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Lack

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Everything posted by Lack

  1. Thanks. @DocMop, No problem @ ElektronikCZ, I wouldn't get too attached to the Mk3 ramp as it is, I'm probably going to scrap it once 1.1 comes out (Porkjet's is so much better, I'll might replace it with a nose-loader style design). In the mean time, you could scale the model in the config and stretch it out. Go to GameData/SXT/Parts/Mk3/Ramp/loadingramp.cfg, open it in notepad (or notepad++ if you've got it). Add the 'scale =' line into the MODEL{} so it looks like this and multiply the second values in the node_attach bit by 1.5 so it looks like this MODEL { model = SXT/Parts/Mk3/Ramp/model [B] scale = 1 , 1.5 , 1[/B] } scale = 1 rescaleFactor = 1 node_stack_top2 = 0.0, [B]4.593285[/B], -0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.0, [B]-2.25[/B], 0.0, 0, 1, 0, 3 node_stack_top = 0.0, [B]4.593285[/B], -0.625, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, [B]-2.25[/B], 0.0, 0, -1, 0, 3 -- In the mean time, I'm a terrible person and made a flying version of the Chernobyl incident. Whether or not this will actually be released is another matter, I've changed something and it now summons the kraken on loading (even when reverting to an older version). Too hot to handle, I guess. Edit: Kraken banished. Anyone have any idea's about the atmCurve for nuclear ram-jets? My velCurve (while incredibly simple) should be a reasonable approximation.
  2. Fixed the cargo-bay (say if you spot any others) Patch here: https://dl.dropboxusercontent.com/u/39086055/SXTCargoBayFARfix.zip
  3. Yep, checked in Unity, that's the problem. Closing the collider meshes wasn't really a consideration for me prior to voxel-FAR. Though in fairness, I didn't actually know about this until now. It was just a lazy way to generate a collider for a complex model, select a few faces, duplicate and separate, click convex in Unity. A poor show on my behalf. There's probably a lot of models that need fixing then, can't find the blender file for that one either. Tbf, when 1.1 rolls around I'm probably going to do a large tidy-up; there's a lot of legacy parts that need removing and parts that won't be required with Porkjet's new work (looking at you Mk3 Cargo bay and .625m jet parts), plus models that need re-doing properly. @Gaiiden, Yeah, it's a nice way to pass the time. Almost got a sea-plane back from Victoria, but they'd just sold out of the cheap fares when I got down to the terminal.
  4. Some things for next patch (thanks to the wonderful effects of jetlag): New prop blur (actually 3D as well, having spent the last week or so seeing seaplanes pretty much everyday and what props actually look like in motion), tweaks to engines (spin-up, temp generation), new sound for NK-12M (if that's alright by MaverickSawyer, I've edited it to loop properly as well), fixes to cfgs (the whole ')' instead of '}' thing), and making the wings work properly with FAR. New WIP 1.25m cockpit. Will answer other responses later.
  5. And back now (though a little jet lagged, slept 16 hours last night. A personal record, especially considering I normally sleep about 6 tops). Also, since when did we get mossies in the UK, I'm gone for a month, come back and they're everywhere. Been bitten about 4 times in the last day. I'm from the North, we're not meant to get insects here. There's a fix for the drop-ramp issue in the github version, I thought I'd updated the Kerbal stuff version but apparently not. Basically they scrapped the old landing leg module, so I moved it to the generic animation module. The tug should be fixed there as well. As for videos, I'm not sure what I'd cover; stick 1x1 to 1x1, 2x1 to 2x1 and adaptors for in between. Right? Tweakscale for making things bigger or smaller. If you google 'ksp + LLL' you'll find quite a few videos though. I just stick the tug on top of a rocket, but I'm pretty lazy when it comes to design (due to the lack of time Dakota mentioned; barely have the time for development, haven't even managed to play 1.0+ except for seeing if a part works or not). Cargo bays shouldn't be any different to stock really.
  6. That's the bit I was referring to when I said not a bad idea Will have to wait till I get back though, in a double check I've got everything mode now.
