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Damaske

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Everything posted by Damaske

  1. Going to make something for this But I am going to use Lack Luster labs parts for the main bits BUT WILL USE STOCK ENGINES to power my craft. To clarify You CAN have a lander land on Eve and then redock back with the mothership provided the lander goes back to Kerban? Or can it be deorbited to crash on eve and the mothership return to Kerban? I have an interesting setup in mind but need to know if the lander is allowed to be separate, if it can does it have to return or can it be ditched. Also Can you have more than one launch and dock together the mothership in orbit before taking off provided you count the stages form EACH separate launch? If so I can attempt another mothership design I have floating aboot my head.
  2. Can you add in the following to the Luck Luster Labs config file, the control wheels, and have the 5 ton weight adjustable? Dankie! Onto the stock side of things, If I place a stock engine the game screws up and it can not find the part in the action key section and the scaling does not work. the scale is stuck on 0.625m, and the 2nd one just says **Not Found**. I will investigate more to see if its a mod conflict as I have quite a few, as with making sure I've not screwed up the install. Will post my findings as soon as I can finger it out. Edit: Looks like i found what is going on, looks like Skillful - Weapons and Damage Mod for KSP By InfiniteDice replaced the stock files and may be the cause of the troubles. I am going to restore the the stock folders and see what will happen. Edit2: Yep Skillful - weapons and damage mod was the fault. It held squad config files in its folder and the game labeled them as that mod instead of stock. Thus this mod had no clue what it was doing.
  3. Would we be able to use Romfarer Lazor System pack missiles? They are one part but they act like real missiles, just they are laser guided BUT can be fired without the guidance of the laser.
  4. Welp I am awaiting word on these tracks as I have a build in mind and they need the tracks to make it work. I plan to remake a MLRS Kerban style but I need tracks for it. I might be able to do the NEW wheeled version but I worked on and like the older tracked system better. I hope that the bugs are soon raided and killed quickly and no more bugs rear there ugly heads so this can be released Soonâ„¢. *MLRS = Multiply Launch Missile System
  5. Lack, Still working on adding in the stuffs to make you mod work with InfiniteDice's mod slow working due to real life getting in the way. I've been getting more added into it but its slow going with the mods i have loading up. Might just make another install with just the two to help speed things up. Also I'm not a big fan of FAR sounds too complicated for me to try it. But i have the fear that once i try it it will hook me.
  6. Was messing around and started to make a space plane, then realized that I was in the vehicle assembly hanger and not the space plane. So I tossed on the large shuttle fuel tank and then the liquid fuel boosters and then hit launch. It flew very very much like the KSO except that since it was lighter I was ditching the main fuel tank with at lest half tank full of fuel just before full circularizing. Mods used: Kerbin Shuttle Orbiter System Ditobi's Space Shuttle Engines Porkjet's Mk2 stock expansion mod Vanguard Technologies EVA parachutes, and escape system Mechjeb Kerbal Aircraft Expansion Not a large part of the craft but was used in this craft; Romfarer Lazor System Magic Smoke Industries - Infernal Robotics And then some other non part add-ones that number too many to list ( yes i am lazy!) Just posting here encase Helldiver would like to know what crazy things other people have done using his mod.
  7. ...*THUD!* ... *fumbling noises and then a sick sounding pop and a few smaller pops. Dang it! you made my jaw drop on that one... A Very Kerbal mission that you did there.
  8. Looks killer and you can really see the size difference when they are side by side or in the same picture. I am really looking forward to this. Also I noticed that the KSO can almost fit inside the EWBCL if you take off the wings, I hear you like shuttles so we put a shuttle inside a shuttle. LOL I can see that meme already showing up now too...
  9. @Lack Sadly the configs are not module manager configurable due to how his damage system works, IE it will corrupt the persistent file. But it only adds in three lines of code if your not counting the brackets. So I've gone and added them into the tail end of the part config files. Ugh there is so many parts in there, I did not do the adapters on my first run though, mostly the hulls, tanks, and command modules. I can do a 2nd pass and get the rest added in also. I've not played around with KSP in the past few days as I was taking a break, but I might fire it up here in the next day or two and finish the configs for the other LLL parts and then start on the SXT parts. As with more test flights with the two wingy bits and find a good non-FAR lift setting for them. Is there any chance for more homeworld ship like pieces of the larger size IE 1x6, 2x6, hull, fuel tanks and engine faring with multiply attachment nodes for maybe six mainsail engines? And maybe some half circled engine faring to match the homeworld corvette rounded engines bits. but not a full engine as I was thinking of just using other engines. Unless your willing to make a nice big 1x6 /2x6 engine that has that look. Also can you look at the bottom surface attach node for the truck-bed piece of the um 1x4 size I think it was. Its like halfway in the air. Damaske
  10. I've still working on making a reliable SSTO for this. The ones I have tried so far with Lack Luster Labs (aka LLL) have simply ran out of fuel on its way to orbit, or never left the runway due to how heavy it was with fuel. I've been attempting to make a working SSTO, then adjusting it to carry a payload into orbit.
  11. I like the exit out the top as it would allow for bail-outs easier without wing strikes. Have you thought about redoing JUST the landing gear/skids on the current model or will that be too much. not in the spirt of having Daemorias make the model in the first place? Also Have you thought aboot asking someone that has imported models in for a little help with this?
