Jump to content

LLL - Lack Luster Labs - Development Thread


Lack

Recommended Posts

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.

Link to comment
Share on other sites

Jagger, I will work on it today, I will mark everything lower than 1t as KAS movable. Actually... I already have the pipes done. Give me an hour and I will edit this post with the link.

Ok, I have some files to test, and tweak....

SXT_KAS.cfg

SXT_KSPI.cfg

LLL_KSPI.cfg

The KAS file is ALL items under 1t. I DON'T think all the parts should be movable but I am not sure, so I would like to hear what all have to say about this. For instance the fuel balloons are under 1t empty, ... but I don't think that means they should be grabable because there huge. Maybe if they could collapse somehow that would make it work but in there current form I don't think so, but I am open to discussion here. Also the three grills, two from LLL and one from SXT on the radial tank, are set up as KSPI radiators. I am not sure about the balance of there size verses there dissipation. I do think that they are stacked radiators thicker than the thin deploy-able ones. This however, is my opinion and I would like to hear input on this as well. Furthermore, remember that all values are subject to Lack's approval and therefore can change based on his word. Also the KAS storable sizes can be tweaked, BUT I am not sure exactly how these values are determined so I just put what I thought was fair, ALL of these are up for discussion as well. I think that we can put together these cfg files in a nice civil manner and make them both usable and balanced with a little discussion so please, lets hear your input. :)

Edited by MrWizerd
Link to comment
Share on other sites

I tried out this mod, but it seems that most of the crew cabins and the lander can have no textures - they are black with a reflection. This is with SXT-alpha-15.zip

The older 2013-12-22-LLL-Lite-v1.zip works great, however.

Also, it is strange that those two files are essentially totally separate mods.

Link to comment
Share on other sites

I tried out this mod, but it seems that most of the crew cabins and the lander can have no textures - they are black with a reflection. This is with SXT-alpha-15.zip

The older 2013-12-22-LLL-Lite-v1.zip works great, however.

Also, it is strange that those two files are essentially totally separate mods.

That's because they are entirely different mods. STX makes heavy use of existing stock assets. Do you have any texture reduction packs or re-textures installed?

Link to comment
Share on other sites

I found an SXT issue. It's with one of the cluster engines. I can't remember the name (I'm at work) but it's a 3.75m, the last one of the 4 as you look at them in the VAB. It's got 4 big nozzles instead of a scad of small orange engines, and is described as a "3rd stage engine".

Anyway, this engine doesn't play well with decouplers. I have 3 or 4 3.75m decouplers, stock and mod, and it has the same problem with all of them. What happens is, the decoupler fires and the lower stage moves away as normal, but it only goes a short distance then snaps back at very high speed and slams into the engine, usually destroying it.

It really looks like the decoupler is attached to the engine twice. The decoupler only breaks 1 connection and the 2nd one stretches, then snaps back. If I knew what to look for to confirm this, and how to fix it, I would.

Link to comment
Share on other sites

I found an SXT issue. It's with one of the cluster engines. I can't remember the name (I'm at work) but it's a 3.75m, the last one of the 4 as you look at them in the VAB. It's got 4 big nozzles instead of a scad of small orange engines, and is described as a "3rd stage engine".

Anyway, this engine doesn't play well with decouplers. I have 3 or 4 3.75m decouplers, stock and mod, and it has the same problem with all of them. What happens is, the decoupler fires and the lower stage moves away as normal, but it only goes a short distance then snaps back at very high speed and slams into the engine, usually destroying it.

It really looks like the decoupler is attached to the engine twice. The decoupler only breaks 1 connection and the 2nd one stretches, then snaps back. If I knew what to look for to confirm this, and how to fix it, I would.

Do you think you can screen capture the even, I will attempt to reproduce this issue now, on my setup.

I built a rocket with that motor and when it connects, it does it strange, and then it ejected it really fact on decouple and it blew up but did not whiplash so to speak. Could you share the craft file?

Edited by MrWizerd
Link to comment
Share on other sites

Do you think you can screen capture the even, I will attempt to reproduce this issue now, on my setup.

