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LLL - Lack Luster Labs - Development Thread


Lack

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For the crew-cabin.

Something along these lines?

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

Yeah, that looks perfect. :) Just having the model is enough, it'll be really easy to turn it into a command module, crew cabin, what-not. Nice work!

E: While we're at it, can I beg you to put window on the double-height one like the triple-height one?

Edited by regex
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are their any tutorials to help me get use to this pack?

uhm maybe?

look around but it is a parts pack so your basicly left to do whatever you want to :).

Also (not related to the above. this is sorta a report) LLL is a REALLY nice parts pack. the fact it brings memory's of 2001: a space oddessy into ksp is just one of it's many great reasons to download and try out. the first time i was on KSP this was my first mod and i've never really gone without it.

Lack Himself is a great guy, very responsive, many a time i've asked for help and he has replied to my posts/comments with very detailed and "to the point" directions or even better the exact link!

another key factor is that it's highly adaptive. instead of putting an ugly round cylinder on your rectangle or cubic spacecraft you can pick one of the kethane converters (or tanks) that comes with this pack and, apart from the change of colour from grey(rocket fuel) or orange(jet fuel) to green (kethane), it just looks like you have a perfectly normal, not ugly, cubic or rectangular spacecraft with no obvious cyclindrical tanks or (sometimes) engines.

another one of Lacks great works is the SXT pack which comes with parts for a scale LEM with custom IVA (which i thought was pretty AWESOME!) also it has parts to build a saturn 5 like rocket to launch the said LEM (and service module if you want to re-create the lunar landing in KSP) to the Mun and beyond!

if imay i would like to rate this pack. please if you do qoute this and put it up on the first page as a critique then just as a request say i am an amutuer critic and may be very bias to other LEM mod packs or part packs.

IVA and Detail of crafts and files ------ 4/5 (mainly cuz it's not finshed but will change to 5/5 when fully completed)

career intergration --------------------- 5/5 (some parts need a quick fix but other than that it does what it should do.)

mission and science wise -------------- 4.5/5 (all kerbals survived and i've even landed and flew off of Eve with the LEM and other craft made with this pack)

mod support and communication ------- 5/5 (everytime i have a prblem... it gets fixed almost instantly O.O)

Once again you can just read this and put it up as a critique or say i'm a snooby nosed guy and ignore me (or make fun of me -.-) but honestly apart from a few kinks in the mod it's REALLY good. i can't give this a bad report.

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*snip*

Thanks! Always nice to get some positive feedback. Heh, I put any kinks in the mod down to proper adherence to Wabi-sabi... honest 'guv.

@sharpspoonful

Roxette has the right of it. Try changing the name and let me know if that works, if not I'll have a proper look.

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It unfortunately did not, Lack. Sorry from keeping you from actually playing KSP.

Don't worry about it, I'm just listening to the radio anyway, BBC's re-running Journey into Space.

This should work, looks like you'd just missed out the call for the normal map, so it wasn't loading. Adding in the correct scale doesn't hurt either.

Copy this over the first part, and do the same for the rest. Change the name = for each as well, but I figure you've done that already.

PART
{
// Kerbal Space Program - Part Config
// --- general parameters ---
name = LLLCargoBoxTAC1
module = Part
author = Lack

// --- asset parameters ---
MODEL
{
model = LLL/Parts/FuelTank/LLL2x1/model
texture = model000 , LLL/Parts/FuelTank/LLL2x1/FOOD
texture = model001_NRM , LLL/Parts/Structural/LLL2x1Hull/HullNorm
scale = 0.4 , 0.4 , 0.4
}
MODEL
{
model = LLL/Parts/Structural/LLL2x1to2-5mNew/Flatendcap
scale = 0.5 , 0.6 , 0.5
position = 0 , 0.495 , 0
}
MODEL
{
model = LLL/Parts/Structural/LLL2x1to2-5mNew/Flatendcap
scale = 0.5 , 0.6 , 0.5
position = 0 , -0.495 , 0
rotation = 180 , 0 , 0
}

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Are you making the 'Ladybird' a KerbalSeat style or are you implementing some other method to display kerbals occupying the space?

I've just left it as requiring the player to strap on one of the stock external command seats, couldn't be bothered with making my own seat for it.

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I've just left it as requiring the player to strap on one of the stock external command seats, couldn't be bothered with making my own seat for it.

I was hoping you had quietly acquired a solution to the sfr command pod issues. Also making a command seat is trivial, if you were at all concerned by the task.

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I was hoping you had quietly acquired a solution to the sfr command pod issues. Also making a command seat is trivial, if you were at all concerned by the task.

Less concerned, more just being lazy.

Edit:

A Nerva design from this evening.

Not sure if I should ditch the cap at the top. I'm not a fan of them generally.

With:

L0yOar0.png

Without:

rwoGUWB.png

Edited by Lack
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Oh! Awesome Lack! Thanks I really appreciate it! I am going to teach myself C# this year to avoid having issues like this again.

