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LLL - Lack Luster Labs - Development Thread


Lack

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At the moment, they'll essentially function like landing gear. I'll probably make a designated landing leg using this at some point.

Problem with the retract/extend seems to be due to the suspension part, messing around with the wheel collider in the animation to see if I can get it to work properly.

So you can take off horizontally with them? Lol...

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So you can take off horizontally with them? Lol...

Tbf, there's no shortage of historical craft that have used skids. That and if they're not, they tend to make the whole craft fall apart if you try move it at all.

Although it doesn't seem to like me trying to mess with the wheel collider's properties. Won't load it now.

Edit: Heh, and it doesn't have breaks. So you'd better bring some retro-thrusters.

Edited by Lack
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It's awesome to see that a suggestion i made less than a day ago is already mostly done! Can't wait to use them for my VTOLs. And if you're up for more landing gear stuff after the skids, would you mind having a go at some radial lander legs? :D

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It's awesome to see that a suggestion i made less than a day ago is already mostly done! Can't wait to use them for my VTOLs. And if you're up for more landing gear stuff after the skids, would you mind having a go at some radial lander legs? :D

I don't think that's entirely planned what with lack resizing the b9 radial legs earlier in the thread to not be so gigantically oversized, but I'm all for dedicated LLL styled legs.

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Tbf, there's no shortage of historical craft that have used skids. That and if they're not, they tend to make the whole craft fall apart if you try move it at all.

Although it doesn't seem to like me trying to mess with the wheel collider's properties. Won't load it now.

Edit: Heh, and it doesn't have breaks. So you'd better bring some retro-thrusters.

Skids are generally used on aircraft in snowy conditions, water landings (though pontoons are more common). For ground landings, a skid would normally have a wheel inside of it...

w-ski6.jpg

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Oh you can already extend and retract them and I think the suspension works a bit, it's just trying to make it act as a properly as a wheel (Sort of done, but it tends to explode too much).

I haven't found that much info around except these two images: http://i.imgur.com/i1aPm.png http://i.imgur.com/XHZoV2G.png

Shouldn't there be a new part module for landing legs with suspension? That way you whouldn't have to mess with the wheel at all.

Edit: Found it's setup (found here).

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Shouldn't there be a new part module for landing legs with suspension? That way you whouldn't have to mess with the wheel at all.

Edit: Found it's setup (found here).

That was the first one I'd tried, didn't quite work right any any lateral movement, they end up coming off/going at funny angles. So I'm going to make a proper landing leg for that.

5NJLWfS.png

Skids are generally used on aircraft in snowy conditions, water landings (though pontoons are more common). For ground landings, a skid would normally have a wheel inside of it...

As a rule of thumb, true, but I guarantee someone'll try a ground landing with the ski and KSP doesn't recognise snow as a separate type of ground (that, and I cannae be arsed with adding a wheel to it). The whole craft is likely to explode if not using the module due to the way force is distributed.

It's awesome to see that a suggestion i made less than a day ago is already mostly done! Can't wait to use them for my VTOLs. And if you're up for more landing gear stuff after the skids, would you mind having a go at some radial lander legs?

I'd just completed a large project on Sunday, so I've decided to treat myself to a few evenings kicking back and messing around with KSP (and I've run out of whiskey, so drunken stupor wasn't an option. Well, I could always go get more, but it's pitchblack and freezing cold outside, so I think I'll stay here by the fire).

Edited by Lack
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As a rule of thumb, true, but I guarantee someone'll try a ground landing with the ski and KSP doesn't recognise snow as a separate type of ground (that, and I cannae be arsed with adding a wheel to it). The whole craft is likely to explode if not using the module due to the way force is distributed.

And here I thought I was having fun with B9 gears skiing-off when your TWR is over 10... Sir, I cannot wait to try your skids!

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can you add modular fuel system compatibility? so we can use the 1/3 size LFO tank to hold only LF and no O. also it would just be generaly awesome. (hint: dont forget to set the nuclear engines to how the new modular fuel system works, with nuclear fuel and only LF)

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There seems to be something off with the extendible berthing port... Whenever I try to dock something with it (using MechJeb's autopilot)... Bad things happen... Either colisons and 'splosions or the vessels just don't want to kiss and the autopilot tries to force it by just ramming with RCS, causing spinning of stations and... well... more 'splosions...

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There seems to be something off with the extendible berthing port... Whenever I try to dock something with it (using MechJeb's autopilot)... Bad things happen... Either colisons and 'splosions or the vessels just don't want to kiss and the autopilot tries to force it by just ramming with RCS, causing spinning of stations and... well... more 'splosions...

I'm not sure the problem lies with the docking port. For myself, MJ's docking autopilot has been pretty hamfisted in that regard ever since version 2.1.x of MechJeb was released. I think this may be because a lot of people were having problems with the autopilot being too tentative in certain situations. Well, it ain't tentative no more, folks! My ships usually end up ramming together like Bighorn Sheep, no matter what the speed limit setting is.

