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LLL - Lack Luster Labs - Development Thread


Lack

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Here is a screen shot that shows what i'm trying to describe:

http://i.imgur.com/7KHF4BE.jpg

The Landing Leg - Small Underside doesn't have a Raise Leg or Lower Leg AG choice.

Ah okay, I'm guessing that's because I've only used the bare minimum of the config.

MODULE
{
name = ModuleLandingGear
animationName = underleg
impactTolerance = 300
}

The new landing leg module is terrible in terms of documentation and whether or not it'll actually work two exports in a row, so I had to cut it down a lot to make it work. I think Bahatmo did a tutorial for them, but that'll be a rainy day project. I almost defenestrated the computer last time I tried to get those landing legs to work properly.

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Ah okay, I'm guessing that's because I've only used the bare minimum of the config.

MODULE
{
name = ModuleLandingGear
animationName = underleg
impactTolerance = 300
}

The new landing leg module is terrible in terms of documentation and whether or not it'll actually work two exports in a row, so I had to cut it down a lot to make it work. I think Bahatmo did a tutorial for them, but that'll be a rainy day project. I almost defenestrated the computer last time I tried to get those landing legs to work properly.

Thanks Lack...if those other options were available then the backwards raise/lower would be easier to work around using actions groups. Not a big deal though...

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Thanks Lack...if those other options were available then the backwards raise/lower would be easier to work around using actions groups. Not a big deal though...

You could switch to the generic animation module, that should allow action grouping,

Something like


MODULE
{
name = ModuleAnimateGeneric
animationName = underleg
isOneShot = false
startEventGUIName = Raise Legs
endEventGUIName = Lower Legs
}

Might need to switch round the start and end GUI names, and perhaps change increase crashTolerance.

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You could switch to the generic animation module, that should allow action grouping,

Something like


MODULE
{
name = ModuleAnimateGeneric
animationName = underleg
isOneShot = false
startEventGUIName = Raise Legs
endEventGUIName = Lower Legs
}

Might need to switch round the start and end GUI names, and perhaps change increase crashTolerance.

I'll give that a try.

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I hadnt tried your stockextenstion, real good stuff( as everthing else you done ) I esp liked the airbags, they came in handy on the first flight haha. Also its cool to see that your still modding and making players happy!

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I hadnt tried your stockextenstion, real good stuff( as everthing else you done ) I esp liked the airbags, they came in handy on the first flight haha. Also its cool to see that your still modding and making players happy!

Thanks!

WIP 3.75m hab

Qo156fr.png

lqcMAeP.png

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Nice. Could you also make a short (about the size of KW short tank) 3m propulsion module and some MIR/Salyut-inspired parts?

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Nice. Could you also make a short (about the size of KW short tank) 3m propulsion module and some MIR/Salyut-inspired parts?

The above is loosely based on the Salyut, or at least was when I started. It's changed a quite a bit now, but retains things like the stripes from the Salyut-7.

There's already a fairly short 3.75m third-stage engine from the Block V of the N-1 parts.

Edited by Lack
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The second stage engine of the Jool V dosen't have correct nodes- placing either 5m decoupler causes a gap. Decoupling leads the engine to having "no fuel" :(

I'll have a look, haven't had any problems with it that I can recall.

Edit:

@Dragon,

Yep, exact same length as the short KW 3.75m tanks, or do you mean exactly 3m (I assume that's what you mean by 3m, I'm never a hundred percent certain whether people are using just the first digit and implied 1.25 rescale, rounding or actually mean 3m)?

And the solar panels I posted earlier are based on the Salyut/TKS/etc. solars.

Edited by Lack
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Actually, I've noticed some wierd stuff about the Stage 2 engine cluster for the JV. Turns out it's slightly stretched along one axis. This is pretty evident when a decoupler is attached.

Yeah, I've mucked up the scaling in one of the axis when playing around with the new engine model and must have missed it.

The short decoupler seems alright, just have to be careful you don't attach to the bottom node. Testing t'other one.

The large decoupler, you'll get no fuel if you attach to the bottom node, it doesn't have a second top attach node. Might be worth adding one, but I'd more thought of that as a fairing/decoupler for clustered engines.

Edit:

Right, think I've got that fixed. Just need for KSP to take it's customary 5 minutes to load.

I'll post a patch shortly.

