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LLL - Lack Luster Labs - Development Thread


Lack

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Is source of inspiration was "infiltrator pod"? Don't get me wrong, I'm really like homeworld art and style.

Yeah it is. I think I've actually called it an 'Inflitration Pod' in-game, as well. EDIT: My bad, it's referred to as that in the file structure 'LLL/Parts/Command/InfiltrationPod' and as 'name = InfilPod'

needs some flood lights but looks good

It does a flood-light at the front, but it isn't particularly strong.

WTLNPDG.png

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Lack, can you whip up a 'cryo-pod' for kerbals? About the same size as the little hatch door, just... with space for a single Kerbal, so they can be used as cryo-pods.

Yeah, I can probably manage that.

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Edited by Lack
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has anyone noticed this bug involving the new building blocks....

http://imgur.com/DUYck5n

it only seem to happen when whenever i use symmetry mode in the SPH but it doesn't happen in the VAB for some reason

That's 'stackSymmetry = 3', I believe. It tends to have that effect in the VAB, just change it to 1 or // it out in the .cfg if it's a nuisance for you.

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Just a quick post.

Made this at the weekend. A little shuttle/salvage ship, with room for 2 crew, RCS, small rockets for changing orbit, lights and capable of docking to a variety of docking nodes.

LLL - Salvage Pod

jiYq1aW.png

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There's still a few problems, but I've been having some fun with it.

Is it just me or does anybody else look at this and think Escape Pod?

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3hYnwKL.png

Lack thank you for the new parts. For a while I've been trying to mod parts like turning fuel tanks into crew quarters and using other hatches, without a lot of success. Your great crew hatch that works with the Vanguard mod and the crew quarters that have the same look as the fuel tanks now makes it possible to make the kind of retro lander I've wanted. I'm working now on a matching orbiting station using your LLL parts to carry the lander out to the planets.

Edited by WhatsThisButtonDo
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is there .cfg change to make the radar and other dishes/antana work with remote tech

I would try adding:


Module
{
EnergyCost = 0.15

Mode1Name = Deployed
Mode0Name = Retracted

Mode0OmniRange = 0
Mode1OmniRange = 8000000
}

That seems to be the bits that Remote Tech uses to activate the plugin on a part. If there is a transform involved though you are out of luck. The other code bit for a dish antenna is


Mode0DishRange = 0
Mode1DishRange = 40000000

used in place of the Mode0OmniRange. Let me know if that works.

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