Anyway, I'm just speculating. My $0.02. :)

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I'm not sure the problem lies with the docking port. For myself, MJ's docking autopilot has been pretty hamfisted in that regard ever since version 2.1.x of MechJeb was released. I think this may be because a lot of people were having problems with the autopilot being too tentative in certain situations. Well, it ain't tentative no more, folks! My ships usually end up ramming together like Bighorn Sheep, no matter what the speed limit setting is.

Anyway, I'm just speculating. My $0.02. :)

Not really... MechJeb has been nothing but a pure perfectionist since 2.1. At least on my end... I've come to trust him with my ship entirely when docking/rendezvousing. It's been so good that I tend to just leave it on for longer manoeuvres. By the time I have my tea (earl grey, hot) MechJeb's usually done with docking and I'm like... "Oh wow... That was fast..."

The problem I was having was due to the fact I was trying to make two extendible berthing ports kiss... You might imagine their reluctance, both being... Um... Erect... Exchanged the one on the shuttle with a normal berthing port and we're good as gold! MechJeb even parked it the right way I wanted!

Although I find his obsession with phasing orbits a bit too much... Really... I set a good 555 km orbit and he goes on to change it to 556 km. Really MJ... That 1 kilometre of extra phase time that important?!

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Although I find his obsession with phasing orbits a bit too much... Really... I set a good 555 km orbit and he goes on to change it to 556 km. Really MJ... That 1 kilometre of extra phase time that important?!

MJ: YES IT WAS.

On a lighter note I cannot fly at all, so I require mechjeb to do the things I cannot.

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MJ: YES IT WAS.

On a lighter note I cannot fly at all, so I require mechjeb to do the things I cannot.

Eh... I generally use MJ only if I need to be precise (docking, rendezvous, precise-time transfers, that sort of thing)... I also tend to use it for rocket ascent before grav turns and after atmospheric escape, manoeuvre node tracking when doing burns... Most of my planes I fly manually, though I sometimes let MJ fly-by-wire (using smart SAS, not spaceplane guidance) and just punch in pitch/roll and heading... Much like most modern flight... Probably helps that I'm a pilot IRL...

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Not really... MechJeb has been nothing but a pure perfectionist since 2.1. At least on my end... I've come to trust him with my ship entirely when docking/rendezvousing. It's been so good that I tend to just leave it on for longer manoeuvres. By the time I have my tea (earl grey, hot) MechJeb's usually done with docking and I'm like... "Oh wow... That was fast..."

The problem I was having was due to the fact I was trying to make two extendible berthing ports kiss... You might imagine their reluctance, both being... Um... Erect... Exchanged the one on the shuttle with a normal berthing port and we're good as gold! MechJeb even parked it the right way I wanted!

Although I find his obsession with phasing orbits a bit too much... Really... I set a good 555 km orbit and he goes on to change it to 556 km. Really MJ... That 1 kilometre of extra phase time that important?!

Lol, oh, I'm not saying it's not precise, it's just... vigorous, that's all. But I've never tried two extendable CBM's as you're describing, maybe it's something to do with the collider with the movable part. Dunno.

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I'm not sure the problem lies with the docking port. For myself, MJ's docking autopilot has been pretty hamfisted in that regard ever since version 2.1.x of MechJeb was released. I think this may be because a lot of people were having problems with the autopilot being too tentative in certain situations. Well, it ain't tentative no more, folks! My ships usually end up ramming together like Bighorn Sheep, no matter what the speed limit setting is.

Anyway, I'm just speculating. My $0.02. :)

Seems to me that your guys RCS is placed improperly so MJ has trouble compensating.

Also <3 this mod

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Lol, oh, I'm not saying it's not precise, it's just... vigorous, that's all. But I've never tried two extendable CBM's as you're describing, maybe it's something to do with the collider with the movable part. Dunno.
Seems to me that your guys RCS is placed improperly so MJ has trouble compensating.

Also <3 this mod

What he said. Balance your RCS, brah!

Use the RCS Balancer, it comes handy...

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I've faced such problem. I see you have many addons instaleed ))

And I think, you've lost some of plugins, such as CleverBobCat.dll (for example).

Try to delete all mods and plugins, except needed for you experiment ))

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I seem to remember someone else mentioning that MJ tends to freak out a bit with the extendable CBMs, I'm guessing it's due to the dockingNode moving with the animation.

Been playing around with the some landing gear made from the skis. Haven't managed to get the landing leg module to work properly yet, so been scratching my head a bit.

zpynIUU.png

vJ5EUMw.png

I also tried adding some friction to the skids, it did not like that. They kept falling through the floor.

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