I built a rocket with that motor and when it connects, it does it strange, and then it ejected it really fact on decouple and it blew up but did not whiplash so to speak. Could you share the craft file?

Weirdness Alert: The problem with MK-21-4 engine and decouplers depends on which planet you're at. A ship that has no problem decoupling at Kerbin explodes at Mun. What's up with that?

In the game where I noticed this problem, I was building a colony on Mun using the MKS mod so the ships involved all had those parts plus scads of other mods. I was using the NK-21-4 as the lander engine and the ships were blowing up when I separated the transfer stage. I didn't figure you all those mods so what I did first was make a new test ship with just stock and SXT parts, then used HyperEdit to get it up into LKO. And it worked just fine, no matter which 3.75m decoupler I used (stock or various mods).

So then I went through a long process of making a clean install except for SXT, then adding all the many other mods I was using to see if any of them were causing the problem. And it still kept working fine. I was about to shrug the whole thing off to just having been drunk when I had the problem, until it occurred to me to test it at Mun where I'd been having the problem in the other game. And sure enough, KABOOM!

The effect is a little bit variable. Most of the time, the decoupler snaps back so fast that you can't see it move back at all first. And the impact is so violent that the decoupler and NK-21-4 explode, so it looks like the explosion was all that happened. But you can tell it makes the whole booster snap back because the recoil sometimes breaks off sepratrons from the booster. And very occasionally, you can see the booster move a short distance away at normal speed before snapping back.

Also, the violence of the RUD depends a little on whether the stock S3-3600 tank above the NK-21-4 engine is rightside up or upside down. I tend to flip it upside down in the VAB a lot so its stripes line up properly with the big 3.75m stock tank. With this tank upside down, the RUD is a bit more violent but not enough to make a difference; it's about as bad either way.

Anyway, here's the test ship I was using for this. First put it in Kerbin orbit and it will work just fine. Then put it in Mun orbit and it blows up. Strange.

