Porkjet Posted March 11, 2014 Share Posted March 11, 2014 Nice! Is that a 2m turbofan engine and intake?You'll probably wanna give it similar stats to the basic jet engine but with like 4x thrust and higher efficiency. Link to comment Share on other sites More sharing options...
cziken20 Posted March 11, 2014 Share Posted March 11, 2014 Hah! So i am counting to those few who for no real reason always make a perfect plane! (i thought they were more of us ) I don't know why. When i make a plane, no matter how big (unless it's me trying to make a 2m Rapier plane, it just won't ever work in my style of building) it always flies perfect, unless i have to use wing connectors I only use procedural wings from Procedural Dynamics. anyways nice mod, but i won't download until i get a better computer. Link to comment Share on other sites More sharing options...
Lack Posted March 11, 2014 Author Share Posted March 11, 2014 (edited) Nice! Is that a 2m turbofan engine and intake?You'll probably wanna give it similar stats to the basic jet engine but with like 4x thrust and higher efficiency.Yep. Thanks, those stats aren't too far off what I already had, but I've playen around with it a bit more now.@Anti-Matter,The re-sizes are from Pizza and Aerospace@BananaDealer,Not yet. Still stuck with the fire-spitter boyancy support. Should probably just PM Snjo about it. I think the landing gear module is appropriate here and gives me access to extra options for impact tolerance if I wish to use them, but it takes two seconds to change in the config or just change it under action groups.Just replace ModuleLandingGear with something along the lines ofMODULE{ name = ModuleAnimateGeneric animationName = crashpad isOneShot = false startEventGUIName = Inflate endEventGUIName = Deflate}@cziken,Well, those planes above fly really well with FAR. Just look gloriously silly.You'd struggle will LLL no doubt. But the whole point of SXT is to try and make a large mod with a tiny memory foot-print. So you should be fine using that. Edited March 11, 2014 by Lack Link to comment Share on other sites More sharing options...
AntiMatter001 Posted March 11, 2014 Share Posted March 11, 2014 Yep. Thanks, those stats aren't too far off what I already had, but I've playen around with it a bit more now.@Anti-Matter,The re-sizes are from Pizza and Aerospace@BananaDealer,Not yet. Still stuck with the fire-spitter boyancy support. Should probably just PM Snjo about it. I think the landing gear module is appropriate here and gives me access to extra options for impact tolerance if I wish to use them, but it takes two seconds to change in the config or just change it under action groups.Just replace ModuleLandingGear with something along the lines ofMODULE{ name = ModuleAnimateGeneric animationName = crashpad isOneShot = false startEventGUIName = Inflate endEventGUIName = Deflate}@cziken,Well, those planes above fly really well with FAR. Just look gloriously silly.You'd struggle will LLL no doubt. But the whole point of SXT is to try and make a large mod with a tiny memory foot-print. So you should be fine using that.*Hugs* will you be my awesome modding daddy?XD anyway i thought pizza and aerospace made it harder to fly aircraft but then again if lack uses it then meh might as well. Link to comment Share on other sites More sharing options...
Lack Posted March 11, 2014 Author Share Posted March 11, 2014 A simple change, but I think it looks a lot better. Link to comment Share on other sites More sharing options...
SSSPutnik Posted March 12, 2014 Share Posted March 12, 2014 @Lack - Hey, loving the parts. Just wondering though, can you please edit the stock crew capacity of the hatches and airlocks? 8 Kerbals in one airlock is a bit nuts, and 3 in a hatch you could barely crawl through... Link to comment Share on other sites More sharing options...
Lack Posted March 12, 2014 Author Share Posted March 12, 2014 @Lack - Hey, loving the parts. Just wondering though, can you please edit the stock crew capacity of the hatches and airlocks? 8 Kerbals in one airlock is a bit nuts, and 3 in a hatch you could barely crawl through...It represents them moving into other structural parts, they're not 'literally' inside the air-lock. There wouldn't be any point in having them if the capacity was just 1, I trust that the users can use them in moderation (or not if they want). You can open the config and change 'CrewCapacity =' Link to comment Share on other sites More sharing options...
sharpspoonful Posted March 12, 2014 Share Posted March 12, 2014 It represents them moving into other structural parts, they're not 'literally' inside the air-lock. There wouldn't be any point in having them if the capacity was just 1, I trust that the users can use them in moderation (or not if they want). You can open the config and change 'CrewCapacity ='Or just roleplay, pretend that the hatch is connected to a decontamination chamber and install Crew Manifest to move your Kerbals through your parts. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted March 12, 2014 Share Posted March 12, 2014 http://i.imgur.com/uUBxt11.pngA simple change, but I think it looks a lot better.hey could you add that craft for us/me in the next update? (this is going from LEM to airbags to INSANELY sized turbo jets) Link to comment Share on other sites More sharing options...