  7. Yes, this is a bit strange. With 1 module, there aren't any problems with the texture switching (kinda the whole basis of SXT), but introducing the second one is causing it to break. Removing these lines causes it to work. texture = Mk3Fuselage , Squad/Parts/FuelTank/mk3Fuselage/Mk3Fuselage texture = Size3AdvancedEngineDiffuse , Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngineDiffuse http://imgur.com/a/ZlGyS Though you'll need to copy in those textures from their respective Squad folders. I had a similar issue once before with the Mk3 tail ramp, and had to bundle duplicates of the textures rather than simply reference them. Doing the same thing, here's a fix that works with proper looking textures (for me at least): https://dl.dropboxusercontent.com/u/39086055/SXTContraRotatingFix.zip Though it'd add a bit more onto your RAM usage, but it certainly looks a lot cooler.
  8. Fix for the names on github. Yeah, not a bad idea that. @AccidentalDisassembly, Tried that, but still can't get it to work. If I have the transform hierarchy in the right form (I think) I don't get anything in the log (last entry concerns one of the Nerva rockets), but when I got it wrong (renaming, merging things) I got this. [LOG 20:34:42.445] PartLoader: Compiling Part 'SXT/Parts/Engine/propEngines/NK12M/SXTNK12M' [EXC 20:34:42.455] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () With this for the set up MODULE { name = FSplanePropellerSpinner propellerName = propHub rotationSpeed = -250 thrustRPM = -400 windmillRPM = 0.1 windmillMinAirspeed = 30 spinUpTime = 3.4 useRotorDiscSwap = 1 rotorDiscName = propBlur rotorDiscFadeInStart = 0.52 rotorDiscSpeed = -25 blade1 = bladeB } MODULE { name = FSplanePropellerSpinner propellerName = propHub1 rotationSpeed = 250 thrustRPM = 400 windmillRPM = 0.1 windmillMinAirspeed = 30 spinUpTime = 3.5 useRotorDiscSwap = 1 rotorDiscName = propBlur1 rotorDiscFadeInStart = 0.52 rotorDiscSpeed = 26 blade2 = bladeA } Anyway, won't really be able to do anything else before I'm off away. I'll be back in September hopefully. If anyone has any urgent fixes in the mean time, submit them to gitHub and hopefully one of the joint contributors might be able to merge it with the master.
  9. The part in 3-75-0.cfg was retired a while back (hence, the 'category = -1' and the technodes being tabbed out. The config was kept so not to break anyone's vessels already in flight), I'm mildly surprised you found it.
  10. So I tried to replicate this, but couldn't quite (though had some other weirdness and couldn't get Crew Manifest to work). I suspect it's related to this Vanguard module 'ModuleKrHatch', which stripped the part of it's crew capacity and assigned them to the nearest crew compartment (you used to be able to use, see 2 posts above the linked one. I was able to store crew in the airlocks and don't have anything past firespitter installed). Try removing that module in the configs? LLL\Parts\Utility\Airlock\part.cfg LLL\Parts\Utility\HatchDoor\part.cfg Also, I really wish the stock crew movy thingy didn't require a hatch on the model.
  11. Thanks, printed myself off a map for it (I'd always assumed it was a US show). Actually, I was watching Continuum the other day, and recognised one of the sets in it from Stargate as well. @ MaverickSawyer, Not sure, I don't think it's that different from the regular stock decouplers even. Also, released version 21. Changes: Engines balanced to KSP 1.0+ values+attributes and given nick-names New prop engines (Powerful turboprop (NK-12M) and radial engine PW R-2800). Existing prop engine's efficiency balanced to match real-world fuel consumption (roughly, based off provided values of fuel consumption, converted into kg using gasoline's density and then into Liquid Fuel units) and fuel requirements at maximum throttle per hour flight listed in description I couldn't get the NK12M to work as a contra-rotating one without having it as two parts; when I added 2 FSplanePropellerSpinner the game stuck on loading. Here's the .mu if anyone else wants to try: https://dl.dropboxusercontent.com/u/39086055/k12M.mu transform names in the file: propHub, propBlur, blade1, blade2, blade3, blade4 propHub1, propBlur1, blade5, blade6, blade7, blade8
  12. Did you get SXT from Github or Kerbalstuff? There should be a fix in the github version (The Kerbalstuff version is lagging an update or two behind currently).
