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LLL - Lack Luster Labs - Development Thread


Lack

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O.O geez i'm wondering how your computer still works!

also lack are those tanks form a different mod? i think i've seen simular things somewhere but it could be my imagination.

I remember seeing those tanks in porkjets addition to near future propulsion, i'm guessing that rocket uses hydrogen as fuel lack?

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The tanks are mine, not decided if I should try gold colouring like the LEM. They're based loosely off the Copernicus MTV concept (http://i.imgur.com/w79hHOO.jpg) so I've seen one or two similar things in the past, I think at least one lot was porkjets' work. I've currently got them set out as being of similar fuel capacity to the X200-32, with a somewhat lower dry weight due to decreased structural workings, but as a consequence being significantly more delicate (very low breaking speed). So ideal for orbital work, but not suitable for landers.

Ooh, Project Pluto sounds interesting, I'm sure I've read about this before. If anyone else spots some nice insanity from the space race, then by all means post them. There may be something of interest that I haven't seen before.

Edit:

Alt with gold foil

QiQp72T.png

HNcQS9j.png

abGvn8O.png

QYmZJr9.png

Edited by Lack
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The tanks are mine, not decided if I should try gold colouring like the LEM. They're based loosely off the Copernicus MTV concept (http://i.imgur.com/w79hHOO.jpg) so I've seen one or two similar things in the past, I think at least one lot was porkjets' work. I've currently got them set out as being of similar fuel capacity to the X200-32, with a somewhat lower dry weight due to decreased structural workings, but as a consequence being significantly more delicate (very low breaking speed). So ideal for orbital work, but not suitable for landers.

Ooh, Project Pluto sounds interesting, I'm sure I've read about this before. If anyone else spots some nice insanity from the space race, then by all means post them. There may be something of interest that I haven't seen before.

Edit:

Alt with gold foil

http://i.imgur.com/QiQp72T.png

http://i.imgur.com/HNcQS9j.png

http://i.imgur.com/abGvn8O.png

http://i.imgur.com/QYmZJr9.png

-froths at the mouth- GIMME GIMME GIMME GIMME!!!!! i likeem both :3 XD i'm sooooo a fan boy now

awww wait.... those are one part tanks :( i thought they were seperate things (the case sturcture with the fueltank seperate)

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The tanks are mine, not decided if I should try gold colouring like the LEM. They're based loosely off the Copernicus MTV concept (http://i.imgur.com/w79hHOO.jpg) so I've seen one or two similar things in the past, I think at least one lot was porkjets' work. I've currently got them set out as being of similar fuel capacity to the X200-32, with a somewhat lower dry weight due to decreased structural workings, but as a consequence being significantly more delicate (very low breaking speed). So ideal for orbital work, but not suitable for landers.

Ooh, Project Pluto sounds interesting, I'm sure I've read about this before. If anyone else spots some nice insanity from the space race, then by all means post them. There may be something of interest that I haven't seen before.

Edit:

Alt with gold foil

http://i.imgur.com/QiQp72T.png

http://i.imgur.com/HNcQS9j.png

http://i.imgur.com/abGvn8O.png

http://i.imgur.com/QYmZJr9.png

OOOOOOOoooooooooooooooooooooooh I thought they looked like this FnnU9cDs.png?2

Very similar aren't they :P

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Lack, is there anyway that your greenhouses could also produce food for TAC life support?

It can be done as I remember someone mentioning it before, but I've haven't used any life support mods since that oxygen one back in .13 or whenever it was, so can't really help you there. I never managed to get the solar panel bit of it to work (it detected the sun, but wouldn't generate electricity), so you'd probably be best off using the normal generator code to make it require water or something. Check what other mods have done for food/resource generation, zzz did a greenhouse a while back that I think supported TAC.

Made a truss section,

ft8GatN.png

JowthU7.png

cWtzSkX.png

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It can be done as I remember someone mentioning it before, but I've haven't used any life support mods since that oxygen one back in .13 or whenever it was, so can't really help you there. I never managed to get the solar panel bit of it to work (it detected the sun, but wouldn't generate electricity), so you'd probably be best off using the normal generator code to make it require water or something. Check what other mods have done for food/resource generation, zzz did a greenhouse a while back that I think supported TAC.