SSSPutnik Posted March 12, 2014 Share Posted March 12, 2014 (edited) There is a challenge where they are thinking of disqualifying use of LLL as points are awarded based on crew capacity.Sure I can edit. I use crew manifest already. It just seems odd.Crew capacity of 1 is fine for hatch. 1 or 2 for the airlock. Then use crew manifest to move crew in or out... Edited March 12, 2014 by SSSPutnik Link to comment Share on other sites More sharing options...
Lack Posted March 12, 2014 Author Share Posted March 12, 2014 hey could you add that craft for us/me in the next update? (this is going from LEM to airbags to INSANELY sized turbo jets)The craft file? Yeah, I'll put up a copy after I release the next update. It'll needs pizza&aerospace, but I think that's it. Link to comment Share on other sites More sharing options...
JedTech Posted March 12, 2014 Share Posted March 12, 2014 Hey Lack, I haven't used any part mods yet because I like to keep things as stock as possible. But I really like what I see in LLL so I am considering using the Lite or SXT edition.What are your goals for the SXT edition? I really like your 5 way RCS, will that be included in the SXT edition? Link to comment Share on other sites More sharing options...
BananaDealer Posted March 12, 2014 Share Posted March 12, 2014 Hey Lack, I haven't used any part mods yet because I like to keep things as stock as possible. But I really like what I see in LLL so I am considering using the Lite or SXT edition.What are your goals for the SXT edition? I really like your 5 way RCS, will that be included in the SXT edition?His SXT pack is mostly just him mucking about...Currently it includes a variety of plane-related parts, along with parts that are meant to mimic Saturn-V and Apollo... Link to comment Share on other sites More sharing options...
Lack Posted March 12, 2014 Author Share Posted March 12, 2014 (edited) Hey Lack, I haven't used any part mods yet because I like to keep things as stock as possible. But I really like what I see in LLL so I am considering using the Lite or SXT edition.What are your goals for the SXT edition? I really like your 5 way RCS, will that be included in the SXT edition?Well, SXT and LLL-full/lite are separate mods. The idea of SXT is to have parts that are, by and large, of a similar style of and spirit to the Stock-game. BananaDealer is right, it's currently a motley of parts, generally whatever I would like the stock game to have and feel inclined to make on any given evening. No great list of parts I'm going to make, to speak of.In addition to this, I'm not making new textures, but instead making new models and then referencing Squad's existing textures (using MODEL{texture = x, Squad/.../x}). The idea of that being to keep the memory footprint down to the bear minimum (the largest texture I've got is 5x5 pixels). So I may make a 5-way RCS for SXT, but it won't be a straight port. RLA-stockalike has some pretty nifty RCS ports too. Edited March 12, 2014 by Lack Link to comment Share on other sites More sharing options...
JedTech Posted March 12, 2014 Share Posted March 12, 2014 (edited) In addition to this, I'm not making new textures, but instead making new models and then referencing Squad's existing textures (using MODEL{texture = x, Squad/.../x}). The idea of that being to keep the memory footprint down to the bear minimum (the largest texture I've got is 5x5 pixels). So I may make a 5-way RCS for SXT, but it won't be a straight port. RLA-stockalike has some pretty nifty RCS ports too.I've read that! Your work towards using existing textures and reducing memory usage is one of the main reasons I am excited about LLL! I like to turn graphics all the way up and I'd like to keep my ships appearing fairly stock-like. So that's why I'm leaning towards LLL lite or SXT.Do you know if RLA-stockalike uses the stock textures? Edited March 12, 2014 by JedTech sp correction Link to comment Share on other sites More sharing options...