ship = SXT Decoupler Test
version = 0.23.5
description =
type = VAB
PART
{
part = Mark1-2Pod_4294582040
partName = Part
pos = -0.1340969,21.37337,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = asasmodule1-2_4294581914
attN = bottom,asasmodule1-2_4294581914
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleCommand
isEnabled = True
controlSrcStatusText =
EVENTS
{
MakeReference
{
active = True
guiActive = True
guiIcon = Control From Here
guiName = Control From Here
category = Control From Here
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
RenameVessel
{
active = True
guiActive = True
guiIcon = Rename Vessel
guiName = Rename Vessel
category = Rename Vessel
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleSAS
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleReactionWheel
isEnabled = True
stateString = Active
WheelState = Active
EVENTS
{
OnToggle
{
active = True
guiActive = True
guiIcon = Toggle Torque
guiName = Toggle Torque
category = Toggle Torque
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
Activate
{
actionGroup = None
}
Deactivate
{
actionGroup = None
}
Toggle
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleScienceExperiment
isEnabled = True
Deployed = False
Inoperable = False
EVENTS
{
DeployExperiment
{
active = True
guiActive = True
guiIcon = Deploy
guiName = Deploy
category = Deploy
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = True
guiActive = False
guiIcon =
guiName =
category =
guiActiveUnfocused = True
unfocusedRange = 1.5
externalToEVAOnly = True
}
ReviewDataEvent
{
active = True
guiActive = True
guiIcon = Review Data
guiName = Review Data
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperiment
{
active = True
guiActive = True
guiIcon = Reset
guiName = Reset
category = Reset
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ResetExperimentExternal
{
active = True
guiActive = False
guiIcon = Reset
guiName = Reset
category = Reset
guiActiveUnfocused = True
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
DeployAction
{
actionGroup = None
}
ResetAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleScienceContainer
isEnabled = True
EVENTS
{
StoreDataExternalEvent
{
active = False
guiActive = False
guiIcon =
guiName = Store Experiments (0)
category =
guiActiveUnfocused = True
unfocusedRange = 2
externalToEVAOnly = True
}
CollectDataExternalEvent
{
active = False
guiActive = False
guiIcon =
guiName = Take Data (0)
category =
guiActiveUnfocused = True
unfocusedRange = 2
externalToEVAOnly = True
}
ReviewDataEvent
{
active = False
guiActive = True
guiIcon = Review Data
guiName = Review Stored Data (0)
category = Review Data
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = FlagDecal
isEnabled = True
flagDisplayed = True
EVENTS
{
ToggleFlag
{
active = True
guiActive = False
guiActiveEditor = True
guiIcon = ToggleFlag
guiName = ToggleFlag
category = ToggleFlag
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = RasterPropMonitorComputer
isEnabled = True
data =
vesselDescription =
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = LifeSupportModule
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleTripLogger
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
Surfaced
{
}
Flew
{
}
FlewBy
{
}
Orbited
{
}
SubOrbited
{
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = ElectricCharge
amount = 150
maxAmount = 150
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = MonoPropellant
amount = 30
maxAmount = 30
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Food
amount = 3
maxAmount = 3
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Water
amount = 3
maxAmount = 3
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Oxygen
amount = 3
maxAmount = 3
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = CarbonDioxide
amount = 0
maxAmount = 3
flowState = True
isTweakable = False
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Waste
amount = 0
maxAmount = 3
flowState = True
isTweakable = False
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = WasteWater
amount = 0
maxAmount = 3
flowState = True
isTweakable = False
hideFlow = False
flowMode = Both
}
}
PART
{
part = asasmodule1-2_4294581914
partName = Part
pos = -0.1340969,20.64413,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = Size3to2Adapter_4294581886
attN = top,Mark1-2Pod_4294582040
attN = bottom,Size3to2Adapter_4294581886
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleSAS
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleReactionWheel
isEnabled = True
stateString = Active
WheelState = Active
EVENTS
{
OnToggle
{
active = True
guiActive = True
guiIcon = Toggle Torque
guiName = Toggle Torque
category = Toggle Torque
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
Activate
{
actionGroup = None
}
Deactivate
{
actionGroup = None
}
Toggle
