DigitalProeliator Posted December 2, 2013 Share Posted December 2, 2013 Maybe put some wheels at the ends of some pistons from the MagicSmoke parts? You could even have the wheels folded up and out of the way with hinges. Link to comment Share on other sites More sharing options...
Tommygun Posted December 2, 2013 Share Posted December 2, 2013 Maybe put some wheels at the ends of some pistons from the MagicSmoke parts? You could even have the wheels folded up and out of the way with hinges.TouhouTorpedo has an Omniwheel mod that is basically this, but not really big enough for most of Lacks parts. Link to comment Share on other sites More sharing options...
Lack Posted December 3, 2013 Author Share Posted December 3, 2013 (edited) The only thing I'd request at this point is similar set-ups for all the bigger cargo bays, i.e. 2x2, 2x4, and 4x4 sizes, and the landing leg part to match as well, obviously. One other comment, hopefully the edges of the cargo platforms won't be too thick, causing problems for rovers driving on and off. Although you do show your new buggy with the smallest stock rover wheels in the pictures, so maybe it's not a problem. I was going to suggest some sort of flip-down ramp, if necessary. I don't know, it might not be required.Shouldn't be any problems with driving on and off the ramps, the collider is thin enough (I actually had to slow the animation considerable otherwise things had a tendency to fall through it). I'll make a 1x1 version to scale up at some point as well. Should have fixed those little underside landing legs as well.LLL-10.7-Test2.zipJavascript is disabled. View full albumI believe I also added the MkII Droopy back in in LLL-extra, but forgot to put PART{} round the .cfg or update it any way. It's late and I can't be bothered to re-upload a new copy, so just an fyi. Turns out I can be bothered; link above updated. Edited December 3, 2013 by Lack Link to comment Share on other sites More sharing options...
Tommygun Posted December 3, 2013 Share Posted December 3, 2013 Possibly the ultimate solution to sustainable vehicles? Link to comment Share on other sites More sharing options...
johnsonwax Posted December 3, 2013 Share Posted December 3, 2013 We're running out of power! Drive faster! Link to comment Share on other sites More sharing options...
Neutrinovore Posted December 3, 2013 Share Posted December 3, 2013 Shouldn't be any problems with driving on and off the ramps, the collider is thin enough (I actually had to slow the animation considerable otherwise things had a tendency to fall through it). I'll make a 1x1 version to scale up at some point as well. Should have fixed those little underside landing legs as well.LLL-10.7-Test2.zipJavascript is disabled. View full albumI believe I also added the MkII Droopy back in in LLL-extra, but forgot to put PART{} round the .cfg or update it any way. It's late and I can't be bothered to re-upload a new copy, so just an fyi. Turns out I can be bothered; link above updated.Aww haw haw, yeah!!! Gonna be downloading this tonight! Regarding old parts, you might think about updating the 'Buster' cockpit, or maybe doing a replacement along the lines of the newer command parts. It's the only other 1x1 size pod available besides the 'Sparrow'. Just a thought. Thanks again for, you know, actually RELEASING parts for us to play with. Too many other mods (I won't name names, but I'm pretty sure we all know the several mods I'm talking about) have great parts in development, and will sometimes release screenshots or even video, but then nothing gets released for like 6 months or a year, if not more! I've pretty much given up on severs mods that I've really been looking forward to just because they've been 'just about ready to release' or 'download should be available this weekend', etc., since forever. But not you, my friend. You post screenshots and a day or 2 later, download link. Well, most of the time. So again, thanks, Lack, for the ongoing releases of really cool and useful parts. Later! Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 3, 2013 Share Posted December 3, 2013 I have to fit that onto an Eagle before Logan does. Too late. "Open the pod bay doors Berty.""Can do, Bob!"I haven't yet tested it for such purposes, but I'm thinking the inner space MIGHT be big enough to rescue some smaller command pods/cockpits. As long as you have a way to dock on the interior or don't time warp. The pod can be dropped (and picked back up again) and open/close up on it's own. It has a probe body (Berty) and a couple of batteries and small power generators. Has room inside to dock a small basic rover. Lights and observation windows are on the inside of the "garage". Has KAS Storage boxes on the outside for various bits of equipment (including replacement rover parts). These are some very cool parts Lack! Awesome work!(now can we get those "skinny original" Docking ports too?) Link to comment Share on other sites More sharing options...
