 folder and it should work.
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I was playing around with that one the other day and didn't change it back. Just change 'fuelCrossFeed = False' to 'fuelCrossFeed = True' in the cfg. @SgtBlufor, It would help if you posted an image of the craft in question, and have you read Kreuzung's documentation for it, Vanguard is his mod after all, I merely added a few cfg variables to my parts to make use of a few parts of it. Anyway, for command modules you have to use its actual hatch, rather than one of the radially attached ones. As for the generators, they weigh slightly more per unit energy than RTGs (cost of convenience) and when I made them I wasn't sure if you could have the generator module require fuel (rather than keeping running even once the fuel is used). Turns out you can, there's a test version of a generator with this set up (called 'FUEL Generator') to see how people liked the idea. The generators for the buggies also have that set up.
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Try correcting the bottom node to: node_stack_bottom = 0, -0.8475, 0.0, 0.0, 1.0, 0.0
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Sounds like the node distance needs multiplying by 1.25, I likely had the old CBM using the mesh = model.mu system and a scale factor 1.25. And then had to switch to MODEL{} to have both types of CBm and forgot to correct the nodes. Testing now. Edit: That seems to roughly be the issue, double checked in Unity as well and found a slight discrepancy as well. This should fix it for both the normal and thin versions. node_stack_top = 0, 0.16, 0, 0, 1, 0
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I'll put it out with the next one. The update is shifting from .png to .tga, dumping the normal map and updating the config. It doesn't look too out of place with the newer parts, anyway.
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Ooh, very nice. Ah yeah, forgot about that: http://www./download/cz9g4u5zc35ulb4/LLL-CBMThin.zip EDIT: Needs the node_stack_top correcting in the .cfg for both parts to 'node_stack_top = 0, 0.16, 0, 0, 1, 0' That should work. @Neutrinovore, I've updated the Buster as well now, so that'll go in LLL-Extra. I'd forgotten I quite like a few of the older parts. Well, I've certainly been a teensy-tiny bit guilty of making people wait for parts in the past. Even though I have less total free-time now, I've found I've been getting more done. KSP is a nice break from working, I have a large and ready pile of models and textures that I can throw quickly together in Unity and I'm not quite so bothered about making sure it actually works properly with these wip versions. That and I'm just faster at the work-flow in general. Doing it 'Bish-bash-bosh-release'-stlye is good fun.
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Shouldn't be any problems with driving on and off the ramps, the collider is thin enough (I actually had to slow the animation considerable otherwise things had a tendency to fall through it). I'll make a 1x1 version to scale up at some point as well. Should have fixed those little underside landing legs as well. LLL-10.7-Test2.zip I believe I also added the MkII Droopy back in in LLL-extra, but forgot to put PART{} round the .cfg or update it any way. It's late and I can't be bothered to re-upload a new copy, so just an fyi. Turns out I can be bothered; link above updated.
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Yeah, I've been having real problems with that part. Tried to fix it and I've managed to break it completely, won't even load now. I miss the old landing leg code. Anyway, I got a droppy-down-thingamabob working.
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I was thinking about doing something like that last night, I now I've got some pistons in the landing skids I could probably jury-rig some drop down ramps fairly easily. @nick, Looking at it now, I assume you mean the real-fuels aspect, which I hadn't checked before. I've never actually used the modular fuels mod before so wouldn't know what does what. Having a brief look at it, it looks like a fair bit of work, but probably not more than a day's work if you know what the different fuels do. Unfortunately, I don't have that time at the moment. Actually, I'm guessing you're using it so already know which fuel does what, would you be able to manage it yourself? If you could do that and post it up that'd be grand. As for the RT2, that was posted a few pages back. Haven't tried it myself though. @PART[Commtow] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 5000000 MaxQ = 3000 EnergyCost = 1.05 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLCommPole] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 5000000 MaxQ = 3000 EnergyCost = 0.38 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLCommPole2] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 3000000 MaxQ = 6000 EnergyCost = 0.38 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLRadar] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 6000000 MaxQ = 3000 EnergyCost = 0.7 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLAttchDish] { !MODULE[ModuleDataTransmitter] {} MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 60000000000 EnergyCost = 1.86 DishAngle = 0.04 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLAttchDishSmall] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 50000000 EnergyCost = 1.64 MaxQ = 6000 DishAngle = 45.0 DeployFxModules = 0 ProgressFxModules = 1 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLRotDish] { !MODULE[ModuleDataTransmitter] {} MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 60000000000 EnergyCost = 1.86 DishAngle = 0.04 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[LLLRotDish2-5] { !MODULE[ModuleDataTransmitter] {} MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 350000000000 EnergyCost = 5.70 DishAngle = 0.006 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[BERTY3] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[PolyRadar] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 6000000 MaxQ = 3000 EnergyCost = 0.7 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[2x1Probe] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[BERTYJEB] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[LLLMicrochip] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 2 } } @PART[4x2Probe] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } }
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@ickli, They're a re-scale of the 1.25m stock tail-piece, I'll post the .cfg later. Very useful for larger tanks as it allows you to mount 2.5m engines radially. Especially useful with the 4x4 tanks I put in LLL-extra, makes for a mean launch-vehicle, strap a couple of KW's SRBs round the side as well and you should be able to get a 100tonne+ into orbit easily enough (and with a low part count to boot). Edit: PART { // --- general parameters --- name = airplaneTaillarge module = Strut author = C. Jenkins // --- asset parameters --- MODEL { model = Squad/Parts/Aero/airplaneTail/model scale = 2, 2, 2 } scale = 0.1 rescaleFactor = 1.14 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 // --- FX definitions --- // --- editor parameters --- cost = 1875 category = Aero entryCost = 2800 TechRequired = heavyAerodynamics title = 2.5m Tail Connector manufacturer = WinterOwl Aircraft Emporium description = A simple aerodynamic tail for aircraft. Designed to fit onto all standard 2.5m attachments, this part is the embodiment of our "Let's Fly", line of parts. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 // --- standard part parameters --- mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 3200 fuelCrossFeed = True breakingForce = 200 breakingTorque = 200 RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } } @sharpspoonful, Oh, very nice. I'll need to re-install the Bavarian walkways, Rbray's memory reduction mod has freed up enough RAM that it should be alright now. @Gryphorim, Done, I'll get a new test version with it in uploaded later. Also, I was thinking of keeping the 'Testing' version thing going, making new parts doesn't take that long (and's the fun bit), but the bug-hunting/polishing takes a fair bit of time and effort (which I haven't got all that much of). @Vrana, Wow, I can't get over how good those are, you've got a real way with ships and bases. 'You must spread some Reputation around before giving it to Vrana again', heh guess I like your ships too much.
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Yep, it's certainly not my work (wish it was). It looks seriously good; I wonder if they'd fit the LLL parts, the dimensions look similar. Those engines are fantastic too, I'd be wanting to do something similar to that, but Artyom just does it better.