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Lack

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Everything posted by Lack

  1. I might buff the engine deceleration considerably though, I think you're right with it taking a a bit too long to stop completely. @Skyhook, True, but organisation does have a logic to it, as by and large the config is with the model and texture it uses. Changing the names of existing folders and model+textures files is not feasible at this stage, but re-organising the configs would be. Using explorer's search function and the part's in-game name will give you the relevant config within a few seconds (as long as you have it to search inside documents).
  2. What problem? Did you manage to find a way to get it to fill batteries when using just the intake-resource (resourceName = ElectricCharge), rather than just the windmill (which is why I was using the generator module and intake-air. Although using the generator module to use electricity and generate the same amount of electricity back out might work). As for the modular fuels: http://pastebin.com/dytcBMHg That's the main tanks, if you find anything missing it'd be great if you could post the correxions. @deathsoul, Well, technically they're not NERVAs (but they do use the same ISP and balance factors, so fair enough). Graduating the throttle is an important part of nuclear engines from what I've read, especially with dealing with heat (which I'll be changing to make it slightly more forgiving). It's a mechanic that I find interesting anyway and only takes a few seconds to remove from the config. @put username, Covered in Vanguard's documentation: https://dl.dropboxusercontent.com/u/82912977/Vanguard/Documentation.html Here's a few images covering the usage: http://imgur.com/a/SDiS4 Essentially make sure you've right-clicked the hatch to set it as the active hatch. If that's still not working, remove Vanguard and just use crew-manifest (Vanguard set's the hatch crew capacity to 0) and make sure you've got the mods installed in the right places obviously (also, you're not running linux are you?) @Vrana,Gristle Hot diggity, Vrana, you never fail to impress. Gristle, is that a hab-module I spy there? -- Anyway, messed around with an actual kerbalised Open-core nuclear engine. It's certainly powerful, unfortunately I suspect I rendered a good portion of Kerbin a radio-active wasteland during launch, I'm sure nyrath would approve. And I quite liked this picture: Part of this ship: http://imgur.com/a/hLYbY
  3. That'd be because I've always just used the stock turbo-jets, perhaps in the engine shroud if I felt the need. Always thought they fit the style pretty well anyway. I made the radial as I needed some VTOLs capable of extended operation in an atmosphere. I suppose I can give it a go at some point. @Omni, Glad to know it fixed. @mandrac, Just a case of forgetting that not everyone knows about the 3.5GB (ish) memory limit, I think. LLL is just a parts mod so any crashes related to it should be due to memory usage. @Gritle, Yeah, pretty sure I did. It just uses the stock crew-compartment IVA though. (At least in the test version of 10.7) Anyway, screenshots (oh yeah, if other people have their own they'd like to share, go ahead. I always like seeing other people's.)
  4. Ah don't worry about it, I got that. Emoticons are good for that sort of thing. No problem, enjoy. @Vrana, I don't use them that much myself, I actually added a 'microchip' in LLL-extras (name = LLLMicrochip). Although if that's going to have an antenna it should only be veryshort range. I mainly use it when I need to stop things being counted as debris. @Camacha, Thank you for the kind words. @Omniverse, That's MJ's inability to handle things with a delayed throttle setting properly. You may want to try knocking engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 1.0 useEngineResponseTime = true out of the config. Like the over-heating, I added it to make the nuclear engines a bit more interesting, I figured just dumping a tonne of propellant into it all at once couldn't be good for the thing anyway. I should actually decrease the weight of the 2x1 engine a bit, since I increased the weight of the optional cooling grills. As for github, I think I've set something up. Don't have a clue how it works really. https://github.com/Signatum/LLL/issues
  5. Well, here's a testing version of 10.7 to play with: (has the rovers in and I've also put in a copy of LLL-extra, which, fair warning, is just where I dump things that I'm mucking around with). I've probably terribly broken a few things so best make a backup first. @nick, Vrana did some work with that, which I was going to finish but never got round to, it's still missing the probes I believe. http://pastebin.com/jE6Bf0Kd
  6. In all honesty, I don't even bother with the thrust vector for VTOLs. I just have a central fuel tank (with any extra tanks attached radially and feeding into it so the CoM won't shift when you use fuel), then build the rest of the craft. After that I start tweaking the design and use the counter-weights to bring the CoM dead-centre through the fuel tanks, then attach the radial engines to the side of it. Bish, bash, bosh, perfectly balanced VTOL (Engines are toggled by action group and it also helps if you put a docking port over the CoM as well). In the above design mono-prop could become a problem but I don't tend to use much of it anyway. Some more rover shots: I should've had some good ones of a frankly ridiculous station (and the launch vehicle) I'm trying to build, but KSP did it's normal trick of not actually taking the screenshots.