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = Size3to2Adapter_4294581886
partName = Part
pos = -0.1340969,19.29413,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = rtg_4294581862
link = rtg_4294581834
link = Size3SmallTank_4294581806
attN = top,asasmodule1-2_4294581914
attN = bottom,Size3SmallTank_4294581806
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = rtg_4294581862
partName = Part
pos = -1.618078,19.68823,-0.0131767
rot = -0.08413404,-0.7006172,-0.09558036,0.7020837
attRot = -0.7071068,0,0,0.7071068
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 1
sym = rtg_4294581834
srfN = srfAttach,Size3to2Adapter_4294581886
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleGenerator
isEnabled = True
generatorIsActive = False
throttle = 0
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Generator
guiName = Activate Generator
category = Activate Generator
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = True
guiActive = True
guiIcon = Shutdown Generator
guiName = Shutdown Generator
category = Shutdown Generator
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
}
}
MODULE
{
name = KASModuleGrab
isEnabled = True
grabbed = False
evaHolderVesselName =
EVENTS
{
ContextMenuGrab
{
active = True
guiActive = False
guiIcon = Grab
guiName = Grab
category = Grab
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ContextMenuDrop
{
active = True
guiActive = False
guiIcon = Drop
guiName = Drop
category = Drop
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ContextMenuEvaAttach
{
active = True
guiActive = False
guiIcon = Attach
guiName = Attach
category = Attach
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = rtg_4294581834
partName = Part
pos = 1.349884,19.68823,-0.02349889
rot = -0.09558036,0.7020838,0.08413405,0.7006171
attRot = -0.7071068,0,0,0.7071068
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 1
sym = rtg_4294581862
srfN = srfAttach,Size3to2Adapter_4294581886
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleGenerator
isEnabled = True
generatorIsActive = False
throttle = 0
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Generator
guiName = Activate Generator
category = Activate Generator
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = True
guiActive = True
guiIcon = Shutdown Generator
guiName = Shutdown Generator
category = Shutdown Generator
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
}
}
MODULE
{
name = KASModuleGrab
isEnabled = True
grabbed = False
evaHolderVesselName =
EVENTS
{
ContextMenuGrab
{
active = True
guiActive = False
guiIcon = Grab
guiName = Grab
category = Grab
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ContextMenuDrop
{
active = True
guiActive = False
guiIcon = Drop
guiName = Drop
category = Drop
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
ContextMenuEvaAttach
{
active = True
guiActive = False
guiIcon = Attach
guiName = Attach
category = Attach
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = Size3SmallTank_4294581806
partName = Part
pos = -0.1340969,17.22713,-0.01833773
rot = 1,0,0,0
attRot = 0.9999999,0,0,0
mir = 1,1,1
istg = 0
dstg = 0
sidx = -1
sqor = -1
attm = 0
link = SXTNK21BlockV_4294581778
attN = top,SXTNK21BlockV_4294581778
attN = bottom,Size3to2Adapter_4294581886
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = LiquidFuel
amount = 1620
maxAmount = 1620
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Oxidizer
amount = 1980
maxAmount = 1980
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = SXTNK21BlockV_4294581778
partName = Part
pos = -0.1340969,16.26713,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 0
sidx = 0
sqor = 0
attm = 0
link = size3Decoupler_4294581676
attN = top,Size3SmallTank_4294581806
attN = bottom,size3Decoupler_4294581676
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleAlternator
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
flowState = True
isTweakable = False
hideFlow = True
flowMode = Both
}
}
PART
{
part = size3Decoupler_4294581676
partName = Part
pos = -0.1340969,14.41298,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 0
dstg = 1
sidx = 1
sqor = 0
attm = 0
link = Size3MediumTank_4294581636
attN = top,SXTNK21BlockV_4294581778
attN = bottom,Size3MediumTank_4294581636
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleDecouple
isEnabled = True
isDecoupled = False
EVENTS
{
Decouple
{
active = True
guiActive = True
guiIcon = Decouple
guiName = Decouple
category = Decouple
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
DecoupleAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
}
PART
{
part = Size3MediumTank_4294581636
partName = Part
pos = -0.1340969,12.04542,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 2
dstg = 2
sidx = -1
sqor = -1
attm = 0
link = Size3AdvancedEngine_4294581608
link = sepMotor1_4294581510
