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LLL - Lack Luster Labs - Development Thread


Lack

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Could someone repost the link to the DL for the extendable docking port? I've searched throughout my parts and it's not there. I have the track housings , was it in a seperate DL? If so please repost it :)

It is part of the main release as of 06/10/2013 (just checked the archive). Check the utility tab for extendable CBM

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It is part of the main release as of 06/10/2013 (just checked the archive). Check the utility tab for extendable CBM

Yep, it's in the interim release. From the first post:

2013-06-10-LLL-InterimRelease.zip

Needs to be installed over the 0.09.9 release.

Contains a few of the new things:

  • Update to 2x1 Engine - Fairings and I got the grill vectoring to work as intended
  • 2x1 Decoupler
  • Wheelhousing - [2x1 and a 4x2 resize]
  • An extendable CBM - Interim at the moment, just to see what people think of it
  • Updates to all the Cuploa parts - Fixed window specularity and updated the emissive map. Re-balanced closer to proper weights, mainly BoN calcs from stock and ISS cupola

I don't think I've updated 0.09.9 with it though.

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Why does the fairing not jettison with anything but a decoupler? It would be great if it was jettisoned, it would fall off on engine activation. Like if a 2x1 adaptor was placed beneath the engine instead of a decoupler. Or like the NERVA engine's faring, except remaining in one piece and being decoupled down instead of sideways.

Also its a slight nitpick, but the 2x1 to 2.5 adaptor is slightly larger than 2.5m pieces. it leaves an unsightly ring around the connection point.

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Why does the fairing not jettison with anything but a decoupler? It would be great if it was jettisoned, it would fall off on engine activation. Like if a 2x1 adaptor was placed beneath the engine instead of a decoupler. Or like the NERVA engine's faring, except remaining in one piece and being decoupled down instead of sideways.

Also its a slight nitpick, but the 2x1 to 2.5 adaptor is slightly larger than 2.5m pieces. it leaves an unsightly ring around the connection point.

Do you mean have the engine double up as the de-coupler?

If so, try this:

PART
{
// --- general parameters ---
name = 2x1ENG
module = Part
author = Lack
// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1.2499
rimFalloff = 5
// --- node definitions ---
node_stack_top = 0.0, 1.08, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.064, 0.0, 0.0, 1.0, 0.0
// --- FX definitions ---
fx_exhaustLight_yellow = 0.0, -0.3, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -0.2563577, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -0.2563577, 0.0, 0.0, 1.0, 0.0, flameout
fx_exhaustSparks_yellow = 0.0, -0.2563577, 0.0, 0.0, 1.0, 0.0, running
// --- Sound FX definition ---
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout
// --- editor parameters ---
cost = 1800
category = Propulsion
subcategory = 0
title = NE-800 Open-Cycle Nuclear Engine
manufacturer = Lack Luster Labs
description = This engine achieves it's raw power via lax nuclear reactor shielding laws and an open-cycle engine, meaning that it's legal to pump propellant through the middle of a nuclear reactor. This has a minor and harmless side-effect, the blasting of chunks of the reactor and fuel rods out of the back. It may also be worth noting that opening up the throttle too much can over-load the cooling system, this may lead to a slight 'nuclear meltdown' effect.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1
// --- standard part parameters ---
mass = 6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 10
breakingForce = 200
breakingTorque = 200
maxTemp = 3400
fuelCrossFeed = False
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 400
heatProduction = 850
fxOffset = 0, 0, 1.0
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 700
key = 1 260
}

}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 2
}
MODULE
{
name = FXModuleAnimateThrottle
animationName = 2x1ENGanim
dependOnEngineState = True
responseSpeed = 0.005
}
MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 10
jettisonDirection = 0 0 1

}
MODULE
{
name = ModuleGenerator
isAlwaysActive = true
OUTPUT_RESOURCE
{
name = ElectricCharge
rate = 1.5
}
}
MODULE
{
name = ModuleDecouple
ejectionForce = 400
explosiveNodeID = bottom
}
}

The problem is that the 2x1 to 2.5m is exactly 2.5m across, many of the in-game parts are less than 2.5m across. I have an idea to fix it, can't find the model files for it at the moment though.

Hey Lack, when will we get textured Adapters?

Edit:

Can we at least get the uv-maps instead of a blank grey picture?

Yeah sure, if I'm honest, I was just going to leave them as is.

http://i.imgur.com/2Ap7N2A.png

http://i.imgur.com/gVLs9JB.png

Can't find any files relating to the 2x1 to 2.5m at the moment, not sure where I put them.

Edited by Lack
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Found the UV maps for the 2x1 to 2.5m

http://i.imgur.com/Fyk6GyQ.png

Okay,

EDIT:

I've re-worked the 2x1 to 2.5m Adaptor.

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

http://i.imgur.com/wucnA45.png

http://i.imgur.com/qFPPG25.png

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

It's still a little larger than the stock 2.5m so I'm going to have a go at fixing that.

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

EDIT 2:

Reduced the size of the 2.5m end-plate to ~ the stock size (it was a bit too big it turns out).

sL07CCp.png

pqaucoc.png

nmsM17c.png

MgvNqcS.png

1fF4ROv.png

LLL2013-06-15_2x1_to_2-5m.zip

It doesn't replace the 2x1 to 2.5m adaptor (although the old one won't be included in future versions) since the node-distance has changed a little and I'd prefer to avoid unplanned spontaneous ship disassembly.

If you're okay with the risk just change 'name = 2to25mCircAdaptor' to 'name = 2toCircAdaptor' in the .cfg and delete the old 'LLL2toCircAdaptor' folder.

Edited by Lack
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Very nice. :) I've love to see a bicoupler, too, for extending two 2x1 parts from a 2.5m circular base.

And done. Took a bit more work than I'd anticipated actually, since I went back and set it up to use the same textures as the other 2x1 to 2.5m (which messes with the part's scale and the likes).

I've updated the download from before so you'll have to re-download it.

LLL2013-06-15_2x1_to_2-5m.zip

0xZa7Ne.png

QLkP76K.png

Edited by Lack
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oh those look nice

Im being a bit lazy with the landing gear, havent made anything new with those but I did start something else, ill show you all as soon as I get past my laziness an finish the animations

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I should probably note that I've updated the 2x1 to 2.5m DL again, fixed an issue with a missing collision mesh on the 2.5m to 2(2x1) bicoupler.

And I think I may have got the CBM to snap properly, needs a bit more testing though.

Anyway, I had some fun making a liner today as well.

Javascript is disabled. View full album

And a ejecting from a launch gone wrong (thanks to the Vanguard plugin).

LTvmwHj.png

Don't worry, he had a parachute.

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are you going to ever make IVA's

I apologise in advance if this has already been answered.

He said they would happen eventually. As I understand it IVAs take forever.

@Lack does that config you quoted to me change the engine's fairing into a fairing and a decoupler?

Any plans to do a 1x1 engine similarly to the 2x1 engine?

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