-
Posts
860 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Lack
-
I moved the sound files from Firespitter into the SXT folder in the SXT-23 update to avoid precisely that, though. I may have missed one of the references in the configs though, which part's giving this issue. (I'd suggest deleting SXT and redownloading just to make sure we're working off the same version). Which part descriptions are showing corruption? SXT is 1.0.5 compliant as far as I'm aware (at least SXT-23 is, which I released as the 1.0.5 compatible update), hence I listed it as such in the SXT thread.
-
CKAN was pointing to the old Kerbalstuff version back in 1.0.4 (I'd had trouble updating KS so had switched to gitHub, I'd been under the impression ckan had as well, but it hadn't. That's fixed now though). More info here: http://forum.kerbalspaceprogram.com/threads/79542-1-0-5-SXT-Lack-s-Stock-Extension-SXT-23-10NOV15-KSC-v3?p=2288664&viewfull=1#post2288664 CKAN should also now list the correct dependencies (it wasn't and removed the required firespitter and module manager modules). Though I'm not sure when this will 'go live' as their bot needs to catch it or something. Version restricted? Also, I keep forgetting this thread still exists. Should probably ask an admin to lock it. Edit: Downloaded the ckan now, dependencies seem to be displaying now. Will give it a try later on.
-
There is for some of them (Kossak series cockpits, Entente, trucks, etc). They're in the works for the others. @SpaceBadger007, the last version (SXT 22.4) worked for 1.0.0/1.0.4, so presumably should work for 1.0.2. You can get it off the Releases page on the Github. @Hellbrand, Opps, forgot to copy over the new .cfg for the Bonny with the internals set. I'll upload a fix. @Kagame, Not quite, it works in the same was as the EAS-1, i.e. an external command seat (KerbalSeat module), not as a regular pod. @Yemo, Hmm, this sounds like a bit of a project (took ages when MrWizard and myself worked on the reshuffle of LLL). Thanks for the info though.
-
Thanks, I might put the old ramp out as a patch for those who'd like it back. It was one of the models that didn't like not having the textures in the same folder, so I figured I'd shave a few MB off the install (plus it was a bit buggy for some people). @The Pfaffanater, You just need FirespitterCore and FirespitterResourcesConfig, not the full mod. EDIT: I'm wondering; would it be possible to use this so people could manage their SXT installation, say just pick aero or rocket parts? Edit 2: Screenshot summary of some of the changes in v23.
-
Huh, how odd. I'll ask about it on the CKAN thread, because half the parts won't work or are disabled without it. Edit: Okay, I've submitted a pull request to have Firespittercore, the resource config and module manager added as dependencies for SXT-23. I'm not sure how I'd go around having this done automatically every time I release a new update though. Edit 2: Found the netkan thingy, so made a request for that as well. Hopefully once they're approved it should work.
-
So is not included with CKAN/listed as a dependency? I have it in the .zip with all my distributions (the up to date version), so I assume CKAN is not including that bit if Firespitter (just the .dll, not the resource/sounds) is already present from a previous mod. I should probably actually try CKAN again really. I tried one of first iterations, but wasn't keen on it so went back to manual installs (stuck in my ways perhaps). I think it'd been drawing off the 22.2 kerbalstuff download in 1.0.4 too. I'd had problems updating that (hence advising people to use the github version), so I was getting bug reports about things that had been long fixed in 22.3/4/5. But re-installing my browser fixed that.
-
Hmm, someone else reported this earlier. But it's not something that I've been able to replicate (works fine on my end). Could you send a log? Anything else that might be relevant as well, OS 32 or 64 bit. I don't suppose you'd be able to try a manual install as well? CKAN has a habit of buggering things up in ways you don't expect; I suspect it'll be linked to the requirement for FSCoolant resource in Firespitter and for whatever reason CKAN isn't including that bit when it installs Firespitter. I had to move the sounds out of firespitter into the SXT folder for the same reason. I might just switch it to a new resource then. Edit: Links: 1 2 @NathanKell, Oooh, I guess I'll have to start doing a bit more reading up on engines then.
