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KSP2 Release Notes
Everything posted by Lack
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SXT works fine for 0.90, so it didn't need updating. I wasn't aware that ckan got its knickers in a twist over version numbers though, so I've tagged it as 0.90 on Kerbalstuff. Hope that helps. There's some info on what SXT is (admittedly not thoroughly comprehensive) available in the release thread and on kerbalstuff as well (although the part list is a little outdated now).
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
I think this might be a tweakscale issue, not LLL, at least can't see anything wrong in the configs on my end. I've seen people with the same problem with a number of different parts on the Tweakscale thread as well. What you could try is going to 'LLL/Parts/Structural/2x1/DropEndRamp/' make a copy of the .cfg, open it up replace it with this: http://pastebin.com/Z7qnz2hz Then go to your save file, open it up, find your craft and change the '2x1dropendcargo' part to '2x1dropendcargo2'. Bit of a hacky approach, but might work (back up your save-file just incase). -
I was just going to include it with SXT-20, but work on that has slowed since I've been back at work this week. The actual model was finished just before Christmas, so I can release that this evening/tomorrow as a mini-pack, with the IVA to follow in the main update (I can rig it to use the Kossak IVA in the mean time). @Kropotkin, No problem, happy to help.
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Yeah, they should work in FAR (I never play without it, so they're actually designed with FAR in mind). Although the effects are not as drastic as you'd get on stock since FAR nerfs them, so the values were set up to give it a more realistic value in FAR (I think anyway, I was going by the drag values from a similarly sized spoiler at the same deflection going about 100-200m/s). You'll have to ask snjo in the Firespitter thread about getting them auto-added to the brakes sub-group, as they use the firespitter.dll. I've had a look through this https://github.com/snjo/Firespitter/blob/master/Firespitter/aero/FSairBrake.cs but couldn't see any values that I could add to a .cfg file on my end. @trekfan42, Hmmm, I take it you're using Steam. I wonder if that's having problems with the NASAmission folder for some people. @darloth, Thanks, that is useful. Don't get enough negative data in general, but people don't so much come on the forums to say that something is working exactly as intended. @eddiew, Thanks, I enjoyed reading that. And here I was thinking about nerfing the DSPN; I might make it so it's just a bit more expensive and keep the reaction-wheel. I still think that Squad puts probes a bit late in the tech-tree; I see why they do it, but it's nice for people to be able to replicate a proper Sputnik earlier on I think. If other people see the same red/white texture problems, it'd be interesting to see if you have Active Texture Management, if Squad/ and NASAmission/ are in the GameData/ folder, and a screenshot of an affected part (especially if some of the textures on it load, while others don't).
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Okay, now this is really useful. It doesn't appear to matter how I have the 'textures' set up on my end; the only common domoniator I can see is that all of the effected textures, seemingly without exception, are from the NASAmission folder. The ones in the Squad folder all seem to load. Something on ATM's end with the handling of that folder, then? I wonder if moving the contents of the NASAmission folder to the Squad folder would change anything (if you do that you'd have to run a search and replace for 'NASAmission/' to 'Squad/' in the SXT folder via Notepad++). I haven't got my KSP install itself on this computer, but if anyone's willing to try that'd be great, else I can give it a shot tomorrow when I pick up the files. Then it might be possible to set up a patch for ATM in a similar way to how Nathan handled the old Ven's SPR-SXT patch. Also, the red/white means that the game hasn't 'got' a proper texture for the part (if it can't find a file, it tends to crash during load, I assume this means it's having trouble reading the file it found as a texture), on a plain UV map it'd show up as a check-pattern. @mecki, Ven's SPR used to require a compatiblity patch, but I believe the latest versions should work fine with SXT. Although I haven't tested this. But it's looking like it's definitely something with ATM/NASAmission, unless it's every single texture that is red/white.
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Ah. Well then it seems there's not really much I can do except say that it's incompatible with ATM, at least until Rbray adds some sort of exception for the SXT folder. I could possibly try changing the texture sizes to 64x64 and see if that makes a difference, but that's a tonne of textures to change for something that I can't independently check. Actually, would you be able to try that, maybe open up the .png files for a part and change the size to 64x64, then see if that works. Also, there's a fix for the small jet engine in my post at the top of this page.
