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Lack

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Everything posted by Lack

  1. Okay, had a look at this. It can be 'solved', but the solution isn't erm.. pretty. It appears to be due to the node_attach, which decides the symmetry. I had to mess with this a little in the first place to get the part to display 'face up' on both sides of the wing. Current node_attach for the Mk2: node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 And for the FAT-445 Aeroplane Control Surface node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 And if I change the Mk2's node attach to the same as the FAT-445, then the 'deploy' will work correctly, the symmetry doesn't at all. The game just flips a part when you use 'symmetry', it's not true symmetry' (which people who've made wings with one-sided heat shields will no doubt have encountered)). In the end, you get this: Sadly I don't think there's anything else I can really do, unless anyone knows of a plugin that could handle it. @theJesuit, I may try to make one at some point, but it might be complicated and I don't even know if IVA parts are capable of handling an animation (which would be necessary to have the whole thing travelling round a central point). If it does, it should be theoretically possible. @Randazzo, Thanks. I'll try it out. @AdrianK., Yeah, probably when I get round to sorting out the mini-packs again. Though they'll probably fall behind development of the main pack, it's always a nuisance to try keep everything in line.
  2. I used to have a version file, though I had a habit of forgetting about it, so just ditched it in the end. I just rely on the Kerbal stuff release for that now, but adding one isn't a bad idea. I'll just need someone to remind me about it. How would I update the CKAN file? I was under the impression either on their end or through Kerbalstuff (which I have the CKAN box checked for LLL). As for updates, LLL's been 'feature complete' for a year or two now. It's mainly been maintenance updates (why are plenty of work to be fair, hopefully now 1.0s out they'll need to be less 'intensive'), and the big update when new shiny features become available (e.g. the fuel and texture switching for Firespitter). @Hoofman, Hmm. Are you using the main pack or the mini-pack (which haven't been updated for 1.0). I tried it myself using the 20.6 release with stock, and with FAR, and I couldn't replicate the problem. Is anyone else seeing the same thing. @JJE64, If it's the part I'm thinking of, it's essentially a sheltered 'port'. So you can strap it to the side of a space-station or mothership, then add some docking ports. It's essentially just an æsthetic part.
  3. Thanks for the heads up, found it. Type means that it's 94 times the thrust in the vel-curve, instead of 0.94 https://github.com/Signatum/SXT/blob/master/GameData/SXT/Parts/Engine/propEngines/Merlin66.cfg Opps. Either someone could do a pull-request and I'll approve it, or I'll upload a fix later on. @theJesuit, Thanks, glad you're enjoying it. If you've got screenshots, do post them.
  4. Thanks, I'll try that out. The flip vertical thing caught me out when I did the truck textures, I loaded it up and went, hang on, that's not right. Took me back to my early days of modding for other games. @davidy, There's some in the ships folder on github, haven't tested them in a while though. @Kowgan, Oh, the MEM definitely stays, I really like it and it won't be removed. I'll just need to see what needs changing in the config. Though I do think the 3.75m engine needs updating model-wise, it's a bit of a hackjob and just doesn't compare to the NASA mission one in terms of looks.
  5. Thanks. The firespitter should be alright, I think I just forgot to include the new .version file. If you grab the latest version of firespitter and copy in Firespitter/Firespitter.version and Firespitter/plugins/Firespitter.dll it should be fine. Thanks, I'll update those. @ototcon,Katlliaan, Yeah, I keep meaning to get that working. I'd had something on it before work consumed my life for a few months, but I was having problems with scaling factors or something. If you take the location for some of the props in the config and rename the to the correct thing for the MFD in the config file then you could do it manually, not super pretty, but would work.
