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Lack

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Everything posted by Lack

  1. Just a quick post. Made this at the weekend. A little shuttle/salvage ship, with room for 2 crew, RCS, small rockets for changing orbit, lights and capable of docking to a variety of docking nodes. LLL - Salvage Pod There's still a few problems, but I've been having some fun with it.
  2. @Gristle: Yeah, that's unfortunately just the way the game works with the extendable CBM. I did have a top stack node initially, but as you found out, when extending it'll cause it to explode or clip. Similar if you dock when extended and then retract it, but with less exploding. @Gaius: Hmm, perhaps I'm running an older version of the game then, as MODULE { name = ModuleSAS } isn't present in any of my stock probe core .cfgs. Nor is it's effect present in game. EDIT: I'm running 0.21.0.272. Reckon I might just add it to the LLL cores, it's too accepted a part of the game and this only seems to be causing confusion.
  3. I can probably talk you through it instead (but best back up your save file first). If you go to GameData/LLL/Parts/FuelTank/LLL2x1/ and then delete the following files: partKeth.cfg KETHFUEL.tga Then GameData/LLL/Parts/FuelTank/LLL1x1/ Kethane.cfg model000KETH.tga Then, GameData/LLL/Parts/Command/LLL2x1ASAS/ and delete: kethane.cfg kethane.tga Then that should get rid of the kethane related parts without messing with anything else.
  4. Oh yeah, there's a lot of inter-reliance in the mod, saves on the mod size. I had the memory usage halved at one point (I think it's up to about 260Mb memory usage now), but the result is it's a bit like a stack of cards.
  5. The stock probe cores don't have SAS, so I didn't add it to the LLL ones.
  6. @ Gristle; they can. It's part of the VNG plugin compatibility, but I can never remember which button it is. Oh yeah, should probably mention. LLL now supports Vanguard, which has some pretty nifty features when it comes to the crew compartments. @ Nixod; Homeworld 2 is still one of my favourite games, I think it perhaps shows. Anyways, Neutrinovore had some pretty nifty suggestions about expanding the cargo bay selection out. So I've given a few hours to it and got this working. LLL-0.10.4.1.zip Link to Kreuzung's Vanguard plugin (Has a nice feature whereby you can activate one of the hatches, and then it automatically takes kerbals from a crew compartment when you EVA from the hatch, and vice versa when you enter the hatch. Changelog: 0.10.4: - Fixed fairing on 2x1 NERVA. - Added 1x1, 2x2 and 4x4 Cargo Holds. - Added 1/3 length versions of 1x1 and 2x1 Cargo holds. The 2x2 and 4x4 are 1/3 length only. - Added 4x2 to 4x4 adaptor. 0.10.4.1 - Fixed nodes on 2x2 cargo hold - Fixed slight door length error on 1/3 length 2x1 Cargo hold - Added third length 4x2 Here's a snap of the 4x4 cargo hold: If people have screenshots of their builds, they'd be much appreciated. I'd like to get a 0.10.x album going for when I update the front page.
  7. Well, I'm happy enough with it to expand the testing out, as that beta seems to have caught most of the large bugs. I'm going to hold off updating the front page of the thread till I get a proper parts list and screenshots done, but that may take a while given work/life/etc. Till I've got those done, I'll leave it as a low-key release. N.B. Later version now released LLL - 0.10.3 Note: This update is game-breaking. You can copy it over a previous install but it'll require a long manual clean up of the old pngs. Best to delete the old LLL folder and start a new save. A few notes: I've taken out a few of the old cockpits, so just copy those across from the 0.09.x releases if you want them back. There's still a few bugs such as the lights 'falling out' of the Hog IVA (not sure how to fix it, if you've got experience with IVAs then PM me). The IVA isn't quite finished either, but that can wait a bit. There's also still a few parts in need of part descriptions. There's a lot of new parts, so you'll probably want a part sorter of some sorts as well. A note for those that helped with the testing (also thanks to all you guys, you've been great): 0.10.2 -> 0.10.3 change log: - Renamed Wheel Housing to Wheel Arch. Added part descriptions - Added a resized wheel for use with the 4x2 Wheel Arch - Added top stack node for radial jet engine. - Fixed issue with delta-v calculation for the nuclear engines. - Fixed symmetry issue with plates. - Change anim on radial rockets and jet to thermo controlled, not throttle dependent. - Fixed lights on viewing platform, curved windows, radial windows. - Smoothing applied to mesh on curved window.
  8. HLandingLeg should be fine, it also gives you a bit of control over the animation speed, although I couldn't say if it'll mess with the other functions. As for the RCS ports, in all honesty, I would just paint them on, as odd shapes and smoothing can be a real pain. The stock capsule has its painted on, too.
  9. Yeah sure, that's no problem at all. I'll bundle things like the rover and the VTOL and any other things that don't instantly explode.