Edit:

Haha, oh dear. I did rather forget that the large 5m one isn't a decoupler, it's a stack separator.

3WNUbGM.png

j48hj9D.png

GA5cNkJ.png

Here's a hotfix for it. Fixes the scaling for the K-2 x5 cluster.

https://dl.dropboxusercontent.com/u/39086055/SXT14-Hotfix.zip

The stack separators are working properly, just wasn't immediately obvious with the engine acting up.

Edit:

TcjMubY.png

Edited by Lack
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Found a TINY ERROR (just something you can fix in the next update, nothing major) it says its BERTY 3000, while on the actual in game part its BERTY 2000.

BERTY lies. Don't trust him.

He even lies about his name (There's also a Berty 2000 and 5000. Never seemed worth making a new texture for. I've switched around the names anyway, the 2000 will be the probe-core, since you're more likely to see it).

@DeathSoul,

You could add in fuel capacity and have your own rule that you can't use it till it's empty. Or possibly use Nova's old plugin, if that still works. I think it ended up about halfway between a Solyut and Skylab, was looking at pictures of both for about half of yesterday.

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@DeathSoul

I had said the same thing about the stationary solar pannels, they would work perfectly on a pilon or something to mimic the deployed SkyLab parts. I am going to try to create some of the skylab structural parts as my first project, :) Mind you my first project has been abandon and changed several times, still trying to get the hang of blender.

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@Dragon,

Yep, exact same length as the short KW 3.75m tanks, or do you mean exactly 3m (I assume that's what you mean by 3m, I'm never a hundred percent certain whether people are using just the first digit and implied 1.25 rescale, rounding or actually mean 3m)?

The diameter should be 3.75, like everything else. The length (or height, in VAB) should be about that of the short KW tank. Now that I look at your Salyut, probably half that. And I'm not talking a big 3rd stage engine, I'm talking a propulsion module with fuel and two dinky engines, and enough space between them for a 1.25m attachment. It should also carry monoprop. Maybe even make it monoprop only, with the engines running on it. I'm talking need a slim, 3.75m service module.

Edited by Guest
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The diameter should be 3.75, like everything else. The length (or height, in VAB) should be about that of the short KW tank. Now that I look at your Salyut, probably half that. And I'm not talking a big 3rd stage engine, I'm talking a propulsion module with fuel and two dinky engines, and enough space between them for a 1.25m attachment. It should also carry monoprop. Maybe even make it monoprop only, with the engines running on it. I'm talking need a slim, 3.75m service module.

Ah yes, that's my habit of shuffling and re-editing sentences and then not reading the resulting mess. I meant 'I assume you meant 3.75m', not 'I assume you mean 3m'

I see what you mean now, you got any good reference pics?

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lack the skid and the small landing gear don't sync too well when you put em on a craft. i tried making this:

but it didn't work as you can see... help? i've tried action groups with the same problem...

Try what I recommended to Gristle with switching it to the generic animation module.

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Those 3.75m habs are the best I've seen! (Can you release matching 2.5m variants?)

Also, the cupola-textured 2.5m habs would really be better without the windows (we can place those ourselves if we want them--you've provided the parts after all :) )

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Those 3.75m habs are the best I've seen! (Can you release matching 2.5m variants?)

Also, the cupola-textured 2.5m habs would really be better without the windows (we can place those ourselves if we want them--you've provided the parts after all :) )

Thanks. Hmm, possibly, we'll see. Yes, but without the windows the IVA doesn't make a great deal of sense. I'll put some .mu's without the windows so people can swap them out if they're so inclined.

Anyway, SXT-15

pHRoHkG.png

SXT-alpha-15.zip

Change log:

Re-worked the fuselages (These won't replace the parts currently there, since I didn't notice that the old versions had a .75 y-axis scale applied in Unity, so the old parts are hidden from the VAB and tech-tree but'll still turn up on any models that still have them. The 1.25m is a bit of a cop out admittedly).

There's some radially attached windows, to make things look all fancy.

A 3.75m Hab. I've added in the ability to boost the transmission rate, but not clean out experiments. Still not sure on that front. Might also add a ladder collider round the grab-ring.

Solar panels! They've got a lighter mass, but can't rotate, so be careful they're facing in the right direction.

There's a few minor bug fixes, like the J2 mis-scaling and I've added the location of the part's .cfg file in the description of each part to ease tinkering.

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