link = sepMotor1_4294581472
link = sepMotor1_4294581434
link = sepMotor1_4294581396
attN = top,size3Decoupler_4294581676
attN = bottom,Size3AdvancedEngine_4294581608
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = LiquidFuel
amount = 3240
maxAmount = 3240
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
RESOURCE
{
name = Oxidizer
amount = 3960
maxAmount = 3960
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = Size3AdvancedEngine_4294581608
partName = Part
pos = -0.1340969,8.62045,-0.01833773
rot = 0,0,0,1
attRot = 0,0,0,1
mir = 1,1,1
istg = 1
dstg = 2
sidx = 0
sqor = 1
attm = 0
attN = top,Size3MediumTank_4294581636
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEnginesFX
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleGimbal
isEnabled = True
gimbalLock = False
EVENTS
{
LockGimbal
{
active = True
guiActive = True
guiActiveEditor = True
guiIcon = Lock Gimbal
guiName = Lock Gimbal
category = Lock Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
FreeGimbal
{
active = False
guiActive = True
guiActiveEditor = True
guiIcon = Free Gimbal
guiName = Free Gimbal
category = Free Gimbal
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
ToggleAction
{
actionGroup = None
}
}
}
MODULE
{
name = ModuleAnimateHeat
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = ModuleAlternator
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
MODULE
{
name = FlagDecal
isEnabled = True
flagDisplayed = True
EVENTS
{
ToggleFlag
{
active = True
guiActive = False
guiActiveEditor = True
guiIcon = ToggleFlag
guiName = ToggleFlag
category = ToggleFlag
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
}
}
MODULE
{
name = ModuleJettison
isEnabled = True
EVENTS
{
Jettison
{
active = False
guiActive = True
guiIcon = Jettison
guiName = Jettison
category = Jettison
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
JettisonAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
flowState = True
isTweakable = False
hideFlow = True
flowMode = Both
}
}
PART
{
part = sepMotor1_4294581510
partName = Part
pos = -0.1340971,12.04797,-1.871131
rot = 0.9848078,2.893289E-09,-4.387554E-08,0.1736481
attRot = 0,-0.1736482,0.9848077,0
mir = 1,1,1
istg = 0
dstg = 2
sidx = 2
sqor = 0
attm = 1
sym = sepMotor1_4294581472
sym = sepMotor1_4294581434
sym = sepMotor1_4294581396
srfN = srfAttach,Size3MediumTank_4294581636
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = SolidFuel
amount = 8
maxAmount = 8
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = sepMotor1_4294581472
partName = Part
pos = -1.98689,12.04797,-0.01833768
rot = 0.6963642,0.1227878,-0.6963643,0.1227878
attRot = 0,-0.1736482,0.9848077,0
mir = 1,1,1
istg = 0
dstg = 2
sidx = 3
sqor = 0
attm = 1
sym = sepMotor1_4294581510
sym = sepMotor1_4294581434
sym = sepMotor1_4294581396
srfN = srfAttach,Size3MediumTank_4294581636
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = SolidFuel
amount = 8
maxAmount = 8
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = sepMotor1_4294581434
partName = Part
pos = -0.1340966,12.04797,1.834456
rot = -8.692286E-08,0.1736481,-0.9848078,-1.048369E-08
attRot = 0,-0.1736482,0.9848077,0
mir = 1,1,1
istg = 0
dstg = 2
sidx = 4
sqor = 0
attm = 1
sym = sepMotor1_4294581510
sym = sepMotor1_4294581472
sym = sepMotor1_4294581396
srfN = srfAttach,Size3MediumTank_4294581636
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = SolidFuel
amount = 8
maxAmount = 8
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}
PART
{
part = sepMotor1_4294581396
partName = Part
pos = 1.718696,12.04797,-0.018338
rot = -0.6963643,0.1227878,-0.6963642,-0.1227878
attRot = 0,-0.1736482,0.9848077,0
mir = 1,1,1
istg = 0
dstg = 2
sidx = 5
sqor = 0
attm = 1
sym = sepMotor1_4294581510
sym = sepMotor1_4294581472
sym = sepMotor1_4294581434
srfN = srfAttach,Size3MediumTank_4294581636
EVENTS
{
}
ACTIONS
{
}
MODULE
{
name = ModuleEngines
isEnabled = True
staged = False
flameout = False
EngineIgnited = False
engineShutdown = False
currentThrottle = 0
thrustPercentage = 100
manuallyOverridden = False
thrustPercentage_UIFlight
{
controlEnabled = True
minValue = 0
maxValue = 100
stepIncrement = 0.5
}
EVENTS
{
Activate
{
active = True
guiActive = True
guiIcon = Activate Engine
guiName = Activate Engine
category = Activate Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
Shutdown
{
active = False
guiActive = True
guiIcon = Shutdown Engine
guiName = Shutdown Engine
category = Shutdown Engine
guiActiveUnfocused = False
unfocusedRange = 2
externalToEVAOnly = True
}
}
ACTIONS
{
OnAction
{
actionGroup = None
}
ShutdownAction
{
actionGroup = None
}
ActivateAction
{
actionGroup = None
}
}
}
MODULE
{
name = FARBasicDragModel
isEnabled = True
EVENTS
{
}
ACTIONS
{
}
}
RESOURCE
{
name = SolidFuel
amount = 8
maxAmount = 8
flowState = True
isTweakable = True
hideFlow = False
flowMode = Both
}
}

