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KSP2 Release Notes
Everything posted by Lack
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Thanks for the kind words guys, couldn't have got so far with this project without you all. I have frankly no idea how to make rover wheels (I may try to figure it out later on), so I made wheel arches instead. Next best thing and much easier to do (and it makes it look vaguely like the APC from Aliens). I also did some work on the cupola/greenhouse parts. Added a specular map (they were only diffuse/Emissive before), so the windows actually look a bit more like windows and played with the Emissive maps some. Also, made some fairings for the 2x1 Nuclear Engine (images are a bit dark, but you get the idea hopefully). Still need to try some decouplers though.
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Yeah, Ember makes some excellent stuff, so I have no problem with him posting his stuff. I'd count him as an official part of an LLL Conglomerate, or whatever I decide to call it, by now. I should make badges; and hats, everyone loves a good hat. Anyway, once UV maps and textures are sorted, I'd love to add the Cargo bay and Com-Sat to the pack. I think there's a good community in this thread, so I have no problem with people discussing their own LLL themed work. If it became a big thing then I would probably start another thread, 'LLL Conglomerated Affiliates' or the likes and then include my favourite parts either with the main download or in an 'extras' download (I'd probably want to play with things like textures and .cfgs myself though). I especially like people posting their own craft in the thread, gives me an idea of how the parts are being used and what else would help. Once I'm happy enough to call it a release and start a thread in Addon Releases then I imagine pictures of craft and the likes would move there.
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I've fixed the grill plate descriptions now. You should try the new release, there's a shiny new effect when using the grills for engine cooling, shame I couldn't get the particle system to work in Unity, then it would have been even better. The icon is there, just very small. It's because the part is so large when extended. Not quite sure how to fix it. The 2x1 Cargo is still massively unfinished so was dropped from release. Not without a plugin. I tried using the stock animation module but it didn't like the looping animation, although now I think about it I could use that for a bunch of things I've tied to the landing legs module. The solar panel part is probably possible, but I've no idea how to get solar panels to work at the moment. So I'd need to read up on that.
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Hmm, the copy I've got says: Don't tell anyone, but they don't actually do anything. We just thought they looked 'space-y'. Which is correct, since they're just decoration really. Unless I'm just really tired and I'm missing something obvious; it should probably be noted that I am actually really tired. As for the tanks, they share the same model so the textures can just be swapped around easily enough at the moment. I'll probably make a separate little 'extras' DL with the skins reversed for whichever I go with. E.g. If I go with the black, then I'd have a 'Classic' look DL with the Orange. Edit: Also, I was playing around and found out that the MkII Droopy, two fuel tanks, and the nuclear engine is just enough to get you into a nice neat 100km orbit. Not sure why I find that so pleasing.
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Right, that's fixed. Had two meshes marked as Airlock by accident. Updating the main download now, I'll edit once it's uploaded. Edit: Main download updated
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It's still put on the airlock and go. I won't be giving each part it's own hatch, that'll be handled using a plugin linking crew containers and airlocks in the next 0.10 release. If I did add an airlock to each part it would put a fair amount of strain on the engine as each sub-part in a model increases the CPU load I believe, end result being more lag.
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Thanks. Thought people might enjoy the larger rover parts, I only did the essentials as not to just have re-scaled parts of every-type. Airlock shouldn't be too difficult to fix, it'll be because I added a bit to the back of it to improve radial attachment. Should just have to play around with the airlock shapes. Expect a fix later on today.
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Back after a brief sojourn in rainy Scotland, so it's time for new release time, almost ready for 0.10 just need to get the air-lock system sorted out as well as a few other skin-changes and the likes. Special thanks to Ember, shadowsutekh and Pringleman for pointing out bugs and suggesting new features. Also, I'm thinking of swapping the main fuel tank skin (Orange stripe) with the Jet fuel one (Black Stripe), I think it would look a bit better but it may end up confusing folk. Opinions? LLL - 0.09.9.zip Utilises the new mod-folder system. Contents: Pods - Mk I - Duck (2x1) - Mk II - Droopy (2x1) - Mk III- Bridge (2x1) - Mk IV - Buster (1x1) - Mk V - [Hog (2x1) / Wart-Hog (4x2)] - Mk VI - Sparrow (1x1) 1x1 - Fuel - Jet Fuel - Kethane - Walkway - Window'd Walkway - Structural Pipes - Structural Hub - Airlock - Common Berthing Mechanism - Linear Aero-spike 2x1 - Probe Core (Stock+RemoteTech) - ASAS - SAS - Nuclear Engine - Fuel - Jet Fuel - Kethane - RCS Large - RCS Small - Bi-Coupler - Counter Weight - Hull - End Cap - Heat Shield - Kethane Converter 4x2 - Habitation Qtrs - Bi-Coupler Radial - GERTY [Probe Core/ASAS/MechJeb] - Railings - Pipes - Heat Shield - Heat Shield (End cap) - Radial Cooling Grills [Small/Large] - Comms-Tower - Battery - Radial Engine - Viewing Platform [Straight/Curved] - Window [Single/Long/Octagon] - Circular Windows [1.25m/2.5m] Adaptors: - 1x1 to 1.25m - 1x1 to 2x1 - 1x1 to 2x1 [Off Centre] - 2x1 to 2.5m 2.5m - Extendable Activity Module (Inflates) - Cupolas [Large/Medium/Small] - Rotating Centrifuge Habitation Misc. - Legged Baily Scientific Outpost N.B. Not entirely compatible with old versions as I've phased out a number of parts.
