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LLL - Lack Luster Labs - Development Thread


Lack

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yeah sorry lack i'm busy with being in the army.

i signed up sort of half-arsed and thought they'd never really pull me into it but aparently that's backfired and am going to be busy alot more then not. i'll still be able to test. but not as much as i thought i'd be able to so yeah you might want to find another tester.

(insert "thanks obama" here)

also out of a matter of intrest (and because i just saw it) what does the "LLL-Extra" have that the full doesn't?

Edited by AntiMatter001
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yeah sorry lack i'm busy with being in the army.

i signed up sort of half-arsed and thought they'd never really pull me into it but aparently that's backfired and am going to be busy alot more then not. i'll still be able to test. but not as much as i thought i'd be able to so yeah you might want to find another tester.

(insert "thanks obama" here)

also out of a matter of intrest (and because i just saw it) what does the "LLL-Extra" have that the full doesn't?

Ah, good luck with the Army (That the US army?). I'd been thinking of the RAF here, but got a better job offer before I properly joined. Still like to join the Reserves (or whatever they've re-branded the various TA arms) once I'm better settled. But whether or not that'll actually happen now. (Although I was in the cadets when I was younger, my main memories are being made to stand perfectly at parade for 3 hours in the freezing cold. We had to do laps, press-ups, etc. if we moved, but it was cold enough that we all ended up have to purposely shuffle every so often to make sure we got a bollocking and got to move around).

LLL-Extra was previously bundled along with the LLL-Full download (so you had GameData/LLL and /LLL-Extra), it's a few extra parts that I didn't necessarily think belonged in the full download, but wanted to make available anyway. So it's got the Droopy, Buster, 4x2 open core (which is certainly unbalanced), 4x4 fuel tanks, things like that.

Edit:

I've added the 1x1 cargo-bays back (not sure how I missed that) and added dummy copies of those adaptors back in. I'll upload it shortly.

Edited by Lack
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i actually signed up for the RAF (and got booted on to them for "tests") but found out i was too big for the cockpit XD so yeah british/american army. not sure yet. i still have to go to base camp first

oh also how do i use the N-1? i think i got it built up correctly i just... idk it keeps leaning to the right and since it has no gimbals i can't correct it.

Edited by AntiMatter001
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oh also how do i use the N-1? i think i got it built up correctly i just... idk it keeps leaning to the right and since it has no gimbals i can't correct it.

You'll want SAS, RCS, and some fins if you're using FAR. I decided not to add gimballing to make it a bit more 'interesting' (and the flights a bit closer to the real ones). Also counter-balances the raw power of the engines, although they are balanced to the stock isp/TWR curves.

On that note, all the SXT parts should be balanced to stock values, or at least to extrapolations; I seem to recall someone saying the weren't. If people spot anything they think is unbalanced then please do say. Although, you can easily argue than 5m+ parts are by definition unbalanced, which is fair enough really.

Thinking about adding some fire-spitter dependent parts, I've got a little 0.625m engine for the Bonny cockpit kicking around somewhere.

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I don't understand... What's your problem?

Hehe, yes. It sounds like it's working to specifications. It should impact the ground shortly after, if it does make it into orbit then you've clearly got a defective one that actually works and it should be returned for replacement.

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I have to say that your rendition of the N1 is very accurate, but I think that you have to remember in america it is illegal to drive whilst intoxicated, in soviet Russia they have no clean water so vodka was used as an analog... in soviet Russia it is illegal to drive sober, so.... maybe if you drunken up your Kerbal and make him stupid, he can fly straight, after all the n1 was designed to operate whilst intoxicated :P ...

(this is a joke, there is no seriousness here, please disregard if you read it as anything other than joke)

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You'll want SAS, RCS, and some fins if you're using FAR. I decided not to add gimballing to make it a bit more 'interesting' (and the flights a bit closer to the real ones). Also counter-balances the raw power of the engines, although they are balanced to the stock isp/TWR curves.

On that note, all the SXT parts should be balanced to stock values, or at least to extrapolations; I seem to recall someone saying the weren't. If people spot anything they think is unbalanced then please do say. Although, you can easily argue than 5m+ parts are by definition unbalanced, which is fair enough really.