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@Raptor9, I'm thinking it was American Hustle, Louise CK was in that, and wearing the same glasses. What about attaching some turbo-jet booster units? Then you can save a bit of fuel and ditch them once you get to the right altitude. Mind you, I'm not great at building space planes, normal planes are fine though. I'm considering trying a 1.25m to 2x(1.25m) version of the adaptor as well, rather than just the 1.25m to Mk2. Can get an even more faithful replica that way. @eygc,Hellbrand, I don't suppose you could post a list of the parts affected; I haven't been able to get ATM to run since about 0.24 since, perhaps ironically, I run out of memory when I use it (at least on this computer, might work on the newer one). Then I can have a look at which textures are the problem. If it's affecting the centrifuge, that's probably one of the test parts where I've used a 'not texture' marked as a texture, or just re-named a 1x1 .tga to .png (which oddly seemed to fix the .tga loader bugs). The stock part loader doesn't care if it's a text file marked as .png or a 1024x1024 texture for SXT's purposes. While a 1x1 texture gets scaled up to 64x64 apparently, using a text file seems like it might be saving a bit of memory. @_Rade, Yeah, I've had that a few times. I haven't got the Unity files for it, so can't change that side of it, but I did get it working better than it first was by playing around with the configs (but evidently it's still a bit of a problem). I normally wiggle the wheels or use go to x2 physical time-warp for a few seconds and that tends to work.
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Heh, nice catch, thanks (and this is why I should really should test my configs for other mods). @_Rade & AlphaAsh, The wheels come as one piece, so they should be the right way up. I've had this one or two times, they can sometimes be a bit finickity about the terrain when they launch and 'fall through' the terrain. Unity only really recognises colliders at the point of contact. I didn't set up those wheels in Unity, SMCE was nice enough to do them (bad things happen when I try to make wheels, I've had them end up 'insta-fraggin' Kerbin on contact and being frictionless ice-skates). Could try adding a launch stabiliser and then dropping it down. @mecki, Which one is the 'AJE Williams FJ44', AJE changes all the names. Although I should probably run through all the engines to make sure the electric module is updated. Edit: Guessing it's the small 0.625m one, it's the only engine with the old module setup, here's a fix. https://dl.dropboxusercontent.com/u/39086055/electricchargefix.zip @Spacepetscompany, Nothing new, sadly there's only so much time in the day for mods and I spent that updating LLL and working on SXT. @Raptor9, Thanks! Which movie that gif from actually, I can't quite place it. I like the screenshot as well, don't suppose you've got any of it working on Laythe, I'd be interested in seeing them. @Thatstatue, They were just having network problems I think, working fine now. @Ruedii, Possibly, but they're not high priority (since I tend to just use the NFE ones on the rare occasion that I need a lot of electricity outside of LLL). @trekfan42, Nothing wrong with the config for tweakscale. SXT-19 is missing a '2' in the electric charge module of the Kossak, which might be doing something. @Jazzyjaz99, Heh, the one here is correct. The mod just didn't really need updating to work with 0.90. @eddiew, Nice, and I like the rover; always like to see screenshots.
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Someone else had this problem a few weeks back, and removing the MaxQ was suggested. Here's the config I have for the next version of SXT, but I haven't tested it myself yet. RT2MM.cfg - http://pastebin.com/pX1A1HsF I'll answer the rest of the comments at some point in the next day or two, but here's some screenshots of another part I was messing around with a few days back Been messing around with DCS world, so had a go with the Su-27, the in-game flight of this craft is roughly similar. The Heuy's fun, and the cold start is a lot easier than the Black Shark (even though I miss how easy that was to fly). Plus, roughly half of my landings are survivable with it now. Could really do with some pedals though.