  12. Lack, I've been having tons of trouble with the Large plane wings outside FAR. I pieces together a rough outline of the wings with the delta wing, and wing root parts and found the size equal to 3 of the delta wings and four of the straight wing root pieces for a total of 9.7 lift, I added that into the deflectionLiftCoeff spot and they seam to work like they should for there larger size. Does the fuel/weight within the wings add to the lift of the wings also? Or is it just this deflectionLiftCoeff line? I also looked at the smaller wing piece and it was 0.85 witch is lower then the stock wing root piece that it is slightly longer than. Is there something I am missing in this or was those vaules low for some unknown reason? Also I have gone though and added in InfiniteDice's Skillful Combat Damage Weapons Mod mod to your mod I "think" I did it right but not 100% sure. The do get targeted and catch fire if shot at, and can be repaired and fires put out afterwards. I'm worried that I am using the wrong "metal" for the part. After taking a glance over at his thread I think I got them all the right places. Would you be interested in going over the adjustments I've done to make sure I got em right? I think I've only did the LLL and LLL extra's not yet got to the SXT parts, but I think that can be done within the day if your wanting to look over and maybe add them in. Damaske
  13. I've seen that on parts that have the ability to expand outward, like solar panels. The bounding box does not shrink back to the older smaller shape that was before the solar panels or the expanding object where expanded.
  14. I am sorry to hear that you are leaving and taking your mods with you. But you know who you are going to hurt more? Players like myself that use your mods because Squad screwed up with there making of them. I HATE the MK3 version that is stock the gaps, the misplaced OFF-CENTERED nodes.
  15. Looking good there, helldiver. Also I flew the KSO for the first time a few days back it flies incredible. But what is with the long glide with it and the low (almost 53m/s) glide speed? Is that something that you have put into the model itself? First launch I had zero troubles with it, rolled over upside down for the gravity turn, rolled over to dump the external tank, changed over to the smaller "space" engines and boosted up into 100km orbits with easy with other KSO station parts. And to top it off it had enough fuel to make a de-orbital burn for a landing back at KSP. I've been able to land it with-out breaking apart, although recently I've landed too soon and busted both wings off. I've nearly hit the tallest peak in the mountains that are just before KSP three times now, as I've adjusted to take it in without an overshoot 180 turn into landing on the runway in reverse. I've also put it down on the island runway a few times. And somehow I had an abort-to-orbit were some odd reason one of the shuttles main engines blew up. Once I ditched the external tank I de-orbited and came back in for a landing. Was forced to engage the smaller two engines to take over for the larger one. Looked back in the log and it sad the engine hit the launch pad!?!?!? I look forward to the Super 25 and to what it will bring to space soonâ„¢
  16. Would lifting a Space craft made from Lack Luster labs be ok? I've been thinking of lifting a interplanetary craft into orbit, then slowly building a resupply base on or around Mun or Minmus using the large ship as the hauler back and forth. The Lifting craft will contain Stock or allowed mods.
  17. I'd say only on Kerban, KSP grounds is a very limited area.
  18. Does the Car have to land in one piece? Or can it be a piece here one there and one waaaaaaaay over there?
  19. Is there a way for the parachutes on the kerbals open automatically at a set height, both semi-deployed and fully deployed? I've been having troubles with having to change to 5 kerbals quickly just so they don't die in from ejecting from a failed take off. Or having to shift between 5 separate kerbals attempt to click and deploy the chutes on each one. Many thanks in advanced, and sorry if I speed read over the information already. Damaske
  20. Nazari1382, I do understand that last post you talked about other things going on that was making it slow to work on this. I am wondering if you have made any progress lately and if your getting closer to let a few test releases out, or a beta release? I don't mean to rush its just I'm a fan of the MK3 fuselage and would like to make a shuttle as these new parts of yours would fit the bill perfectly. Damaske
  21. **face paws and mews pittifuly** " Well fine if you want a truck building show off fine Your on mister tnt for brains!
  22. Hey hey, I'm working on one of those right now
  23. Ok I have finalized ( i hope) my 5-ton truck entry the truck weights in at a 211 part count and a 17.25 tons. It can withstand a front end impact and only end up with broken wheels unless the kraken attacks and the truck starts to bounce all over the place. I've also lost lights off the front and back on some impacts But the cab stays put. The trailer design weights in at 126 parts and 7.79 tons, under testing I found it to be problematic till I found out I had powered front wheels. After that was fixed we are good. To drive the truck; Load in, hit the brakes, and hit 0 to lower ladders Hit space bar, and change to pod Use pod torque to move arm away from truck and go on EVA Board truck using ladder and sit down. To load in trailer; First load in truck and move off run way, load in trailer and enable brakes, make sure back wheels are inverted steering. Back up truck hit 8 to arm the claw Slowly back up till arm grabs trailer, and enable pivot hit 8 once more to put claw away. Hit b to release brakes, then enable brake toggle Adjust trailer lights to match truck, mostly brake and running lights Action groups 1: reverse lights 2: left turn 3: right turn 8: "The Claw" 9: Driving cam 0: Ladders for both sides. Turning too fast can result in 3 wheel driving and possible rolling drive with care. Download the truck zip file here Has both empty and unloaded versions, Must hook up trailer on own.
  24. Well drats, You had some very nice stuff here. Sorry to hear about the workload issues. Glad to hear you might be coming back and thanks for letting us know that your needing to place this project on hold. Best of luck with your game project, and I hope that your able to peak away at this in small breaks from the other stuff.
  25. it was explained earlier in the thread, i'd suggest going back and reading.
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