Link to comment
Share on other sites

Ok, I will play with it, see if it does the same for me. If we can confirm this then I am sure when lack has a moment he will look into it. In the mean time I will do what I can to resolve it but I am not promising anything, I am not the model making master that is Lack. I just pretend to think I am good at this sort of thing haha!

On another note, has anyone had time to look at the cfg's for kspi and kas? I would like the input on them if anyone has had a chance to use them.

Edited by MrWizerd
Link to comment
Share on other sites

I'd like to chip in here and make some requests, Lack, since you're working on new stuff. :) Well, requests and/or ideas, anyway.

1. Regarding cargo bays: How about versions of all of the bays you already have, except the doors open in a more low-profile fashion, i.e. popping open slightly, and then the doors slide down INSIDE the bay, along the side walls. This would allow more freedom to attach parts to the outside surfaces, at the expense of a slight reduction in interior space. :

1a. Also, perhaps a selection of bays designed to open on the side (yes, I know, they can be rotated). I mean that instead of 2 doors that open wide, make it one single door that opens out to become a ramp (the inside face of the door being designed to be flat and smooth so as to function as a ramp), with the floor of the bay being on the 'side' where the hinge is. This would allow a ship to land, and then the bay door opens out to touch the ground so that a rover can drive directly in and out. I see this as being most useful in 2x2, 4x2, and 4x4 sized bays, with the door on the 4x2 being on the short '2' side. :) Ooh, for that matter, maybe some bays with a door/ramp on one END! Or, even better, just make a hinged door with extending ramp that can attach to the end of a current cargo bay or even the 'engine fairing' parts. Although, it would be better to have a dedicated part with a flat floor, IMO. Basically just a hull section without ends, a tube. :) Once again, I'm seeing this as being most useful in 2x2 and 4x2 sizes.

<snip>

Later, Lack. :D

Lack,

Just wanted to agree with the others saying great mod. I base pretty much everything I make off it. And I would like to second Neutrinovore's request for alternative LLL cargo bay options (particularly the ramps and side openings). Obviously, when you have time/start looking at LLL again.

Thanks

Link to comment
Share on other sites

Lack,

Just wanted to agree with the others saying great mod. I base pretty much everything I make off it. And I would like to second Neutrinovore's request for alternative LLL cargo bay options (particularly the ramps and side openings). Obviously, when you have time/start looking at LLL again.

Thanks

See, Lack, I'm not the only one!!

:P

Link to comment
Share on other sites

Weirdness Alert: The problem with MK-21-4 engine and decouplers depends on which planet you're at. A ship that has no problem decoupling at Kerbin explodes at Mun. What's up with that?

In the game where I noticed this problem, I was building a colony on Mun using the MKS mod so the ships involved all had those parts plus scads of other mods. I was using the NK-21-4 as the lander engine and the ships were blowing up when I separated the transfer stage. I didn't figure you all those mods so what I did first was make a new test ship with just stock and SXT parts, then used HyperEdit to get it up into LKO. And it worked just fine, no matter which 3.75m decoupler I used (stock or various mods).

So then I went through a long process of making a clean install except for SXT, then adding all the many other mods I was using to see if any of them were causing the problem. And it still kept working fine. I was about to shrug the whole thing off to just having been drunk when I had the problem, until it occurred to me to test it at Mun where I'd been having the problem in the other game. And sure enough, KABOOM!

The effect is a little bit variable. Most of the time, the decoupler snaps back so fast that you can't see it move back at all first. And the impact is so violent that the decoupler and NK-21-4 explode, so it looks like the explosion was all that happened. But you can tell it makes the whole booster snap back because the recoil sometimes breaks off sepratrons from the booster. And very occasionally, you can see the booster move a short distance away at normal speed before snapping back.

Also, the violence of the RUD depends a little on whether the stock S3-3600 tank above the NK-21-4 engine is rightside up or upside down. I tend to flip it upside down in the VAB a lot so its stripes line up properly with the big 3.75m stock tank. With this tank upside down, the RUD is a bit more violent but not enough to make a difference; it's about as bad either way.

Anyway, here's the test ship I was using for this. First put it in Kerbin orbit and it will work just fine. Then put it in Mun orbit and it blows up. Strange.

I suspect the Krakensbane. There is some difference in how the universe works depending on your ships velocity - if your ship moves faster than 700 m/s (or somewhere around that point) it works differently than if your ship was slower than that. Can you try decoupling in a really high Kerbin orbit, or possibly on other bodies at various velocities? Like at Mun with more than 1 km/s?

Link to comment
Share on other sites

I suspect the Krakensbane. There is some difference in how the universe works depending on your ships velocity - if your ship moves faster than 700 m/s (or somewhere around that point) it works differently than if your ship was slower than that. Can you try decoupling in a really high Kerbin orbit, or possibly on other bodies at various velocities? Like at Mun with more than 1 km/s?