  13. It's not quite in a fit state to show yet :/ The base fuselage is 0.625m (fits the kerbal in the same way a real Spitfire does a human), but I'm planning on making some nice 0.625m plane fuselage parts and fixing the textures on the current ones. Though this may not be till September time, since I'll be on holiday most of August. Actually, anyone have suggestions for things to do in Toronto and around Vancouver? Also, I've uploaded testing versions of the R2800 and NK12M, if you use 'Download Zip' from this page, then you'll get a copy with them in. https://github.com/Signatum/SXT The NK12M's props aren't actually contra-rotating, however (not sure if Firespitter can do that), and a new propBlur texture is needed for the 4 bladed design. I also haven't got proper curves for the turbo-prop, they're identical to the r2800 currently. @TheJewelofJool, Yes, should be.
  14. Hmm, doesn't seem to be anything noticeably wrong with the configs. For the short-decoupler, by guess would be that it's since the nodes aren't very far apart. It was a problem pre 0.90, then was fine, but I guess Squad must have changed something under the hood. Or perhaps defining node size isn't enough. I may need to add the bulkhead profile for them. @MightyDarkStar, There's one in the works. But it's a complex part/interior, so I wouldn't expect it too soon (I did also lose it for a while, but I found some files on my google drive that look like the right ones).
  15. Thanks, I'll have to make it suitably fearsome then. SXT 20.8 is on github: https://github.com/Signatum/SXT/releases/tag/v20.8 Mainly for the new engine tweaks for things like ISP, heat, names, etc (plus fixes to cargobays (Kerbas-ad-astra), agency flags (thanks to NathanKell) & air-intake nodes as well) Changes can be seen here: https://github.com/Signatum/SXT/commit/eaa0eeba8766ff747f71cbc93ce171669a126837 Do let me know if I broke anything horribly.
  16. It means the use the new stock airbrake system. If they weren't working before, that was due to a fault with firespitter. However, they're also balanced to the stock airbrakes now, and these seem a lot stronger. Previously they were balanced using data from FAR, so were weaker, but probably more realistic.
  17. Thanks. I'll check them out. I suppose I'd probably have to make my own sounds for it, I doubt the ones in firespitter will do it justice. @crasher925, I haven't updated the download, but it's easily fixed: http://forum.kerbalspaceprogram.com/threads/79542-1-0-4-SXT-Lack-s-Stock-Extension-N-1-and-Aero-update-SXT-20-6-05JUL15-KSC-v3?p=2092911&viewfull=1#post2092911
  18. It doesn't quite have a direct analogue, the tank arrangements are based loosely on exposed versions of one of the Soyuz engines and with a single, wider and more recessed nozzle (I'm not quite sure of the set-up in real-life).
  19. Ah yes, forgot to post that here: SXT 20.6 Changelog: Airbrakes updated to new system and rotation fixed in the models. Agency flags reverted to png (Thanks to NathanKell) 8 thrustTransforms on the BA-8 (For anxcon & NathanKell ) Beginning engine rebalances (Prop engines, Commodore, one of the SRBs. See below for proposed changes for next update). Fixing inflatable balloons (1.0 doesn't like the old landing leg module) - They now run on the generic animation module, so remember to assign them to an action group. Added radiator capacity to Boconok radial fuel tanks. For next patch (SXT20.7) Proposed changes to engine balance (since most are really OP at the moment). ISP given as - ISP(Atm)/ISP(Vac) * = Similar stock engines **= Pre 1.0 values for stock engines --- [B]Small Jet engine[/B] Mass to 0.5T Thrust to 12kN Based of early jet engines from '40s, '50s. Will have to adjust cost to balance. --- [B]BA-2 - 240/265 BA-8 - 240/265[/B] *48-7S - 270/300 **48-7S(OLD) - 300/350 --- [B]Waxwing - 50/260 RT-2 Gnat - 100/250[/B] *Sepratron - 118/154 *RT-5 - 140/165 --- [B]K-170 - 280/300 [/B] *Mainsail - 285/310 **Mainsail(old) - 320/360 --- [B]KJ-10-37 - 150/320[/B] Mass to 0.05 *24-77 - 250/290 **24-77(OLD) - 250/300 *48-7S - 270/300 **48-7S(OLD) - 300/350 --- [B]KOPO-4E - 