  6. Glad to hear, I converted nearly all of the textures to .dds so it should play nicely with ATM (exceptions being the propblur for prop engines, and a window texture for the He111 cockpit, since I couldn't get the alpha channel to display properly with those. But I probably picked the wrong one of the roughly half a million save options photoshop presents me for dds). @ Dragon_Lance, should work for you now as well. Just grab a copy of 20.6. Also, forgot to actual mention that I updated it (may have pushed the update as I was pretty much running out the door). Rough changelog, github has more accurate versions of the changes. 20.6 - Changed textures over to .dds. Should fix most ATM related bugs. One or two parts are still .png, since I couldn't get these ones to display the alpha channel properly with .dds. Some rebalancing of cockpit parts, mostly from CrisK (though I kept my config structure from the pre-1.0, I don't much like the new super paired down one. See github for changes, but nothing major). Updated prop engines. Some balancing still required, just need to remember how to build a proper puller engined craft in FAR to test them (it's been a while). Moved mod compatibility configs to new folder. Depreciated Saturn V '3.75m third stage engine', thought I'd done this ages back, apparently not. It's still in the files, but won't show up in the parts list now. Got rid of mk3 fuselage fixes, since they were incorporated into KSP 1.0. The prop engines should be updated now, and have vel and atm curves now, but they'll need tweaking before they perform more accurately. I'll have to see if I can find any real world equivalents to look at. @Kowgan, Ah, forgot that one was still there, I don't think it's been changed since ksp 0.18 and the engine modules have changed a few times. I'd been meaning to remove it for ages, or at least make a new model for it. Haven't tested the MEM yet. Also, for me the log file is just saying 'Stage2Engine'. @includao, Thanks, glad to hear it. @Hellbrand, Possibly not for a while, I lost the file and still haven't been able to find it. Probably have to remake it really.
  7. Which type of ATM are you using actually? I haven't tested it in 1.0+, but I did get similar problems with x64 types of ATM in .90. Though if it works without ATM for you, then that's great.
  8. Done: https://kerbalstuff.com/mod/954/LLL @CptSierra, I was maybe playing too much HW2, and went on a bit of a 'and I want one of those in ksp, and one of those' and made a bunch of new parts.
  9. Yes, that would be fantastic. If you use github you can submit changes via that, else just send them to me. Examples of things that need fixing: engine+fuel-tank balancing and figuring out why somethings are misbehaving (e.g. the grid-fins). The big one would be fixing the top/bottom nodes, what with the whole +-1 thing that dictates such things now. Edit: Converting the png to dds. Aero, Command, Control, Electrical, Engine - Done Hull, Mk2, Mk3, SaturnV, Science and Utility - Pending
  10. Some of the models are already like that, or even have all the relevant textures in the folder. However, that did lead me to the solution. Essentially all the texture files need to be .dds now, and just renaming the placeholders won't do it, they'll need converting to 4x4 dds textures. Uh, I've done this a few times and it's not terribly fun since there's close to 200 textures to swap. But at least I know what needs doing, but it'll take me a while. @LitaAlto, Hmm, can't replicate it on my end. Try deleting the part? Though it's the first SXT part in the load order, so it might just do the same with the next.
  11. You could, but you'll add a couple of hundred extra MB to the ram load. The reason the textures are referenced in the first place, and indeed the entire point of the mod, is to make it light on RAM. I'll test it on my end, but it may not be something I can solve (getting it working in .90 was annoying enough).
  12. @mike9606, Not a bad idea. @ minepagan, Yeah, that'd be great. If you've got github, you can do it through there, else just send me the file. @linuxgurugamer, Yes. There's a github for it now as well: https://github.com/Signatum/LLL @123nick, Hmm, not sure (I assume you mean ATM). Did you try the patch, then delete the texture cache. As for black pixel/blank texture files, because that's how the model loader and the mod works, you need a placeholder file to allow it to reference the Squad ones. Having it be black/grey, etc, just means you don't get red/white if the game fails to grab the correct texture for what ever reason.
  13. Oh yes, it's certainly not balanced yet. Do feel free to submit changes to the github as well. I'm away for a few days, but will be back over the weekend. @CaptainCreeper, That one of the mini-packs? They're still outdated at the moment [0.90] (Mk3 ramp still sort of works I think), but you can pull the relevant files out of the main pack.
  14. So that'd just be adding 'multFlow = false' to the [ModuleEngines] for the props then? The curves themselves were a lot of hand-waving, I guess I'll have to work out some proper ones at some point. Played around a bit more with Github, getting the hang of the basics I think. Got rid of the thrust multipliers since FAR doesn't half them now, though I'm wondering if I actually need any of the stuff in FerramAerospacetweaks.cfg with the new version, and what new tweaks are required.