Well, speed-related is definitely 1 way to characterize it. If that's what "Krakensbane" is, then I'm thinking that's tragically misnamed ;).

I tested the above ship starting in 100km orbit at Kerbin, stepping out 100km at a time to 500km, then to 1Mm, then adding 1Mm each time. All the way up to 4Mm, where orbital velocity was still about 870m/s, there were no problems at all. However, at 5Mm (same distance as Minmus), orbital velocity was about 250m/s and the ship blew up on decoupling. And the orbital velocities when it was blowing up at Mun were about 550m/s so yup, somewhere between 550-850m/s is where the change from OK to totally hosed happens.

This is quite interesting. I learn more about this game every day. But unfortunately it doesn't sound like something I can fix with a simple text edit of the engine's attach nodes. Bummer. Guess I'll just have to wait for the next version.

Link to comment
Share on other sites

Well, speed-related is definitely 1 way to characterize it. If that's what "Krakensbane" is, then I'm thinking that's tragically misnamed ;).

I tested the above ship starting in 100km orbit at Kerbin, stepping out 100km at a time to 500km, then to 1Mm, then adding 1Mm each time. All the way up to 4Mm, where orbital velocity was still about 870m/s, there were no problems at all. However, at 5Mm (same distance as Minmus), orbital velocity was about 250m/s and the ship blew up on decoupling. And the orbital velocities when it was blowing up at Mun were about 550m/s so yup, somewhere between 550-850m/s is where the change from OK to totally hosed happens.

This is quite interesting. I learn more about this game every day. But unfortunately it doesn't sound like something I can fix with a simple text edit of the engine's attach nodes. Bummer. Guess I'll just have to wait for the next version.

That's definitely the Krakensbane. It's a piece of code that was implemented to destroy the original Kraken, at which it succeeded spectacularly. However, it's also the reason that K-drives arer possible, and it does cause some other bugs too.

EDIT: I have no idea how it can be fixed, though. Maybe you should just decouple the 3rd stage just after TMI, while you're still moving at high velocities? That's how the real Apollo missions did it. That'd "solve" the problem until Lack can make a proper fix.

Link to comment
Share on other sites

Right, and I'm back (long week at work, so took a bit of a break, luckily it's a bank holiday, been having a nice long weekend as well).

Couldn't quite replicate the problem myself, but I'm guessing that it might be due to the collision mesh; there's nothing fancy about it, and it's as simple as it comes, but it does sound like it's catching on the decoupler's collision mesh, same sort of thing happens with heat-shields when I use them.

I've had a go playing around with it, I'll put up a link later, I think it's working a bit better now. There's a few new parts as well, so I'll get them working-ish first (since I can't be bothered to separate it all out).

I'll have a read through the other posts as well.

Edit:

Well, it's still behaving slightly oddly, but I'm starting to think it is due to Krakensbane and the fuel tank, since I swapped out the SXT engine for the stock 3.75m and it's still doing it.

Yep, not SXT specific, does the same even with just stock parts, it's the low orbital speeds that are doing it.

Edit 2:

Ah well, here's a pre-release of SXT-16 anyway.

https://dl.dropboxusercontent.com/u/39086055/SXT-alpha-16Pre-Release.zip

Couple of new crew-cabins, a new probe core, and possibly something else, I forget (I left the module manager config to unlock the 2.5m Corpernicus parts in there as well, so delete at your preference).

Not sure of the balance for the crew-cabins, so feedback appreciated before I do a proper release.

8zJ01os.png

8B0pimn.png

Ywo620U.png

T7m4Cf6.png

mU6Tn3w.png

Edited by Lack
Link to comment
Share on other sites

I am all for the side cargo bays, and maybe while your making some side bays, perhaps a bomb bay? Also would you be able to make a larger delta wing like your SXT wing? I like how large it is, but the shape of it just tweaks me the wrong way. Not sure why but it does, I'll fiddle around with the lift coefficient if you want me too if you do make it. Fuel within the wing like the other is fine. Also Maybe a large straight wing piece and matching rear wing piece would be good too. I know I am asking a lot, but I am sure you will get to them sooner or later.