  7. Thanks. And that's no problem, got that sorted and made a 'mini-buggy'. I also fixed the issue with rovers flipping over from aggressive breaking. Simply made .cfg copy of the ruggerdised wheels with no breaks for use on the front axle, I do wish they had a 'disable break torque' option in the right-click menu for the wheels. Excuse the docking ports, just used them to attach the MkI pod. No axles: Mini-buggy: Size comparison: @Thourion, Thanks. We worked together as well, it's been a mind-f' as I'd been moved to her desk while she'd been ill. @ickli, The Last days of mars rover was a good call. I don't really care for that NASA rover though, but the shapes are simple enough so I'm sure it's something someone else can have a go with, if not yourself (and it is what Bobcat's DEMV is based off if I recall correctly). More messing around:
  8. I've been messing around with a few things (except wheels, had a go at those and they can go away and do unpleasant things to themselves. I like the stock 'ruggedised' ones anyway). Here's some screenshots. With the rover, mainly needs the textures finishing now, that and the eternal 'hatch is obstructed'. With the green-house, I'm having difficulty with getting the solarpanel part working, so it just looks pretty at the moment and won't be of any use for Ioncross,etc. Don't know when I'll get those finished up properly though, a good friend passed away a few days ago, so I've been spent a bit too much time messing around with KSP and let some of my actual work pile up, which will need doing. There's also a few things that I've been messing around with via the MODEL{} .cfg system, like those spherical tanks , they'll go in LLL-extra. Had a better look at the generator module too, it's more in-depth than I'd previously thought, so the windmill will now only work in an atmosphere and I can make things like an engine for that rover (can drive about 320km on a full tank). @KhaosCorp, I made that ship before I changed the orientation of structural panel model (to fix issues with symmetry), but never got round to re-making the ferry. They should be there to support the RCS. @Logan, I'll see if I can a skinny and non-skinny versions sorted out at some point.
  9. Does it use CBMs? If so, try the updated version I posted a few pages back: http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-Latest-version-0-10-6-for-KSP-0-22-x?p=762988&viewfull=1#post762988 Try re-downloading the skids, I updated the link after I noticed that problem initially. Collision mesh should scale with it, but the actual size of the mesh when re-scaled may be causing the problem. Yeah, I couldn't get the window lights to work properly, so I figured if it was an annoyance you could just remove them from the cfg.
  10. Also, I made some wind turbines. Spin round all fancy like (although I think they might actually go round the wrong way, need to find some videos of turbines).
  11. I seem to remember someone else mentioning that MJ tends to freak out a bit with the extendable CBMs, I'm guessing it's due to the dockingNode moving with the animation. Been playing around with the some landing gear made from the skis. Haven't managed to get the landing leg module to work properly yet, so been scratching my head a bit. I also tried adding some friction to the skids, it did not like that. They kept falling through the floor.
  12. Right, that all seems to work now. Well; almost (noticed a very slight gap when the suspension is full extended. I'll see if I can tweak that). Edit: Fixed Updated: http://www./download/a79xs07vjqc7wub/2013-11-11-LLLSkis.zip
  13. That was the first one I'd tried, didn't quite work right any any lateral movement, they end up coming off/going at funny angles. So I'm going to make a proper landing leg for that. As a rule of thumb, true, but I guarantee someone'll try a ground landing with the ski and KSP doesn't recognise snow as a separate type of ground (that, and I cannae be arsed with adding a wheel to it). The whole craft is likely to explode if not using the module due to the way force is distributed. I'd just completed a large project on Sunday, so I've decided to treat myself to a few evenings kicking back and messing around with KSP (and I've run out of whiskey, so drunken stupor wasn't an option. Well, I could always go get more, but it's pitchblack and freezing cold outside, so I think I'll stay here by the fire).