Thinking about adding some fire-spitter dependent parts, I've got a little 0.625m engine for the Bonny cockpit kicking around somewhere.

it was just my mis-observation really i was using the wrong decoupler (and i saw those fins you using on the first post pics... i can't believe i didn't see that o.O

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Could you make Salyut-MIR lookalike parts for the SXT? I love your TKS-lookalikes, it'd be nice to have a MIR Core, too. A radial drogue also sounds useful.

Oh, and could you bump lift on your big wings? They're grossly underpowered now.

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I have little problem..., 3 out of 4 inflatable fuel tanks do not show in the VAB, even after I purchased them.

Deliberate. I depreciated them after the re-size but didn't want to break the saves.

No, that's quite intended. It's so not to clutter the menu up with re-sizes. If you go to their config files you can change the 'category = -1' to 'category = structural' or 'category = propulsion'.

They're in SXT/Parts/Hull/inflatableTank/2-5m

Here's the MM config to re-enable the 2.5m Copernicus parts.

https://dl.dropboxusercontent.com/u/39086055/SXTCorpunicus2-5m.zip

I'll tab out the tech-tree entries for those, and have it re-added with the MM config.

Edit:

There used to be an old radial drogue chute mod, that's probably kicking around on Spaceport. Problem for me would that I'd need to re-make the model entirely, and I'd need to figure out the set up in Unity. I use real-chutes myself.

@Dragon01,

Yeah, I'll have a look at it (wings and Salyut-MIR). Re: the wings, is that with stock aerodynamics? I've always had FAR installed, so haven't really checked the stock values.

Edited by Lack
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Oh, well, thanks :)

No problem, just get that MM config and it should enable the 2.5m parts and the orange 3.75m. Well, providing you've got Module manager installed.

I'll check if I've actually added that link to the OP.

Edit: Nope, I hadn't. I've added it now.

Edit:

Still haven't got the air-bags to actually be buoyant. Tried adding a dummy collider but no luck.

Edit 2:

Having a look at the large wings, using the B9 Heavy wing for reference. Think the stock bit should be okay, need to figure out how the FAR part works. Currently they're about the same as the b9 one, despite the wing being about half the size.

Edited by Lack
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About the airbags, there's an old mod that doesn't work anymore, but it was pretty cool to watch. Maybe you should take a look : http://kerbalspaceprogram.com/cp-airbag-system/

Yeah, the SXT parts use the landing gear code like that one did. Where I got the idea actually. Problem is that fsbouyancy is having problems recognising that the air-bags are actually there, so they don't have any effect in water. Which is a shame. I asked Snjo about it, but he didn't know why either.

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...there are TKS parts? I did not notice TKS parts. Which are they?

Just the one, a crew capsule. I'd been considering making it a science lab, but incapable of cleaning out experiments, so a mobile analysis centre. Should be under Utility.

You can see it at the back of these,

OgGfUNI.png

Zo9oNQU.png

Actually, since you're here. I'll upload a copy of the re-worked LT-V45 and how I was thinking the mod should work (using MM to replace the stock engine models).

Here we are:

Javascript is disabled. View full album

https://dl.dropboxusercontent.com/u/39086055/SquadEngineReplacement.zip

Edited by Lack
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Just a little question: Does this mod ( SXT ) include any 3.75m crew capsules? If so, i'm definitely replacing Nova Punch with this! ( the textures are really bad :( )

Not yet, but I've been playing around with things and I think it might be worth adding them (I'd been undecided before). The cabin in the last post is 3.75m at the widest, and it has an attach node at that point. So it can act as a 2.5m to 3.75m adapter/crew cabin.

Haven't got any 3.75m pods either.

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Ok, thanks for the info. I'll get this right away and wait for a new update. Please add this ;)

I usually like making a 3.75m SM to Duna and transfer the kerbals to a 2.5m LM (Apollo style)

(also for crew transfers in my lil' LLL station. It looks awesome with those parts :D)

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