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I've released a copy of the ramp. It only opens a set amount, but that's roughly the same distance as the Mk3 hull with some landing gear underneath, so it works well enough. Link http://forum.kerbalspaceprogram.com/threads/79542-90-SXT-Lack-s-Stock-Extension-SXT-19-07DEC14-KSC-v3?p=1640505&viewfull=1#post1640505
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Here's the Mk3 Loading Ramp. It's still a little rough round the edges & I'm having really trouble getting the texture switching to work, so it might stay as a stand-a-lone pack. But it does work. http://www./download/kwxtnkg83lca0wc/Mk3CargoLoadingRamp.zip @King_komodo93, I've had a flick through the logs, seems like it might be an issue with IR. I've had the same bug in the past with MechJeb and the old LazorSystem (the mechjeb one was from using an out of date reason); I'm pretty sure it's a plugin based problem, rather than anything from specific parts. @Niemand303, Thanks.
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You want the .mu files for the model, not the .cfg (which is the configuration file, you can open in a text editor like notepad). There is a .mu importer for blender made by taniwha found here: https://github.com/taniwha-qf/io_object_mu Forum thread for it as well: http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon
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There's also a RD-0120 a-like as well, the 'Commodore' (Although it's used essentially as a mid-point between the Skipper and the Mainsail) and an adaptor to mount 4 of them mount to a 5m tank. Still need to make 5m and 2.5m nose-cones (possibly some greeble as well), but most of the core-assembly is there (minus proper Buran like GOX/Kerosene engines). Thanks, I may end up taking you up on that. Most of what I've got so far is from playing Stalker and Metro, so I've basically just learnt about a dozen different ways to say hi and f' off. Should probably ask my friends from work as well, most of them can speak Russian in some form or other.
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No problem, I also added some (weak) gimbal to the engines and a 5m decoupler. Yeah, Tantares is great, one of the reasons I haven't dived much further into some of the Soviet/Russian Federation side of things. I might make a mini-pack with the ÑÂýõрóøѠparts as well (Energia. Yey, my Cyrillic is improving a little bit. Even if I keep smudging the pencilled in letters on my keyboard. Not great at ø vs. õ, first guess was ÑÂýøрóøÑÂ, but getting better). @eddiew, You can turn down the disintegration in FAR's menu options. I did play without it for a little while when I started .90, I think there's a bit more breakyoffness in stock as well. But I struggle to play without FAR now, but that's mainly because I've been spending too much time making planes. I don't think Ferram gets enough love for the work he does with that mod.
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I think I know what it might be, I haven't touched that engine in a while so haven't updated the electric charge module. Go to SXT/Parts/Engine/J2Engine and open up part.cfg Change the bit at the bottom, this: RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 } to RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } Hopefully that will work. As promised, the new mini-packs are on the front page
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@Niemand303, No problem. I'm going to fiddle around with a quick 5m decoupler instead of the NASAstyle one for it first. Got to upload the 2.5m cargo bay one as well. @eddiew, heh true. Although I had a few even less successful ones as well. Normally with rapid disassembly at a worryingly high mach number. Thanks for the pictures, always good to see people using the parts. I find that cockpit can actually make for some good little retro-style landers and mini-shuttles. The capsule turning up in the staging list is a relic from .24 I think, I think they'd planned to have science reports be activatable through staging but then scrapped it. Essentially it's down to this line in the config 'stagingIcon = COMMAND_POD'. So it doesn't really do anything, as far as I'm aware. --- More progress with the IVA. Current working title for the cockpit is the 'Entente' And a re-markedly calm looking crew Especially since this is the sort of thing that's coming (different crew, lots of fatalities today).