Lack Posted March 12, 2014 Author Share Posted March 12, 2014 I've read that! Your work towards using existing textures and reducing memory usage is one of the main reasons I am excited about LLL! I like to turn graphics all the way up and I'd like to keep my ships appearing fairly stock-like. So that's why I'm leaning towards LLL lite or SXT.Do you know if RLA-stockalike uses the stock textures?LLL is pretty darn heavy on the texture front, even the -lite version (see the OP and scroll down to memory usage). RLA doesn't as far as I'm aware, but the texture files are pretty small and similar to the stock parts. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted March 12, 2014 Share Posted March 12, 2014 LLL is pretty darn heavy on the texture front, even the -lite version (see the OP and scroll down to memory usage). RLA doesn't as far as I'm aware, but the texture files are pretty small and similar to the stock parts.lack... what is next on the "i felt like it so i built it" list? (after the barrel sized turbojet of course) i love LLL just for the fact it refences all the old good sci-fi movies and also for the fact it's completely bonkers Link to comment Share on other sites More sharing options...
JedTech Posted March 12, 2014 Share Posted March 12, 2014 LLL is pretty darn heavy on the texture front, even the -lite version (see the OP and scroll down to memory usage). RLA doesn't as far as I'm aware, but the texture files are pretty small and similar to the stock parts.I've also been learning about KW and B9; and LLL seems to have them beat on the Ram usage front. Link to comment Share on other sites More sharing options...
Lack Posted March 12, 2014 Author Share Posted March 12, 2014 (edited) lack... what is next on the "i felt like it so i built it" list? (after the barrel sized turbojet of course) i love LLL just for the fact it refences all the old good sci-fi movies and also for the fact it's completely bonkersNothing in particular, I'll probably just raid the 'suggestions box' from earlier in the thread for anything that takes my fancy. Perhaps a larger airliner wing that actually contains fuel, always thought it would have been quite nice to have that.@jmanidb,Yeah. B9 has about 2 and half times the RAM usage of LLL. On full textures I can't even run B9 (that's with having deleted the stock parts). Not sure about KW, haven't tested that. I occasionally get some flak about that, but it nearly always turns out they have a large number of heavyweight mods, install LLL, game predictably crashes, therefore LLL is evil and must take a billion times more ram than their existing set up. Edited March 12, 2014 by Lack Link to comment Share on other sites More sharing options...
BananaDealer Posted March 12, 2014 Share Posted March 12, 2014 Oh, speaking about things that might come handy...Lack, can you please make an offset structural adapter? Like the ones in the LLL pack, only circular and with one end being 1.25m and the other 0.625m?I've been wanting to make a PMA (Pressurised Mating Adapter) like the ones on the ISS but the offset part has always eluded me...Here's a picture of what I mean: Link to comment Share on other sites More sharing options...
SSSPutnik Posted March 12, 2014 Share Posted March 12, 2014 How odd, why is it offset? You could cludge with cubic orthogonal strut. Link to comment Share on other sites More sharing options...
schoff123 Posted March 13, 2014 Share Posted March 13, 2014 How odd, why is it offset? You could cludge with cubic orthogonal strut.i believe its offset to minimize the obstruction of the cargo bay from the docking module. It is also thinner and keeps the shuttle at a slight distance to make docking safer.And it looks nifty. Yes, nifty. Link to comment Share on other sites More sharing options...
SSSPutnik Posted March 13, 2014 Share Posted March 13, 2014 I'd love a 5 man lander that looks like this: (This one is too big but you get the idea). Link to comment Share on other sites More sharing options...
WhatsThisButtonDo Posted March 13, 2014 Share Posted March 13, 2014 (edited) I'd love a 5 man lander that looks like this: (This one is too big but you get the idea).+1!Or 3 man with that look. It seems to be one thing we are short of, good command pods with a style that can be used in lots of different configurations. And if I'm going to wish, room on top for a clamp-a-tron and a window in the center seat with a view looking past the clamp-a-tron for docking. Edited March 13, 2014 by WhatsThisButtonDo Link to comment Share on other sites More sharing options...
drtedastro Posted March 13, 2014 Share Posted March 13, 2014 H'mmmmmSomething like this;If so, then go look at http://forum.kerbalspaceprogram.com/threads/49035-WIP-Bahamuto-Dynamics-%28Dockable-Fairings%29-11-5-13 Link to comment Share on other sites More sharing options...
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