Making it require water wouldn't really make sense, as you don't really 'lose' water to plants unless you're eating them, and even then that is going to come back as "wastewater", in TAC terms. Plants mostly use water for nutrient transport. In a closed system the original amount of water wouldn't go anywhere, it would just be 'inhaled and exhaled' by the plants. For evidence of this, see closed terrariums.

It's probably best to just make it require electricity. It's not perfectly accurate for the model, but it's actually reasonably accurate in reality: space plants are probably going to be under grow-lights.

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@mushroomman,

How do you mean?

This http://i.imgur.com/YDifepM.jpg

or this http://i.imgur.com/VsoomtQ.jpg

bit?

@Gavin,

Well, if they completely dessicated the food before eating it then that is true, otherwise it's not a closed system. Either way, I would agree that electricity is probably a better model.

Edited by Lack
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It can be done as I remember someone mentioning it before, but I've haven't used any life support mods since that oxygen one back in .13 or whenever it was, so can't really help you there. I never managed to get the solar panel bit of it to work (it detected the sun, but wouldn't generate electricity), so you'd probably be best off using the normal generator code to make it require water or something. Check what other mods have done for food/resource generation, zzz did a greenhouse a while back that I think supported TAC.

Made a truss section,

http://i.imgur.com/ft8GatN.png

http://i.imgur.com/JowthU7.png

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

uhm i'm just wondering but could you posibly make the truss section like a cargo hold? prefrably like the one you did for the 3.75 M hulls if not then oh well :)

(or if you find a link to one... you know... just drop it by me)

and also maybe make the fuel tanks seperate XD sorry i'll go try find a mod for what i want rather than bug you

Edited by AntiMatter001
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Well, if they completely dessicated the food before eating it then that is true, otherwise it's not a closed system. Either way, I would agree that electricity is probably a better model.

It is still closed, it's just that, ahem, the Kerbals are part of the enclosure. They consume the liquidy plants, and then produce liquidy... liquid. Which is going to hopefully end up back in the plants :)

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It is still closed, it's just that, ahem, the Kerbals are part of the enclosure. They consume the liquidy plants, and then produce liquidy... liquid. Which is going to hopefully end up back in the plants :)

Ah yes, if you consider the ship as a whole then it all cancels out pretty nicely.

@Antimatter,

Not entirely sure I see the point, seems like it would just unnecessarily increase the part count and be an invitation for magical torque and the tank clipping. But I'm testing it anyway.

4W9gWgw.png

Fhv2Unf.png

Also means you can do the slightly improbable

DgjzrDH.png

Edit: Setting 'allowStack' to 0 fixes that, but does mean you can't string them together and might confuse some folks.

May as well include it, it'll fit inside of the structural one, but I'll leave the pre-packed ones as they give a little more lee-way for shading with the textures.

Edited by Lack
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Well, they aren't exactly going anywhere. I'm just not making new things for it quite as often.

Anyway, if you make the tanks separate, you're going to have a bad time without KJR.

Javascript is disabled. View full album

Which is exactly why they'll be going in. Well, there's also the fact that you can't transfer fuel/check fuel levels easily, since the frame is in the way. That's a bit annoying.

Edit:

SXT-alpha-0-8.zip

Rough change log.

Added some heavier weight RCS

Re-worked the 3.75 and 5m tanks (+ Sat-V) parts a bit. Seperated engines and tanks out.

New 0.625m oil drum

2 Colour of inflatable tank, I may change the orange one to an larger sized variant. Included empty structural version and detachable gold coloured fuel bladder. Cargo bay version planned.

Small wing

Tri-angular structural panel

Image of the parts:

FUPvgow.png

And yes, I know the icon is bugged for the heavy RCS thruster. It has so far eluded my attempts to fix it.

Edited by Lack
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Well, they aren't exactly going anywhere. I'm just not making new things for it quite as often.

