Guest Posted February 25, 2014 Share Posted February 25, 2014 (edited) For the crew-cabin. Something along these lines?http://i.imgur.com/KkzOQFN.pngYeah, 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 February 25, 2014 by regex Link to comment Share on other sites More sharing options...
Lack Posted February 25, 2014 Author Share Posted February 25, 2014 Seems like it was just a few typos in the config.This should be updated: https://dl.dropboxusercontent.com/u/39086055/LLL-Patch-25FEB14.zip@Regex,Yeah sure, they're just proof of concept from strapping together existing parts (well, had to quickly knock up the door bit). Link to comment Share on other sites More sharing options...
MSHalo3Rocks Posted February 26, 2014 Share Posted February 26, 2014 are their any tutorials to help me get use to this pack? Link to comment Share on other sites More sharing options...
Sauron Posted February 26, 2014 Share Posted February 26, 2014 are their any tutorials to help me get use to this pack?Why would you need a tutorial. This is a parts-only pack. You just put the folder in Game Data and turn on KSP. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 26, 2014 Share Posted February 26, 2014 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. Link to comment Share on other sites More sharing options...
sharpspoonful Posted February 27, 2014 Share Posted February 27, 2014 Hey there, one more bother for you guys. I made this thread http://forum.kerbalspaceprogram.com/threads/71007-Help-requested-for-some-custom-TACLS-containers because I ran into an issue where I cannot get my custom containers to load. any suggestions? Link to comment Share on other sites More sharing options...
Lack Posted February 27, 2014 Author Share Posted February 27, 2014 *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.@sharpspoonfulRoxette has the right of it. Try changing the name and let me know if that works, if not I'll have a proper look. Link to comment Share on other sites More sharing options...
sharpspoonful Posted February 27, 2014 Share Posted February 27, 2014 It unfortunately did not, Lack. Sorry from keeping you from actually playing KSP. Link to comment Share on other sites More sharing options...
Lack Posted February 27, 2014 Author Share Posted February 27, 2014 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 = LLLCargoBoxTAC1module = Partauthor = 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} Link to comment Share on other sites More sharing options...
Guest Posted February 27, 2014 Share Posted February 27, 2014 Don't worry about it, I'm just listening to the radio anywayo.O I thought radio only existed in the car... Link to comment Share on other sites More sharing options...
Lack Posted February 27, 2014 Author Share Posted February 27, 2014 o.O I thought radio only existed in the car...Funny thing is that my car's old enough that getting a radio with it was a luxury extra. Link to comment Share on other sites More sharing options...
Alskari Posted February 27, 2014 Share Posted February 27, 2014 Are you making the 'Ladybird' a KerbalSeat style or are you implementing some other method to display kerbals occupying the space? Link to comment Share on other sites More sharing options...
Lack Posted February 27, 2014 Author Share Posted February 27, 2014 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. Link to comment Share on other sites More sharing options...
Alskari Posted February 27, 2014 Share Posted February 27, 2014 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. Link to comment Share on other sites More sharing options...
Lack Posted February 27, 2014 Author Share Posted February 27, 2014 (edited) 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:Without: Edited February 27, 2014 by Lack Link to comment Share on other sites More sharing options...
Mach_XXII Posted February 28, 2014 Share Posted February 28, 2014 Without the end cap looks a lot better Link to comment Share on other sites More sharing options...
NoMrBond Posted February 28, 2014 Share Posted February 28, 2014 What about an open ring top with struts connecting to the main body (possibly running through the gaps between the four globes. Link to comment Share on other sites More sharing options...
sharpspoonful Posted February 28, 2014 Share Posted February 28, 2014 (edited) 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 February 28, 2014 by sharpspoonful Link to comment Share on other sites More sharing options...
bs1110101 Posted February 28, 2014 Share Posted February 28, 2014 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:http://i.imgur.com/L0yOar0.pngWithout:http://i.imgur.com/rwoGUWB.pngI love it, though i think it would look better with a bigger nozzle. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 28, 2014 Share Posted February 28, 2014 (edited) 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 TESTmodule = Partauthor = 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 = 1rescaleFactor = 1rimFalloff = 5// --- node definitions ---//node_stack_side = 0.5, 0.15, 0.0, 0.5, 0.0, 0.0node_attach = 0.5, 0.0, 0.0, 0.5, 0.0, 0.0node_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, powerfx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, powerfx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_jet_low = runningsound_jet_deep = powersound_vent_soft = disengagesound_explosion_low = flameout// --- editor parameters ---TechRequired = hypersonicFlightentryCost = 0cost = 600category = Propulsionsubcategory = 0title = Rapier TESTmanufacturer = Lack Luster Labsdescription = 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, allowCollisionattachRules = 1,1,1,1,1// --- standard part parameters ---mass = 1.5dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 5breakingForce = 800breakingTorque = 800maxTemp = 3400MODULE{name = MultiModeEngineprimaryEngineID = AirBreathingsecondaryEngineID = ClosedCycle}//engine mode 1MODULE{name = ModuleEnginesFXengineID = AirBreathingdirectThrottleEffectName = power_openrunningEffectName = running_openthrustVectorTransformName = thrust_transformexhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 200 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True //fxOffset = 0, 0, 0.5PROPELLANT{name = LiquidFuelratio = 1DrawGauge = True}PROPELLANT{name = IntakeAirratio = 9DrawGauge = 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 2MODULE{name = ModuleEnginesFXengineID = ClosedCycledirectThrottleEffectName = power_closedrunningEffectName = running_closedthrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 185 heatProduction = 300 //fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = LiquidFuel ratio = 0.9DrawGauge = 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 February 28, 2014 by AntiMatter001 Link to comment Share on other sites More sharing options...
wasmic Posted February 28, 2014 Share Posted February 28, 2014 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. Link to comment Share on other sites More sharing options...
Lack Posted February 28, 2014 Author Share Posted February 28, 2014 @AntiMatter001,I'll have a look over the weekend.@wasmic,I included a craft file. But I'm aiming to get the next version uploaded in the next day or so, that should have an improved Saturn V in. Link to comment Share on other sites More sharing options...
Captain Sierra Posted March 1, 2014 Share Posted March 1, 2014 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. Link to comment Share on other sites More sharing options...
wasmic Posted March 1, 2014 Share Posted March 1, 2014 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. Link to comment Share on other sites More sharing options...
Lack Posted March 1, 2014 Author Share Posted March 1, 2014 (edited) Alternative paint-job: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: Edited March 1, 2014 by Lack Link to comment Share on other sites More sharing options...
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