  10. And here I didn't think you wanted me teasing you so, Nearly all of those communications parts use only the one (fairly) small texture, which I'm quite pleased with (and after all, what's good sci-fi without gratuitous amounts of dishes and aerials). I also abused the fairings systems to make an engine casing system, you can add multiple ones end on end to house longer engines, as well. There's some other stuff in there too, like the Hog IVA, but that's only half finished.
  11. Then I'd probably end up adding them with you marked as the creator, providing you're okay with that and there's no major problems with the parts. Actually, since I have a 2x1 cargo bay already, I can send you a copy of the .blender and texture files to play with. That way, if you match up the UV map for the 1x1 cargo with the existing part then it saves the memory of having an extra texture and you a bit of work.
  12. As it currently stands, NERVA: Max Thrust: 220kN ISP Sea level: 260 ISP Vac: 800 Gimbal range= 2 Generator = 60/min Mass = 8 Large Radial Engines: Max Thrust: 190 kN ISP Sea level: 300 ISP Vac: 320 Gimbal range = 4 Mass = 1.5 So they're based off (multiplications of) stock values with weight adjustments for things such as gimbal range. As much as I'd like to release it now, you have no idea quite how broken much of the rest of it all is. There's a lot of cleaning up, more breaking and then more fixing to go.
  13. Yeah, the game is limited to a certain amount of RAM (32bit executionable), so it doesn't really matter how much your system has over that limit. And some pictures of a brief mission to the Mun so as it isn't all just dry talking about memory limits. Turned out to be trickier than I thought it would (and a lot more fun). I nerfed the nuclear engines considerably and forgot to put some batteries on, due to the CoM shift once I dumped the drop tanks I had the CMGs running and using up a lot of power. So it was thrust, recharge, thrust with the nuclear before switching over the much more controllable radial liquid fuel engines for the landing (I'm really fond of that VTOL, it's a joy to fly in VTOL mode).
  14. Also worth bearing in mind that the .png sizes are deceptive, a part may only look like it takes up a few hundred k, but will take up a Mb or two on loading (due to the way the game handles the textures). LLL is quite small on the disk but happily takes up few hundred Mb of memory on load. That's another thing I'm trying to get past with parts sharing textures. I model most of the part in Sketchup, it's a nice and easy bit of software (Bac9's written some good pieces on that). Once that's done I export the part into Blender, tinker with the model and UV wrap it. Then put it all into Unity. Sample workflow:
  15. I only briefly flicked over the logs, but it looks to be that the game reached the memory limit (i.e. too many parts). It's a known problem and with the .pngs even turning down texture size in the options doesn't have that much effect. The next release will be using primarily compress .tgas which should help with that. In the mean time, delete some of the parts to bring the memory usage down.
  16. -Command- 2x1 Probe Berty 3000 - Probe - Ol' School ASAS - MechJeb Mk I Duck Mk II Droopy MK III Bridge Mk IV Buster MkV Hog - 2x1 - 4x2 Mk VI Sparrow Mk VII Mk VIII Catfish -Propulsion- NE-400 Nuclear Engine (1x1) NE-800 Nuclear Engine (2x1) Radial Rocket Engine (Max power 160) Radial Thrusters (Max power 80) Linear Aerospike - 1x1 - 2x1 1x1 Tanks - Fuel - Jet - Keth 2x1 - Fuel - Jet - Keth Dual 2x1 (two 2x1s side by side using the get MODEL function) - Jet 2x2 (resize of 1x1) - Fuel 4x2 (resize of 2x1) - Fuel 2x1 RCS - Large - Small 1.25m Fuel tank [Plain and Heat-shielded]+[Large and small] - Jet 2.5m Fuel tank [Plain and Heat-shielded]+[Large and small] - Jet - Control - 2x1 ASAS 2x1 Dual CMGs 4x2 Dual CMGs 1x1 ASAS - Structural - Hull - 1x1 - 2x1 - Dual 2x1 - 4x2 1.25m Hull [Plain and Heat-shielded]+[Large and small] 2.5m Hull [Plain and Heat-shielded]+[Large and small] 1.25m Building Block 2.5m Building Block Double Doors 2x1 Adaptor Plate (Off-Centre) Bi-coupler - 2x1 - 4x2 Counter-weight - 2x1 - 4x2 Adaptor Plates - 2x1 to 2.5m - 2(2x1) to 2.5m - 2x1 to 1x1 - 4x2 to 2x1 - 1x1 to 1.25m - 2x2 to 2.5m Cargo Hold - 2x1 - 4x2 Decoupler - 2x1 2x1 End Cap - Small - Large Pipes Poly Hab - Small - Large Metal Railing Truck Cab - 1 Seat - 2 Seat Walkway with windows -1x1 -1.25m 1x1x1 Structural Hub Wheel Housing - 2x1 - 4x2 Track Housing -Mk III -MK IV Side Mounted wings - Left End - Right End - Middle - Aerodynamic - Air-Intake - Small - 2x1 - Utility - Hatch Door Radial Battery Heat Shields - Middle - End 2x1 Kethane Converter Airlock doors Docking Port Extendable docking port Comms Sat Docking Lights Extendable Activity Module Cupolas - Greenhouse - Large - Small Grill Plate - Large - Small Bailey VIb Research lab Radial Pipes Centrifuge Hab Viewing Gallery - Straight - Curve Single Viewing Window Windows - Long - Port Hole Radial windows -1.25m -2.5m - Science - Comms Tower Sounds like a lot, but quite a lot of those either share a model (incl. using get MODEL), textures or both. I still need to do some more optimising though as it's still a bit of a memory hog. A quick test of memory usage by KSP (1024x768, Half-res textures) 826Mb Stock 1103Mb w/ LLL I'll probably end up selecting parts for a 'LLL Lite' pack at some point, in addition to a full version.