Anyway, if you make the tanks separate, you're going to have a bad time without KJR.

http://imgur.com/a/Nr62P

Which is exactly why they'll be going in. Well, there's also the fact that you can't transfer fuel/check fuel levels easily, since the frame is in the way. That's a bit annoying.

i meant like the cargo hold youdid for the 3 meter parts... the one with the slidy doors... (so you can fit like a docking node into it and put the tank in then once empty dropthe excess weight but keepthe overall structure) i know putting decouplers would be more simple but... ok ok i'll use decouplers :P

thanks anyway for at least giving it a shot lack o.o i thought you'djust take it into account i never thought you'dgo ahead and do it. (i'm begining to think your just doing this for fun......)

also the pod ontop of that tank...

Bill: "it's magic!"

Jeb: "no... it's KSP"

Edited by AntiMatter001
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I've found a bug- I think. When using the MicroChip on a crewed vehicle and returning from EVA it causes spontaneous disassembley of the vessel at the part the microchip is attached too. I've tested with several different test rigs all with the same result.

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I've found a bug- I think. When using the MicroChip on a crewed vehicle and returning from EVA it causes spontaneous disassembley of the vessel at the part the microchip is attached too. I've tested with several different test rigs all with the same result.

Odd. I'm unable to replicate this. Only possible reason I can think of is the game freaking out from the direction the probe is facing when physics kicks in.

@bsbinary,

Ah ****, that was why I wasn't releasing 0.8, had only done the tech-tree integration for a few parts yet. It's an alpha, so meh. I'll fix it tonight.

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Well, they aren't exactly going anywhere. I'm just not making new things for it quite as often.

Anyway, if you make the tanks separate, you're going to have a bad time without KJR.

http://imgur.com/a/Nr62P

Which is exactly why they'll be going in. Well, there's also the fact that you can't transfer fuel/check fuel levels easily, since the frame is in the way. That's a bit annoying.

Edit:

SXT-alpha-0-8.zip

Rough change log.

Added some heavier weight RCS

Re-worked the 3.75 and 5m tanks (+ Sat-V) parts a bit. Seperated engines and tanks out.

New 0.625m oil drum

2 Colour of inflatable tank, I may change the orange one to an larger sized variant. Included empty structural version and detachable gold coloured fuel bladder. Cargo bay version planned.

Small wing

Tri-angular structural panel

Image of the parts:

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

And yes, I know the icon is bugged for the heavy RCS thruster. It has so far eluded my attempts to fix it.

OH! wait is the truss hollow (can't see and at work) because if it is then forget i ever said anything (i can easily detach them from inside thus making fuel detachable fuel canisters.

EDIT: DAMNIT DAMNIT DAMNIT! yes they are please ignore my statement about cargobays then (actually it might make a good roll cage) sorry for making you go on a wild goose chase there lack. (by the close up picture in the VAB they looked like they had bottoms)

now... what type of engine shall i mough on the back muhuehehehehe

oh could you posibly make longer ones? XD (i'm being a pain in the bum i know)

Edited by AntiMatter001
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OH! wait is the truss hollow (can't see and at work) because if it is then forget i ever said anything (i can easily detach them from inside thus making fuel detachable fuel canisters.

EDIT: DAMNIT DAMNIT DAMNIT! yes they are please ignore my statement about cargobays then (actually it might make a good roll cage) sorry for making you go on a wild goose chase there lack. (by the close up picture in the VAB they looked like they had bottoms)

now... what type of engine shall i mough on the back muhuehehehehe

oh could you posibly make longer ones? XD (i'm being a pain in the bum i know)

EDIT: CRAP they are hollow but... i can't seperate the fueltanks from them because the tanks have to fit inside the trusses... oh well... great parts anyway! XD

this is what i mean! jiggy pokery to the win!

http://imgur.com/a/Y2v3U#0

uhm... need to move the nodes...

Edited by AntiMatter001
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Odd. I'm unable to replicate this. Only possible reason I can think of is the game freaking out from the direction the probe is facing when physics kicks in.

...

Performed some further testing attempting to isolate and it seems to only happen in Career mode for some reason. I will continue to try and isolate the specific circumstances that cause this behavior.

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SXT-alpha-0-8-1.zip

Small update. Nothing too fancy, one or two bug fixes, added NERVAs to tech-tree, added an inflatable airbag.

Testing with a vertical and a lateral impacts.

Javascript is disabled. View full album

I'll probably need to tweak the crash tolerance a bit, currently 30m/s but if you have a few you can survive a drop at terminal velocity on Kerbin.

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