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Thanks, it's fine to leave it up for now. I've already got the .20 compatible version of the next release sent out to testers. I'd release it now but I'm going on holiday tomorrow, so I'm going to wait till I get back from that and it'll give those people a bit longer to look for bugs and make suggestions. The release of .20 is a bit inconvenient in that regard, could have done with it being next week but such is the way of things. Only thing I'd say is that I have the mod-folder named as \LLL\ (not that it makes much difference), got parts organised into \Command, \Utility, etc. and that I've dropped the .cfgs of the rescaled parts into the same folder, same for the GERTY versions, as the engine now supports multiple .cfgs for the same model+texture. So the Gerty parts would read \LLL\Parts\Command\LLLGERTY\ Folder contents: model000.png model001.png model.mu part.cfg partMecJeb.cfg partProbe.cfg
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Logan.Darklighter, Mishkin_007 those are some beautiful screenshots. Yes. There's been some problems with the initial release of .20, the nodes go a bit screwy. If I've only defined 'rescaleFactor =' in the .cfg then it needs 'scale = 1' to be added or the nodes end up inside the model. I've gone through and fixed it for the next release and re-organised it into the new mod-folder system. As for panels, the B9 panels are excellent. If I made my own they'd end up looking very similar and would be a duplication of effort. You can always change the rescaleFactor for the panels. Also,
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It just means that the adaptor parts (e.g. which smooth the transition from a 2.5m circular part to a 2x1 hull, or 2x1 to 1x1) don't have any detailed textures. They're just grey.
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They're LLL, it's just me being a tease since as they're not released yet. The 2x1 parts are the normal 2x1 structural hull, but lacking the painted on door, which I'm dropping in the next update. They're a relic from before I actually made an air-lock part. Better look here (although I have textures down to 1/2 res): Changing the way the fuel tanks are textured as well, makes having multiple ones a bit less garish. I've had the fuel one done for a while as you may have noticed in some of the previous screenshots. Okay, yeah, that's more teasing. I'm primarily just brushing things up for the next update now (textures, .cfgs, etc.), that can take a fair bit of time. I'm also trying to fill in some gaps and add a few new interesting bits.
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I probably should, need to figure out how they work first, mind. It'll definitely be going in with the next update, I'll need to neaten up the textures first, there's no detail as it stands. Be a few new parts coming out then actually. Picture dump time. (N.B. The extractor fan and radiator are from Shrogg's mod. Also, the bit at the top-right went a bit squiff due to a rough landing).
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I do actually quite like FAR, if you've got the fairings then you can get things up much more easily (there's a joke in there somewhere) without using massively large asparagus rockets; it's great for space-planes as well. It's certainly a give and take affair when it comes to difficulty. (Just) managed to get this one up with FAR. Even managed to get it to Minmus (I'll have to admit, I did have to turn infinite fuel on about half-way up on the ascent, when I jettisoned the turbo-jets they broke the fuel lines powering the main engine, but still)
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I've spent the morning messing around with FAR, haven't used it for a while but you can get things into space. You'll have to adjust both your expectations and ascent profile, mind. I managed to get this into space quite easily and with plenty of fuel to spare, just had to make the gravity turn at about 50km rather than 10km otherwise you'll go a-tumbling. It's not the largest craft but the ascent rocket isn't exactly ridiculous. http://imgur.com/a/o7zIq As for cockpits: The one for the Hog. It's on hold at the moment, but you get the idea.
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Very nice, you could probably mess with the .cfg of those wheels to make them a bit more durable. I'm eagerly awaiting those Caterpillar tracks as well, hopefully there's enough ground-clearance for them to sit on the sides nicely. More screenshots (Wings from B9) Unfortunately about a minute after that Duna screenshot was taken it went into an uncontrollable spin and crashed. I overshot the landing site so tried to turn round but the atmosphere is pretty thin so I slipped into a side-stall.