-
I'll have to have a look at that What's the better support for the prop engines? @ curtquarquesso, Fixed most of those (exception of the barrel, I'll do that later). New 1.0.5 release (SXT-23) https://github.com/Signatum/SXT/releases/tag/v23.0 https://kerbalstuff.com/mod/338 Changelog: Added Electronic Fan (based off Airbus e-Fan). Added Small folding wing. Added Jumo 213 style Prop engine (KO-213 "Wolf"). Added IVA for 5m Duna Hab and Clyde. Added 'Off-set' and 'Long XB-70' style 2.5m to Mk2 adaptor. Added 2.5m liquid-fuel tanks in similar style to Mk2/3 parts added. New model and stat tweaks for SXT 0.625m jet engine. Swapped configs/models for older parts that have been replaced with higher quality versions by Porkjet (e.g. 2.5m turbofan, Mk3 Ramp, Mk0 fuselage, Mk1 passenger cabin). Old craft using those parts should now replace them with the new stock equivalent. R-2800 prop will now look better when prop switches to blur (no more horrid blade mounts). Props will have altered stats/fuel requirements based on the presence or absence of FAR to account for different atmospheric properties (x1.8 static thrust without FAR). NK-12M spin-up time altered to fit real-life start-up better. NK-12M thrust curve altered. Should perform a bit closer to reality. RPM support added for Kossak & Entente. Edits to descriptions, crash-tolerances. Tweaks to stock aero-parts surface attachment settings. Fixes to stack node directions. Changed some part names to fit part order in list better (grouping with similar stock parts). Mystery Good can now satisfy satellite contracts (Kerbas-ad-astra). If you're using CKAN, please do install Firespitter first. Otherwise it'll hang on loading the eFAN. @ ThorBeorn, But I already added it to the OP (though it's in a spoiler tab).
-
Not sure what you mean by this. These are all the textures used by the latest build of SXT (Github build). I haven't actually used Ven's mod, so don't know which ones would require depruning (or are pruned in the first place). Also, I should probably clarify that I didn't make the compatibility patch. Added that list to the OP anyway.
-
Very nice. Those parts are successors to some floats I originally used to make larger 2.5m sea-planes, so coming full circle there. @sashan, Squad textures used: Squad/Parts/Aero/airIntakeRadialXM-G50/model000 Squad/Parts/Aero/protectiveRocketNoseMk7/model000 Squad/Parts/Aero/wings/Wings Squad/Parts/Command/cupola/ksp_l_cupola_diff Squad/Parts/Command/cupola/ksp_l_cupola_normal Squad/Parts/Command/externalCommandSeat/model000 Squad/Parts/Command/hitchhikerStorageContainer/cabin Squad/Parts/Command/hitchhikerStorageContainer/cabin_n Squad/Parts/Command/mk2CockpitStandard/Cockpit Squad/Parts/Command/mk2DroneCore/mk2Dronecore Squad/Parts/Command/mk3CockpitShuttle/Mk3CockpitShuttle Squad/Parts/Command/mk3CockpitShuttle/Mk3CockpitShuttle_LUM Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_diff Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_normal Squad/Parts/Command/probeRoverBody/model000 Squad/Parts/Command/probeStackLarge/model000 Squad/Parts/Command/probeStackLarge/model001 Squad/Parts/Command/probeStackSphere/model000 Squad/Parts/Electrical/3x2ShroudSolarPanels/model000 Squad/Parts/Electrical/3x2ShroudSolarPanels/model001 Squad/Parts/Electrical/3x2ShroudSolarPanels/model002 Squad/Parts/Electrical/RTG/model000 Squad/Parts/Electrical/z-100Battery/model000 Squad/Parts/Engine/jetEngineTurbo/model000 Squad/Parts/Engine/jetEngineTurbo/model001 Squad/Parts/Engine/liquidEngine48-7S/ksp_m_liquidEngine_diff Squad/Parts/Engine/liquidEngine48-7S/ksp_m_liquidEngine_norm Squad/Parts/Engine/liquidEngineLV-N/model000 Squad/Parts/Engine/liquidEngineLV-N/model001 Squad/Parts/Engine/liquidEngineLV-N/model002 Squad/Parts/Engine/liquidEngineLV-N/model003 Squad/Parts/Engine/liquidEngineLV-T45/model000 Squad/Parts/Engine/liquidEngineLV-T45/model001 Squad/Parts/Engine/liquidEngineLV-T45/model002 Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_diff Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_emissive Squad/Parts/Engine/liquidEngineSkipper/ksp_l_midrangeEngine_normal Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_cm Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineEmissive Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineNormal Squad/Parts/Engine/solidBoosterBACC/model000 Squad/Parts/Engine/solidBoosterBACC/model001 Squad/Parts/Engine/solidBoosterBACC/model002 Squad/Parts/FuelTank/adapterTanks/Mk3Adapters Squad/Parts/FuelTank/fuelTankJumbo-64/model000 Squad/Parts/FuelTank/fuelTankJumbo-64/model001 Squad/Parts/FuelTank/fuelTankT400/model000 Squad/Parts/FuelTank/fuelTankT800/model000 Squad/Parts/FuelTank/fuelTankT800/model001 Squad/Parts/FuelTank/fuelTankX200-32/model000 Squad/Parts/FuelTank/fuelTankX200-32/model001 Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage Squad/Parts/FuelTank/mk3Fuselage/Mk3Fuselage Squad/Parts/FuelTank/RCStankRadialLong/ksp_r_rcsCylTank_diff Squad/Parts/FuelTank/Size3LargeTank/fueltTanks_cm Squad/Parts/FuelTank/Size3MediumTank/fueltTanks_cm Squad/Parts/FuelTank/xenonTank/model000 Squad/Parts/Science/GooExperiment/A_GooExperiment_diff Squad/Parts/Science/MaterialBay/science_module_small Squad/Parts/Science/MaterialBay/science_module_small_emit Squad/Parts/Science/MaterialBay/science_module_small_nrm