Lack Posted December 3, 2013 Author Share Posted December 3, 2013 (edited) Ooh, very nice.(now can we get those "skinny original" Docking ports too?)Ah yeah, forgot about that: http://www./download/cz9g4u5zc35ulb4/LLL-CBMThin.zipEDIT: Needs the node_stack_top correcting in the .cfg for both parts to 'node_stack_top = 0, 0.16, 0, 0, 1, 0'That should work.@Neutrinovore,I've updated the Buster as well now, so that'll go in LLL-Extra. I'd forgotten I quite like a few of the older parts.Well, I've certainly been a teensy-tiny bit guilty of making people wait for parts in the past. Even though I have less total free-time now, I've found I've been getting more done. KSP is a nice break from working, I have a large and ready pile of models and textures that I can throw quickly together in Unity and I'm not quite so bothered about making sure it actually works properly with these wip versions. That and I'm just faster at the work-flow in general. Doing it 'Bish-bash-bosh-release'-stlye is good fun. Edited December 3, 2013 by Lack Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 3, 2013 Share Posted December 3, 2013 Damn you ROCK Lack! Link to comment Share on other sites More sharing options...
Tommygun Posted December 3, 2013 Share Posted December 3, 2013 Too late. I have been busy with R&D.... Link to comment Share on other sites More sharing options...
Neutrinovore Posted December 3, 2013 Share Posted December 3, 2013 -Snip-I've updated the Buster as well now, so that'll go in LLL-Extra. I'd forgotten I quite like a few of the older parts.-Snip-Nice, thanks again. But, I'm unclear. Have you already added it to a previous download link, or will it be in an upcoming one? Sorry for my confusion. Also, by 'updated', do you mean 'a new model/design', or just a config edit? Link to comment Share on other sites More sharing options...
Lack Posted December 3, 2013 Author Share Posted December 3, 2013 Nice, thanks again. But, I'm unclear. Have you already added it to a previous download link, or will it be in an upcoming one? Sorry for my confusion. Also, by 'updated', do you mean 'a new model/design', or just a config edit?I'll put it out with the next one. The update is shifting from .png to .tga, dumping the normal map and updating the config. It doesn't look too out of place with the newer parts, anyway. Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 3, 2013 Share Posted December 3, 2013 I have been busy with R&D....Daaaaaaaaaaaaaaamn!!! If that actually works I want the craft file! Nice!! Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 3, 2013 Share Posted December 3, 2013 Hey Lack? Hate to be the bearer of bad news, but those thin CBMs? They don't work right. Something is off with the attachment points. They want to intersect through each other to attach instead of docking at the black "rubber" ring where they should. And the bug extends to the thick CBMs too when the Thin CBMs are installed. Removing the thin CBM pieces caused the problem to go away. But also don't have the thin CBMs. Here's some screenshots to illustrate the problem. Here's what a normal CBM docked port looks like without the thin CBM installed. When the Thin CBM part is installed in the LLL folder it will attach to something okay. But when you try to attach one CBM to another, you get this: As mentioned above, when the Thin CBM is installed, it also affects the Thick CBM attachment points. I have saved ships where they are docked normally. But when I pull them apart and then try to put them back together I get the same thing. Hopefully this helps you find the problem to fix. Link to comment Share on other sites More sharing options...
Lack Posted December 3, 2013 Author Share Posted December 3, 2013 (edited) Hey Lack? Hate to be the bearer of bad news, but those thin CBMs? They don't work right. Something is off with the attachment points. They want to intersect through each other to attach instead of docking at the black "rubber" ring where they should. And the bug extends to the thick CBMs too when the Thin CBMs are installed. Removing the thin CBM pieces caused the problem to go away. But also don't have the thin CBMs. .Sounds like the node distance needs multiplying by 1.25, I likely had the old CBM using the mesh = model.mu system and a scale factor 1.25. And then had to switch to MODEL{} to have both types of CBm and forgot to correct the nodes. Testing now.Edit: That seems to roughly be the issue, double checked in Unity as well and found a slight discrepancy as well. This should fix it for both the normal and thin versions.node_stack_top = 0, 0.16, 0, 0, 1, 0 Edited December 3, 2013 by Lack Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 3, 2013 Share Posted December 3, 2013 Sounds like the node distance needs multiplying by 1.25, I likely had the old CBM using the mesh = model.mu system and a scale factor 1.25. And then had to switch to MODEL{} to have both types of CBm and forgot to correct the nodes. Testing now.Edit: That seems to roughly be the issue, double checked in Unity as well and found a slight discrepancy as well. This should fix it for both the normal and thin versions.node_stack_top = 0, 0.16, 0, 0, 1, 0Confirmed - that fixed it! Thanks Lack! Link to comment Share on other sites More sharing options...