  14. Tbf, there's no shortage of historical craft that have used skids. That and if they're not, they tend to make the whole craft fall apart if you try move it at all. Although it doesn't seem to like me trying to mess with the wheel collider's properties. Won't load it now. Edit: Heh, and it doesn't have breaks. So you'd better bring some retro-thrusters.
  15. At the moment, they'll essentially function like landing gear. I'll probably make a designated landing leg using this at some point. Problem with the retract/extend seems to be due to the suspension part, messing around with the wheel collider in the animation to see if I can get it to work properly.
  16. Yes, they nearly all do (just not IVA, but they're there if you use Vanguard or Crew Manifest) and yes, they both use 'size1' docking nodes. Seem to have got the skids almost done, just needed to play around with the collider sizes. But managed to muck up the extend/retract animation is the process, 'doh.
  17. Oh you can already extend and retract them and I think the suspension works a bit, it's just trying to make it act as a properly as a wheel (Sort of done, but it tends to explode too much). I haven't found that much info around except these two images: http://i.imgur.com/i1aPm.png http://i.imgur.com/XHZoV2G.png
  18. Turns out making skids is a lot harder than I thought (trying to use the landing gear set up in Unity, so far I've figured out the whole layers 26/27 nonsense, but it's still not great). Currently they sort of work, but there's a 90% chance the wings will fall off and about a 95% you'll explode if you try a horizontal landing. This had wings: This had a rest of plane: Space ships are far more fun:
  19. Yeah, you can stretch and weld parts together easily enough in the .cfg (just remember to keep a calculator handy). I'll have a play around with it now. I'd recommend the skis Galacticruler has posted, but I had planned with trying my hand at landing gear at some point. EDIT: There's a quick config, manages to fit the Eagle well. Nodes are placed to attach the CBMs, with enough room for them at either side and close enough that they'll attach to the CBMs on the Eagle on launch. http://pastebin.com/NNqZBCUa You can take the windows off easy enough, just remove the relevant MODEL{} (model = LLL/Parts/Utility/LLLWindowlong/Eaglewindow).
  20. Wow, those are some seriously excellent screenshots, going straight up on the first post. For imgur, take the 'NHokw' part of that URL, and place it in a pair of
  21. Nice to see you back, have a good few months? The increased KAS compatibility will come out with 10.7, probably sometime this week. In the mean time you can just add the KAS module into the .cfg for the plates (found in LLL/Parts/Structural/LLL2x1to2-5mNew/Plates.cfg) MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) storable = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = True customGroundPos = true dropPartPos = (0.0, 0.5, 0.0) dropPartRot = (0.0, 1.0, 0.0) } was what I used.
  22. Vrana has put together the best part of it with the closest stock values. I'm working this weekend so I was going to fiddle with it a bit more during the week, for the omni I was going to work on the assumption that a x2 increase in range would require x4 the size and x8 the power-consumption, since even the longest of the comms parts is only a bit longer than the RT Communitron 64 it should avoid anything ridiculous and unbalanced. Edit: Actually, if you could put together values for the various LLL probes that would be really helpful. Hadn't given it a great deal of thought really. Had considered adding some wee little yellow truck bodies (similar to the stock fuel and cargo transporters that skid around the VAB) to match the truck cab. I also said I'd make a basic little cryo pod, but never got round to it. Thanks. Glad to hear.
  23. That would be my naturally reactionary tendencies; 'Why change? Everything is fine. Who needs land reform anyway, bring back the Tsar, I say.' etc. There's still a fair few things to fix, and to be honest, I quite like the community and slower pace in Add-on development; I may post it in the releases when I have more time to keep up with KSP things. Edit: a bit of messing around from the past week or two
  24. Right, here's a much simpler version of the CBM. Should help with the lag. http://www./download/thg7epo1eegw9g9/2013-11-07-LLL-NewCBM.zip I did away with the docking guides parts and added a bit to the back (like with the Airlock and the extendable CBM) so it'll blend a bit better if you place it on the side of a part.
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