  15. Thanks, I'll actually need to play some 1.0 as well I suspect. Do you know if FAR still applies the x0.5 modifier to thrust? The prop engines seemed a tad over powered when I checked yesterday, but might have just been my design. Here's the profile I've got, I've added LLL onto there as well. https://github.com/Signatum Still figuring things out a bit with the desktop client, but I'm sure I'll manage (/break it a few times).
  16. Thanks for all the hard work people have put into getting this operational again! I'm figuring out Github now, I've added the Dakota/Katalliaan edit and with a few further modifications to the fuel-tanks and changing the Tug back to docking ports. Link: https://github.com/Signatum/LLL/tree/master/GameData Should allow for folks to submit their own fixes for issues that I would almost certainly miss otherwise (and gives me less of an excuse for long leaves of absence ).
  17. Wow, thanks for getting it working Nathan! I've been pretty short on time recently (i.e. work, sleep, repeat), so had only done the odd bit of fixing here and there (so had a new version nowhere near done). I suspect engines and the likes will need rebalancing to be in-line with the new stock values (which have been changed I believe). I'll see if I can figure out github this time.
  18. Not dead, but its been crunch time at work for the last month or two. Should have some free time in June to get things updated. If anyone else has the time to get things working for 1.0, I'd be really grateful.
  19. Hey, yeah too long, how are you?. I finished those audiobooks as well, I really enjoyed ToE. I'll have to get github set up soon, it'll make keeping these sort of things up to date for LLL and SXT a lot easier, especially now works starting to get really busy again.
  20. Thanks, the Osaul falling through the ground is since I've neglected to add a few convex colliders in, an easy fix. 2. Yeah, the transforms need fixing for those (serves me right for relying on the blender import from the Mk3ckpt, must have been a parent transform that applied some rotation). 3. I think that's a relic of the ModuleScienceExperiment, I'd just copied it over from one of Squad's parts and they later changed it, although looking at the cfgs now, I'm not sure which line governs it.
  21. Hmm, I'm not sure. I only removed a few parts, but they'd been disabled for quite a few versions (and I think you have to add something in the contract for it to be contract-able). I did change the name of Korolov Design Bureau to Kerbolyov Design Bureau, I wonder if that could be it. Try replacing the Agencies folder from 20 with the one from 19. @ Kerbas_ad_astra, Thanks, it'll be in 20.5 (once I've finished adding the new part descriptions from SpaceHungryMan).
  22. I have a feeling I'd use it if I was coming in too hot for a landing, then unbalance it and nose-dive into the runway (since this is what I've done multiple times with vtol capable planes). Figured out the scaling problems so can place objects properly now. Starting small and simple.
  23. Nice, how long can it sustain hovering for? I'm guessing it must burn through LFO fairly quickly. @RobotsAndSpaceships, I'm starting to realise it's going be a whole lot of work, I wouldn't expect anything too extensive soon. (Probably mainly small additions to start with). @boontze, Their power is intentional (and should be roughly right for their horsepower going by my slightly hammy calculations, which made gross assumptions for things like pitch, etc). Although I've spotted that I need to update the FAR-thrust corrector MM patch with the Jumo F and Merlin 66. Which LFO engine do you mean? There are rather a lot.
  24. Yeah, it can be a bit frustrating. But then it's not really different from trying to optimise protocols at work, you can hammer away at something for ages, but try enough things and you can usually get it to work. Then it's worth it. @The Mechanic, That plane looks great! Don't be sorry about posting screenshots, I love seeing them so the more the merrier.
  25. That's the 'place holder' (on my end at least) they're necessary to allow the game to swap to the Squad textures (if it works for you without, then feel free to delete away). They can even be a text file renamed as 'model000.png' or mbm/tga/etc (although then I get bother from people running automated converters for things like .dds). They're 1x1 generally to keep the memory footprint low (although I've been told that they get scaled to 64x64 anyway by the part loader, hence I have things grouped into 'part families' like the Osaul or ServiceMod1 rather than each in a separate folder). The folder will need to load after Squad, that's the reason it's got a stupid acronym and is called SXT. I've wasted a lot of time with different variations of this, but it doesn't seem to affect what ATM does.
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