Tommygun Posted December 4, 2013 Share Posted December 4, 2013 Hi Lack, I'm working with the 4x4 fuel tanks and noticed one of the nodes is off on the smaller 4x4 tank.I've never edited nodes before so I'm unsure how to change it? Thanks.Logan:Guppy Eagle Link to comment Share on other sites More sharing options...
ickli Posted December 4, 2013 Share Posted December 4, 2013 (edited) Logan, Mind linking that Eagle Mod? can't find it Edited December 4, 2013 by ickli Link to comment Share on other sites More sharing options...
Vrana Posted December 4, 2013 Share Posted December 4, 2013 Its the Wayland corp Mk2 Eagle i belive. Link to comment Share on other sites More sharing options...
Lack Posted December 4, 2013 Author Share Posted December 4, 2013 Hi Lack, I'm working with the 4x4 fuel tanks and noticed one of the nodes is off on the smaller 4x4 tank.I've never edited nodes before so I'm unsure how to change it? Thanks.Try correcting the bottom node to: node_stack_bottom = 0, -0.8475, 0.0, 0.0, 1.0, 0.0 Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 4, 2013 Share Posted December 4, 2013 Its the Wayland corp Mk2 Eagle i belive.No - it's the Wayland Eagle Mk 3. And I've gotten that question so many times I've started including the link for it in my Signature. Look below. Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 4, 2013 Share Posted December 4, 2013 The Vanguard Plugin thing doesn't work, when I try to use it says it can't find a crew compartment, and when I try to enter it from EVA it says module is full. Link to comment Share on other sites More sharing options...
Gristle Posted December 4, 2013 Share Posted December 4, 2013 The Vanguard Plugin thing doesn't work, when I try to use it says it can't find a crew compartment, and when I try to enter it from EVA it says module is full.The part you attach the door or airlock to has to be crewable and the door/airlock has to be activated with right click menu. Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 4, 2013 Share Posted December 4, 2013 Hey Lack? Got another small bug I discovered in the test release. Though I'm not sure if it's a bug or intentional. The thin 2x1 engine fairing end that I've used to fill in small gaps in-between two 2x1 hull sections before to make the passenger pods on the Eagles before you made the Eagle pod - I think it was fuel crossfeed capable before and now it doesn't seem to be. Why I think this: On my Kethane Prospector Pod design, aside from the tools, sensors, drills and probes that fit on the outside of the pod and in the inside of the sensor bay, the progression of LLL parts front-to-back goes like this - CBM PortLLL 2x1 Kethane ConverterLLL 2x1 Kethane TankLLL 2x1 Cargo Hold (Third Length) (With the folding doors)LLL 2x1 Engine Fairing EndLLL 2x1 RCS TankLLL 2x1 Fuel Tank (Third LengthCBM portThe Eagle VTOL engines have an oddly offset collision attach that's greatly offset. I'm not sure why Devo did it this way, but it might have been to help make sure that when someone places the Eagle VTOLs on the model that they are more certain to put them in the exact right spot for balance. The end result though is that the attach point is actually not on the engine itself but offset to the side significantly. On the Kethane Pod design, the front engine winds up attached to the Kethane tank even though it appears to be attached on the Kethane converter. The Rear Pod engine appears to sit on the 2x1 fuel tank, but it's actual attachment point is the Engine fairing end. I can't turn it around the other way and attach it to the Fuel tank because that would put the engine hanging a bit over the Cargo hold opening. And I can't put the attachment point on the RCS Tank because then it would overhang past the CBM. In any case the VTOL thrust would be out of balance. In the past version of LLL this wasn't a problem, as apparently the 2x1 Fairing end was cross-feed capable. But I don't think it is anymore because when I load up and check the engines, that rear pod engine isn't getting any fuel. I can correct for this using a clipped fuel line or perhaps I can go and grab the old version from the previous build. But I thought you might want to know about it. Link to comment Share on other sites More sharing options...
Logan.Darklighter Posted December 4, 2013 Share Posted December 4, 2013 O...kay... for some reason the board doesn't want to let me edit my post. *sigh*What I was going to add is this: Fuel seems to be crossfeeding into the pod from the front CBM connection and not the back one. I suspect if I built the pod going back to front that the front Eagle Engine would have the same problem since the crossfeed would be broken at the Engine fairing. But I haven't had a chance to test that yet. Link to comment Share on other sites More sharing options...
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