EDIT: Nope, still didn't load the parts at all. I have to go to work, but I'll be back on later after work.

Edited by sharpspoonful
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ok lack your coding has bested me so i'd like to ask if you could make a R.I.A.P.E.R. like engine out of the radial jet engines... i've tried and got so far as to make the FX work and the engine menu display that it's doing something also the engine to take fuel and air but there's no thrust...

bear this is mind. i just copied and pasted the config which i thought was the duel engine code and put it into the radial jet engine config but that failed.

here's the code i have so far...

PART
{
// Kerbal Space Program - Part Config
// There once was a man from Nantucket

// --- general parameters ---
name = Rapier TEST
module = Part
author = Lack

// --- asset parameters ---
MODEL
{
model = LLL/Parts/Engine/LLL2x1Engine/radialjet
scale = 0.8, 0.8, 0.6
position = 0.0, -0.23, 0.0
}
scale = 1
rescaleFactor = 1
rimFalloff = 5

// --- node definitions ---
//node_stack_side = 0.5, 0.15, 0.0, 0.5, 0.0, 0.0
node_attach = 0.5, 0.0, 0.0, 0.5, 0.0, 0.0
node_stack_top = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0
// --- FX definitions ---

fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, power
fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power
fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_vent_medium = engage
sound_jet_low = running
sound_jet_deep = power
sound_vent_soft = disengage
sound_explosion_low = flameout

// --- editor parameters ---
TechRequired = hypersonicFlight
entryCost = 0
cost = 600
category = Propulsion
subcategory = 0
title = Rapier TEST
manufacturer = Lack Luster Labs
description = Turns out building nuclear engines is really hard and expensive. So we just crammed jet engines in all the ones that didn't quite work. Good news is the residual radiation levels are almost safe. Probably wouldn't park any plane using these too close to a school, though.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,1

// --- standard part parameters ---
mass = 1.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 5
breakingForce = 800
breakingTorque = 800
maxTemp = 3400

MODULE
{
name = MultiModeEngine
primaryEngineID = AirBreathing
secondaryEngineID = ClosedCycle
}

//engine mode 1
MODULE
{
name = ModuleEnginesFX
engineID = AirBreathing
directThrottleEffectName = power_open
runningEffectName = running_open
thrustVectorTransformName = thrust_transform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 215
heatProduction = 200
useEngineResponseTime = True
engineAccelerationSpeed = 0.4
engineDecelerationSpeed = 0.7
useVelocityCurve = True
//fxOffset = 0, 0, 0.5
PROPELLANT
{
name = LiquidFuel
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = IntakeAir
ratio = 9
DrawGauge = True
}
atmosphereCurve
{
// Atm.P. Isp iTan oTan
key = 0 2351 0 3.26E+07
key = 7.5E-06 2564 0 0
key = 0.0006 2159 0 0
key = 0.11 2413 0 0
key = 1 2084 -660 0
}
velocityCurve
{
// m/s %F iTan oTan
key = 0 0.85 0 -0.0007
key = 300 0.75 0 0
key = 1500 1 0 0
key = 1650 0.88 -0.003 -0.003
key = 1800 0 0 0
}

}


//engine mode 2
MODULE
{
name = ModuleEnginesFX
engineID = ClosedCycle
directThrottleEffectName = power_closed
runningEffectName = running_closed
thrustVectorTransformName = thrust_transform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 185
heatProduction = 300
//fxOffset = 0, 0, 0.5
useEngineResponseTime = False
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 385
key = 1 370
}

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 3
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 0.8
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = 2x1ENGanim
}
}

as you can see i just took the sabre s engines config guts and tried to make frankenstein from it... it didn't work :( could you posibly help?

sorry i'm a big fan (addic) of SSTOs and i just made one from your new probe nose... then noticed that i didn't have a duel engine like the rapier in a lLL type of style :(

Edited by AntiMatter001
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Does anybody here have a guide on how to set up the lunar stack for the Saturn V lookalike? I've tried to set it up like on Apollo, but it keeps shaking itself to death on launch. I've got KJR installed.

KJR does this with overbound launch clamps. I'd have to guess that it happens because there is something messed up in the joint parameters that is causing chaos.

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KJR does this with overbound launch clamps. I'd have to guess that it happens because there is something messed up in the joint parameters that is causing chaos.

I know that, so I removed my launch clamps. It still happened. I also tried strutting the MEM to the CSM, but it didn't help.

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Alternative paint-job:

Lv36iPT.png

Edit:

Also, wasmic, I think it's generally the 3.75m Stage 3 fairing (the foldy out on) that causes the doom-wobble, the nodes for it are very close together, check that it's assembled using the actual bottom and top nodes. That was the cause one time.

Potential sizing:

Zb4fA1o.png

Edited by Lack
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