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Ooh, nice. I've always rather wanted a second monitor myself. I think with how things have been this last while a lot of people are having quite small Christmas's and IOUs (although the people on the news have been claiming that spending has been up this year here, yet actual shopper numbers dropped again). We had a fairly low key one, I got quite a nice little collection of books, clothes and some fancy coffee. Just a nice quiet family Christmas really, eating too much chocolate and despite a few panics about defrosting, the goose turned out well. That and we had brussels sprouts that were actually nice (basically cook them with bacon and onions). Managed to sneak in a little work on blocking out the not-Concordehonest's IVA. And a less than ideal landing
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Hope you're all enjoying Christmas time (+ other holidays, or even sneaking in an early '1st Christmas' before the Orthodox one, as a number of people I know have done). Your KSP.log (in the KSP folder) might say something, if you could try loading KSP with SXT and then uploading a copy of that to something like pastebin then I can have a look. Same goes for Zero266. Also double checking it's installed correctly. Should be KSP/GameData/SXT/ Then there'll be folders like Parts/ and Spaces/ in that folder. If it's not loading parts that could be the answer, the file paths need to be correct otherwise the game can't find the parts, I run it on 8.1 myself without any issues. @Damaske, Close, but think about 10 years earlier. Based it off the old Beechcraft Bonanza originally, but all these light planes look near enough the same that it could pass for any number of cockpits. @BadRocketsCo., There was another one floating around somewhere as well, can't remember who made it though, can't find it either. Could probably use in RO like Nathan's suggested. --- Screenshot dump: Progress on the cargo loading ramp: Bunch of other things for the next update in no particular order: The 'stuka'ish one is actually an vague amalgamation of a number of two seater planes, I mainly wanted something that'll allow you to fly a scientist with you fairly early on in the tech-tree. There should be a few more plane parts, I've got some Spitfire-like parts and was thinking about making a Pratt & Whitney R-1830 (or 2800 for a bit more kick) since that can be used for a lot of things.
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Thanks, side effect of copying and pasting .cfgs. Tbh, there's a lot of missing names, descriptions, repeats. Just not a particularly exciting thing to go through and add in.
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They're disabled by default, if you look at the FAQ in the release thread there's instructions for re-enabling them. I generally cut down on all the clutter/rescales in favour of things like tweakscale support. It was such a mess beforehand that it really got on my nerves; I'm a lot happier with it now. Edit: Copied it here because, why not.
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Hmm, I really don't know. Could be an issue with OSX and the parts loader? I've never used any of apple's stuff so I don't know that'd actually be a problems. Anyone else had anything similar? @Mach, Yeah, I can take a stab at it. -- Looks like the next update is going to be mainly aero focused. Since it was a certain doctor-killing plane's birthday yesterday, I've been re-working the Bonny. You can actually just about fit 4 kerbals in which is neat. I've also got 2 other 0.625m cockpits coming (2 seater and a 1 seater), some new wing parts, new prop engines and a Mk3 cockpit. As well as tweaking a few things to work in FAR, etc. Hopefully they'll all have textured IVAs when they're released. Need to make some smaller control surfaces too. I'm planning on modelling some wheels and seeing if I can find someone who can rig them in Unity as well.
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Lack replied to Lack's topic in KSP1 Mod Releases
You need an up to date version of Firespitter; I should have one bundled in the re-packaged download now, but you can find it here also it here. @RobotsAndSpaceships, I think there used to be one someone had written floating around, but I've looked at hotrocket configs and ended up backing away slowly. They look pretty complicated, so definitely a rainy Sunday and a pot of tea job. @people with texture problems, It's to do with them being .tga files, yes. I'll need to batch convert them at some point, but there's a few so it'll take a while I think. Ironically I switched from .png as the texture loader for that used to have problems and end up taking silly amounts of RAM, and then a few updates later the tga loader broke :/ @Damaske,Bacon_commando, Yeah, the small one is meant to fire two, but I'm really not sure why the large one is firing two. The config looks fine and I've updated it on my end, might have to look at the Unity set up, possibly there's a pair of transforms instead of one. If that isn't it, I'm scratching my head/claiming it's a large Abakan and it's meant to that. -
You'll need an up to date copy of the fire-spitter plugin (found here) for those to work. I normally set them up via action groups, generally you can put them under 'brakes' and it'll work fine. Also, while I'm working on a few more things before SXT-v20 is released, I have put a more up to date copy of the air-brakes (re-balanced and a new one) in the SXT 'Sub-packs' section found here: http://forum.kerbalspaceprogram.com/threads/79542 @Fengist, I think I just linked that to the 'claw' code, but if you copy this into the .cfg it should work fine. MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } @vectorbased, Ooh, very nice. If you've got any more screenshots/videos I'd be interested in seeing them; generally I don't see the mods in action all that much, so it's nice to see.
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Yeah, the very first LLL parts I made were for a space station, then I started building a base on the mun, so it ended up being a little bit more base orientated. Still made some space stations I'm fond of with it though.