Squad/Parts/Structural/mk1Parts/mk1fuselageFuel Squad/Parts/Structural/mk1Parts/mk1Structural Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm Squad/Parts/Structural/structuralPanel1x1/model000 Squad/Parts/Structural/structuralPanel1x1/model001 Squad/Parts/Structural/trussGirderXL/model Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna Squad/Parts/Utility/launchClamp1/model000 Squad/Parts/Utility/launchClamp1/model001 Squad/Parts/Utility/mk2CargoBay/mk2CargoBay Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin_LUM Squad/Parts/Utility/parachuteMk2-R/model000 Squad/Parts/Utility/rcsBlockRV-105/model000 Squad/Sounds/sound_rocket_mini Squad/Spaces/crewCabinInternals/model001 Squad/Spaces/crewCabinInternals/model002 Squad/Spaces/crewCabinInternals/model005 Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_diff Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_normal Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA
-
I'm not sure this is something I can fix on my end, I looked at the model in Unity and didn't see anything that looks terribly wrong. So I don't know why FAR doesn't like it. @MrMeeb, It's dependent on the terrain quality settings in KSP, you can't easily get one that fits every setting. The Kerbinside guys are handling that I believe. @david, Not yet, still things like props to add. Though I can probably add the basic model. Keep an eye on it.
-
Who made the yellow maintainence trucks? (cant find again)
Lack replied to Overland's topic in KSP1 Mods Discussions
Plus, it's important to know just how much air you're getting with that 'sick jump'. -
@davidy12, Ooh, you'll have to post some screenshots of the KRV. @Artfact. Thanks! @ferram4, Had a look with the overlay, does seem to be operating the same either way. Ah well, no worries; I imagine during a probe-launch people would probably have it inside a fairing, so it wouldn't matter too much. @Beale, Thanks. Though, you've got me binge watching M*A*S*H now @baldamundo, There's a number of depreciated parts, a few old/bugged engines from the SaturnV replica included. Some can be seen in the partdisabler.cfg in the SXT folder. Though there's a few sprinkled amongst the files which just have category=0 and no tech-tree lines. Got the IVA in-game now.
-
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
Just needed to install a newer version of Blender, so have copies of the turret models in blender now. Now just need to find a tutorial on the new system (is there one? I searched through the thread and found nothing, and the OP just says 'Standby!'). Guess I'll have to import one of his models and RE it. -
It's in SXT. The version in SXT is a 3.75m part, but there's 2.5m configs at SXT/Parts/Hull/inflatableTank/2-5m/ You'll need to change the 'category = -1' to Structural and add 'TechRequired' and 'entryCost' lines (just copy those across from the 3.75m configs).
-
Some of the releases for SXT are a bit old; so I suspect it might not be fixed in that, grab a newer build off github: https://github.com/Signatum/SXT (see download ZIP, bottom right).
-
Thanks! Had to look at plenty of reference material, was half tempted to try modelling the engine itself and then having the casing round that, but that might have been a little too involved. I'll have a look in Unity, there's probably some checkbox for casting shadows. For the R-2800 hub, I changed the actual model a bit to merge the blade-mountings with the blades, and have a bump underneath as part of the shaft (I figure it's probably a bit closer to how it might look in motion). That version's on the github, but I don't think the other releases have it. Should probably do a Squad and release a version with the stuff that's ready now and then continue working on the IVAs and the likes. Also, I made a folding wing for probes (also on github, handled via the generic animation model). It works nicely when unfolded with FAR, but I'm pretty sure it flies the same when I fold them up in-flight. Is there anything I can add to the config to maybe disable its properties when folded up? @Nathan, Thanks. @davidy12, Some of the ERV proposals you could probably make pretty easily with stock parts. I'd quite like to make a 5m rover/science bay though. I like the parts since, to me anyway, it gives a pretty good end-game goal, since a 5m hab is not the easiest thing to launch and then drag half-way across the sol-system. Though I've never seen anyone actually using it. For the flag. Yep, though I might forget. If I do remind me if I show the iva in-game. @Andrew_C, Thanks.
-
Yep, similar role. But with much better passenger transport (i.e.it can actually carry passengers). Also, since I haven't released any updates recently. Here's something a bit silly. EAS-316 'Meadowlark' https://dl.dropboxusercontent.com/u/39086055/EASLark.zip Comes with all the usual bugs and problems of the EAS-1 command seat ¯\_(ツ)_/¯ Other things of interest: J213 that Ferram requested (turned out to be far more tricky than I envisioned). 5m Hab interior WIP
-
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
Tried to, but can't find the blender files or Unity set up. Haven't had any luck with the .mu importer for blender either. Sadly, unless I rebuild them from scratch, they're lost to the sands.