100/340[/B] *Terrier - 85/345 **Terrier (OLD) - 300/390 *Poodle - 90/350 **Poodle (OLD) - 270/390 --- [B]KX-405 - 250/270[/B] Mass to 0.1 --- [B]LVN-240 - 140/840[/B] Rename -LV-NX3 Thrust to 180 Price increase 35000 Switch to LF only Add specularity to texture (need to fix broken model in Unity first) --- [B]LVN-450 - 200/800[/B] Sitched to multiple Nerva equiv, better than 4xNerva but more expensive Rename -LV-NX4 Thrust to 250 Price increase 45000 Add specularity to texture --- [B]LV-T80 - 280/300[/B] *LV-T30 - 280/300 **LV-T30(OLD) - 320/370 *LV-T45 - 270/320 **LV-T45(OLD) - 320/370 *Skipper - 280/320 --- [B]Mk2 Linear Aerospike 290/340[/B] Thrust to 200kN Mass to 1.1T *Toridal - 290/340 180kN/1T --- [B]MEM Descent - 60/311 MEM Ascent - 60/311[/B] --- [B]NK-15 - 270/290 NK-15V - 260/295 NK-21 - 220/330[/B] *Skipper - 280/320 *Mainsail - 285/310 **Mainsail(old) - 320/360 *Poodle - 90/350 **Poodle (OLD) - 270/390 --- [B]KDB-885 ACS - 270/320[/B] 40kN/1.2T *Mk-55 Thud - 275/305 120kN/0.9T *Mk-55 Thud(OLD)- 320/360 *Vernor Engine - 140/260 --- [B]OMS - 80/290[/B] Rename to O-40 "Huff" *O-10 "Puff" - 120/250 *Terrier - 85/345 @Artfact and Corax Yep, indeed it is. Got a few things planed for the engines: SXT-21 planned changes New plane engines: R-2800 "Double Wasp"-like engine. Rated at 25-30kN thrust - NK-12M Turboprop: Image Rated at ~160kN - Mid-range turbo-prop (Not modelled yet). Thinking of basing it on the Allison/RR T-56 in this configuration: http://www.worldwide-military.com/Military%20Aircraft/Aircraft%20Systems%20plaatjes/Engines/P-3C_T56_01.htm Rated at ~45-50kN Will also need to work out proper fuel consumption for these and prop engines, it's all a bit hand-wavy at the moment. So the engine progression would something like ---0.625m--- KO-550 - 3.5kN K-211 D - 12kN KASRE66- 19kN ---1.25m--- K-211 J - 15kN (1.25m Could rename to K-601 and have it as a version of the DB-601 to make the differences a bit more clear) *R-2800 - 25/30kN *T56 - 50kN *NK12M - 160kN Could fill in the gap between the last two with something like the Europrop TP400. The engines will need names as well. @EdusacconBR, The curve does help smaller rovers squeeze under the rim at the back. I think for a straight one, probably best move it into one that can double up as a nose-loading ramp. Possibly with big doors that swing out sideways, I'll see what works best. In the mean time, there are always more 'creative' ways.
  20. Apologies, I wrote that wrong. It's in the debug menu, if you press Alt-F12 while in-game and check the box for 'Non-Strict Part Attachment Orientation Checks' then you shouldn't have a problem with the attachment nodes (I had to look that up, some had mentioned it to me before, but I hadn't checked it myself). It's a temporary fix, and you might have to do it each time you start the game. This was something that started being enforced in 1.0+, since it was never an thing before,a lot of pre1.0 mods have the direction wrongly specified. I'll have to sit down and go through all of the parts really. @anxcon, That was a case of 'eh, that'll do'. I had problems with the plumes coming through the side of the part when I had all 8 nozzles present, which didn't look great. I'm not really sure how to do custom ones either. @Svannon, I had a read about it, and was brought up in another mod's thread, and they were saying it had to be png (but that might just be for their mod), but I was under the impression that the png was causing issues for ATM with the agencies. I'll try it with the new versions anyway. @Artfact, Heh, and I always thought KAX was the one that needed to be rebalanced, they're very powerful. Though they could be based off different engines, Sport engine has many times the thrust of my KO-550, though mine is based off the IO-550 which only comes in at about 300ish horse-power. There's differences in size as well, I tried followed the old ~0.64 scaling from real life engines, with a (very) rough conversion of horse power to thrust. It works pretty well, if you have a plane of a similar weight and power-plant, the performance ends up similar as in real-life.