  17. Much better thanks. Can't say I've been keeping track of the changes, but I'll see if I can knock up a part list at some point. Edit: Although I should point out that'll probably change before the next release anyway.
  18. It was sort of, but I did end up loosing control coming down. It needs more wings and some air-brakes really. My drone shuttle worked much better and could glide back down to terra firma
  19. Right, got a cargo hold done. And a Russian doll of a mission: The rest has been fixing .cfgs (updated to the new SAS) and the likes.
  20. I'll have to go with 'Soon'. My anti-virals had me knocked out of commission for the past while, but I finished the course today so should be a bit more clear headed. For now just use the fix posted a few pages back, bar SAS everything should be .21 compatible. I did get a bit of work done last weekend though, re-did the windows etc, so here's a peak.
  21. Hi everyone, Apologises for the absence, I've been busy with work and my body doing it's level best to kill me (okay, that's slight hyperbole, just been a bit ill). So I've spent more time actually playing KSP than making stuff for it. If people catch bugs with 0.21 then post them here, if anyone wants to tackle the ASAS .cfgs and post it then that would be great. If not I'll get round to it in the next day or two. ---- I also aim to post a dev build of what I've got at the moment within the next few days. A fair number of the parts still need changing from .png to .tga, but I've done a lot of it and load times + memory usage should be much improved. There's also a number of new parts. Fair warning though, it'll probably break existing bits as I've changing the orientation of a number of parts so they show up in the part list better. I also seem to recall dropping a few parts, although in all honesty I can't remember all the changes I've made. ---- Here's a few screenshots for you from my messing around. There's one or two other mod's parts there, notably B9, Robotic Arms, Kethane, AIES Aerospace, Tri-strut as well.
  22. I should probably note that I've updated the 2x1 to 2.5m DL again, fixed an issue with a missing collision mesh on the 2.5m to 2(2x1) bicoupler. And I think I may have got the CBM to snap properly, needs a bit more testing though. Anyway, I had some fun making a liner today as well. And a ejecting from a launch gone wrong (thanks to the Vanguard plugin). Don't worry, he had a parachute.
  23. And done. Took a bit more work than I'd anticipated actually, since I went back and set it up to use the same textures as the other 2x1 to 2.5m (which messes with the part's scale and the likes). I've updated the download from before so you'll have to re-download it. LLL2013-06-15_2x1_to_2-5m.zip
  24. Found the UV maps for the 2x1 to 2.5m http://i.imgur.com/Fyk6GyQ.png Okay, EDIT: I've re-worked the 2x1 to 2.5m Adaptor. http://i.imgur.com/eyDqiRQ.png http://i.imgur.com/wucnA45.png http://i.imgur.com/qFPPG25.png http://i.imgur.com/HSpOkwL.png It's still a little larger than the stock 2.5m so I'm going to have a go at fixing that. http://i.imgur.com/xgnHqPm.png EDIT 2: Reduced the size of the 2.5m end-plate to ~ the stock size (it was a bit too big it turns out). LLL2013-06-15_2x1_to_2-5m.zip It doesn't replace the 2x1 to 2.5m adaptor (although the old one won't be included in future versions) since the node-distance has changed a little and I'd prefer to avoid unplanned spontaneous ship disassembly. If you're okay with the risk just change 'name = 2to25mCircAdaptor' to 'name = 2toCircAdaptor' in the .cfg and delete the old 'LLL2toCircAdaptor' folder.
  25. Yeah, sumghai, you're observations are pretty spot on. Re: 1). You can tackle the not being able to select the drop down icon problem by holding down the left-mouse button, and dragging it from left to right across the row (towards the drop down icon), when it goes grey you can release and the menu will expand properly. Essentially the trigger for the drop-down isn't where the icon is visually, but it's still there. Or you can do what Razchek recommends, that works as well. 2). I didn't discover that till later so have left it as is for the majority of the parts, my cupola parts have it set up so the icon isn't lit though.
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