Link to comment
Share on other sites

@Aedile,

Thanks, pre-release of SXT-16 should have fixed those errors.

@SSSPutnik,

Thanks, very nice!

@janill49 & zilfondel,

Yeah, any mod that changes either Squad's textures, or has their names differ from the 0.23.5 names (as in older versions of KSP), will mess with SXT.

You can fix it, but it'll take about 20 minutes, (Probably more like 10 if you've got something like Notepad++ and can do mass search and replaces)

Bit more about that here:

http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-LLL-12-2-10MAY2014-SXT-15-1-09MAY2014/page181

@zilfondel only,

They are separate mods. I'm not sure I could make that much clearer without having seperate threads; last I checked with a mod they very much prefered if you kept all your projects in one thread.

@mughi, Neutrinovore, AntiMatter001 & Damaske

They're in the works (By which I mean I thought about it while in the tub and haven't actually done much more. But I do mean to).

@Damaske,

Probably because the texture/shape of the wing isn't quite right, the angle is just a bit off halfway along, I think I gave up fiddling with it and just called it done.

Some new wings aren't a bad idea though. Working on some more aero-space parts as it is.

Radial An-225 parts (3 parts shown below), can double up as 747-like parts depending on how you place them along the hull. Will probably add a An-225 style wing-mount and a crew cabin part as well.

JJCSdsg.png

Link to comment
Share on other sites

@Aedile,

Thanks, pre-release of SXT-16 should have fixed those errors.

Radial An-225 parts (3 parts shown below), can double up as 747-like parts depending on how you place them along the hull. Will probably add a An-225 style wing-mount and a crew cabin part as well.

http://i.imgur.com/JJCSdsg.png

I want to play with the pre-release!

Also, That looks AMAZING. WANT.

Link to comment
Share on other sites

That beautiful Lack. Please tell me it will have an IVA!

Also, I was thinking that LLL and SXT could both benefit from the Tweakscale plugin.

There is a personal tweakscale cfg in the tweakscale thread, I've been thinking of toying around with it myself, but I've not just yet.

@Lack,

Great to hear, and that looks awesome for the 747 parts as with hearing about the more wings bit. Look forward to more parts.

Link to comment
Share on other sites

I want to play with the pre-release!

Also, That looks AMAZING. WANT.

link's in my post at the top of the page.

I've got the beginnings of a tweak-scale config for LLL

http://pastebin.com/XjMp6XMA

http://pastebin.com/hPJ7ZU9G

Covers a lot of the parts, but not everything. Couldn't get the scaletype to work properly, must be using incorrect syntax.

KA3jQKr.png

Edited by Lack
Link to comment
Share on other sites

Hey Lack, I've been checking out SXT and I'm really impressed. The parts are amazing and I can't believe how well you managed to utilize squad's textures for everything. I used your N1 style parts (and a few other mods:wink:) to fly a stock alike Russian Mun mission. If you'd like to see it here's a link: Link to mission report

Anyways thanks again, keep up the great work!

Link to comment
Share on other sites

Well, it's still behaving slightly oddly, but I'm starting to think it is due to Krakensbane and the fuel tank, since I swapped out the SXT engine for the stock 3.75m and it's still doing it.

Yep, not SXT specific, does the same even with just stock parts, it's the low orbital speeds that are doing it.

Hmmm. Guess I should go file a bug report then. Thanks for taking a look and sorry to bother you.

Edit 2:

Ah well, here's a pre-release of SXT-16 anyway.

Very nice, thanks!

Link to comment
Share on other sites

Lack;1180952<Snip>

@mughi, Neutrinovore, AntiMatter001 & Damaske

They're in the works (By which I mean I thought about it while in the tub and haven't actually done much more. But I do mean to).

<snip>

LMAO, okay Lack, that's cool, as long as you're considering them. :D Sorry to have been a pest about the additional cargo bays, I'm just really having a hard time designing a Rover Carrier to my satisfaction with the current parts available, in ALL mods, I mean. :)

TTYL friends!

Edited by Neutrinovore
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...