  21. Yeah, I noticed that as well. I don't think I converted the dds properly (or does it absolutely have to be png?). I have a fix sitting on my end of github, though I've been staying with my brother for the last week or so haven't synced it yet. @aidanbossman, As in have the Bonny, and this one as a new one next to it? I'd need to make yet another updated skin for the Bonny though, the current skin is pretty basic and needs updating to be more in line with Porkjet's parts. I have actually found the model for it now, though. @Spork of Doom, Yeah, the file paths in the cfg need updating since things got moved from their old folders into the main Squad/Parts folders. You'll need to open the cfg and change the MODEL{} section to this MODEL { model = SXMk2/Parts/RotatingMk2Ring/model texture = fueltTanks_cm , Squad/Parts/FuelTank/Size3MediumTank/fueltTanks_cm texture = mk2CrewCabin , Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin texture = mk2CrewCabin_LUM , Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin_LUM } You may want to add this as well for some extra utility MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } I'll update the download for the pack at some point. @CrisK, Thanks. Let me know how you get on. @blowfish, I'll take a look at it, thanks. About the edge-split, I did look the model up the other week, and it doesn't look so bad. I think I might have fixed that bit of it, but not finished the updates to the newer style. @ThatOneBritishGuy, Thanks. Don't have that much time for dev work or playing, but it's good to at least have some time (a 50-70hr week is so much more relaxing than the 90hrs I was working before). @ Yemo, Yep, I'll get it uploaded at some point. @minepagan, Yeah, it's a good shout. Still plenty of work to be done fixing things before I start making too many new things. Well, I may have made one new part Anyone know if Firespitter can handle contra-rotating props? @boostedM, Sounds like the node_stack bit needs fixing. You could either have a look at it in the cfg (and compare it to a squad part) or there's some option in the cfg to disable the whole direction dependent stacking. The airbags, I suspect it's linked to the landing gear module (I have similar issues with some of the parts in LLL). Might try swapping it to the basic animation module.
  22. Sure, I'd been considering if I should have the mini-packs on CKAN or not. I didn't want to clutter things up at the time, but that mightn't be such a problem and things like the Mk3 ramp are certainly popular enough to warrant it. Yep, the An-225 can certainly see it's own pack (plus it doubles as a 747 in a pinch. If only I could get the 3.75m crew-section to work properly, the smoothing always kept misbehaving with it despite about 4 re-designs).
  23. Shouldn't be too hard, Relevant code seems to be MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } Just copy that into the .cfg files for things like the 1x1 and 2x1 hulls. You can see most of those here: https://github.com/Signatum/LLL/tree/master/GameData/LLL/Parts/Structural Adding it to the /1x1/ and /2x1/ variants will cover most of it (since I retired most of the 4x2 etc and decided on tweakscale on instead), the rotating hab and airlocks might be worth considering as well, they're under /Parts/Utility/.
  24. Yes, you can add the below to the .cfg file for the 1x1 third length hull piece. Here's the link to the github page for cfg of that part: https://github.com/Signatum/LLL/blob/master/GameData/LLL/Parts/Structural/1x1/0HullShort/1x1xThirdHull.cfg you can see the difference to the regular 1x1 part. So CrewCapacity = 1 INTERNAL { name = crewCabinInternals } MODULE { name = ModuleKrCrewCompartment } That's in KSP/GameData/LLL/Parts/Structural/1x1/0HullShort/ The crew capacity is the important bit there, but the other's wont hurt.
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