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Things tend to get a bit fubar once you start having more than one pair of nodes (i.e. things tend to stop attaching the way you want them too), but it'd probably only take a quick .cfg edit. As for getting larger base parts down, sky-cranes and copious amounts of fuel are what I tend to use. Alternatively, you can have each the fuel tanks below and have them fall away as they're used. I've been playing around with some debris/heat shield parts (and because I thought it looked Homeworld-y). (Legs are from the B9 pack, obviously)
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Okay, I've got a quick update (The one that I was going to release a few days back but the Sun came out. I haven't seen that ol' ball of plasma since last August. I got sun-burn and then it started raining again). MoreAdaptors+1x1Tanks.zip Contains: 1x1: (Fuel, JetFuel and Kethane Tank) 1x1 to 2x1 Adaptor (Off-centre) 2x1 to 2.5m Circular adaptor 2x1 Kethane Converter 2x1 SAS It's a bit rough around the edges (i.e. the Kethane converter is just uses PringleMan's edit with a re-skin), if you spot any glaring problems then say. Yeah, that's a bit of a nuisance if the door falls off, it'll be dealt with better in the .1 release. (The painted on hatches on the end of objects will be phased out then as well, since it can be a bit jarring). What's the bug? Getting the radial attachment of the 2x1 tanks right does need a bit of work; In the mean time, if you work out a .cfg fix for it then post it, I'll credit you in the .cfg of the next release. Also, if people have screenshots, it's always good to see them. I like seeing them and it gives me a better idea of what extra parts and tweaks are needed.
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Heh, when I say 'later' I mean either tonight or tomorrow. I had a bit to drink last night and I'm worried that I don't appear to have a hang-over this morning, in my experience that's the calm before the storm. In latest new, the 0.1 release is cancelled. Or, more precisely, will be renamed to '0.1b', '0.11', 'Edition 2' or 'Rowan Atkinson in a Kilt', primarily because version names are complete arbitrary In all seriousness, I'd been wanting to get a few parts polished before I called it that, so there's a bit more bug hunting to do. That's time consuming, so mainly gets done on the weekends.
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Changed the rescaleFactor to 0.45 and the weight appropriately. I did the same with the underside legs (except used rescaleFactor = 0.7). That way they fit the sides quite nicely. I've got a few parts done now, including some more adaptor plates. I'll see about uploading them later. (The Truss is from Semni's Tri-Hexagonal Structural Strut pack)
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Hmm, tips. Remember to add a node_collider mesh and don't needlessly complicate models, you can do details with textures, normal maps and specular maps. Oh yeah, KSP processes specular maps as the alpha-channel on the main texture. If you want anything more specific then PM me, I've got the sketchup files for all my parts as well. Might as well release the new engine. It contains the linear aerospike and an update to the 2x1 Nuclear Engine, played around with the stats and improved the grouping of the parts in the model (which has an effect on performance if you look at one of the sticky'd threads). LLLEngines-2013-05-02.zip Contents: Linear Aerospike 2x1 Nuclear Engine Edit: As for the programs I use. I make things in sketchup, then import it into blender. (With that you'll want to select all the parts of the imported file and merge the meshes (Ctrl+J), set scale to 0.0254, then press tab to edit it and simplify the mesh (Shift-J) and then 'W' and 'Remove Doubles'. That cleans up the meshes). Once it's edited, UV mapped, bits that need it set to be smoothed and a simple node_collider mesh made, then I export the UV map and do the textures in Photoshop.
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You should try it, before I started this project I'd never really tried much modelling before (well, other than making buildings on sketchup) so you can learn (pretty) quickly. There's plenty of tutorials out there and most of the rest can be figured out by just trying things and seeing what happens. Bit more tweaking:
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Well, I made that linear aerospike. It's 1x1 part so that you can line them up side-by-side. Animations are easy enough in Unity, all the lights run off animations and the Halley's legs are animated.
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Yeah, I screwed up the centring on the model when I made the one with legs so it ended up off the intended centre. I did the same as you with the canadarm, that thing is big, so I made a smaller copy; I end up fiddling with the rescaleFactor on quite a few parts. Anyway, I've tweaked the nodes a bit, // --- node definitions --- node_stack_right = 0.0, -0.077, 1.41, 0, 0.0, -1 node_stack_left = 0.0, -0.077, -1.41, 0, 0.0, 1 node_stack_front = 2.376, -0.077, 0.0, 1, 0.0, 0 node_stack_back = -2.380, -0.077, 0.0, -1, 0.0, 0 node_stack_top = 0.0, 0.75, 0.0, 0.0,-1, 0.0 node_stack_bottom = 0.0, -1.05, 0.0, 0.0, 1, 0.0 Copy those over the existing ones for the legged version.
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That's one of those things that I could best describe as having 'brushed under the carpet and walked away whistling'. I'm having a go at fixing it now, so far I've managed to go the other way and make the nodes are far too low.