Damaske Posted September 7, 2014 Share Posted September 7, 2014 KSC++ is been completely overhauled, so those'll be included, I haven't got a computer that'll run KSP at the moment (building a new one when the parts arrive) but I should have a few screenshots somewhere in my emails, I'll see if I can find it.Edit: Only some from blenderimage snipHave you thought about adding in another runway that is 90 degrees to the Main KSC runway inland of the main runway? Also Is there thoughts about maybe a 2nd longer wider runway next to the Main KSC runway for larger heavy planes / spaceplanes? And moving the hangers that you have next to the main KSC runway outside the larger longer runway. Also maybe a LARGER launch pad for huge ginormous rockets?I do know that IF adding in the other runways that I suggested WILL need a complete re-plan of KSC ++ But I have a feeling it would be worth it in the long run. Damaske Link to comment Share on other sites More sharing options...
Lack Posted September 8, 2014 Author Share Posted September 8, 2014 Have you thought about adding in another runway that is 90 degrees to the Main KSC runway inland of the main runway? Also Is there thoughts about maybe a 2nd longer wider runway next to the Main KSC runway for larger heavy planes / spaceplanes? And moving the hangers that you have next to the main KSC runway outside the larger longer runway. Also maybe a LARGER launch pad for huge ginormous rockets?I do know that IF adding in the other runways that I suggested WILL need a complete re-plan of KSC ++ But I have a feeling it would be worth it in the long run. DamaskeI was planning on an extra launch pad, the second runway's not a bad idea either. Was also thinking of adding some docks for sea-launching vehicles. Link to comment Share on other sites More sharing options...
Zaphod12 Posted September 12, 2014 Share Posted September 12, 2014 Am I allowed to ask if there is any news regarding KSC++? Link to comment Share on other sites More sharing options...
technerd89 Posted September 12, 2014 Share Posted September 12, 2014 Am I allowed to ask if there is any news regarding KSC++?There was news less than 1 week ago. The development is slowed due to technical difficulties, but work is still being done. Please read the thread before asking these sorts of questions. Link to comment Share on other sites More sharing options...
Lack Posted September 15, 2014 Author Share Posted September 15, 2014 Am I allowed to ask if there is any news regarding KSC++?Nothing wrong with asking; although I still don't have a proper computer, so nothing new. Not quite sure when I'll be getting a new one either at the moment. Link to comment Share on other sites More sharing options...
Camacha Posted September 17, 2014 Share Posted September 17, 2014 Are there any good pictures of that the different packs contain? I only get a partial impression trawling through various Youtube clips. Link to comment Share on other sites More sharing options...
Lack Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) Are there any good pictures of that the different packs contain? I only get a partial impression trawling through various Youtube clips.Videos, 'fraid not, I'm generally of the opinion that moving pictures are some form of witchcraft. I did have some albums of pictures in the OP, but they seem to have got lost somewhere along the road. Googling 'LLL+ ksp' will give you plenty of pictures but a lot of them are fairly old, you get the idea anyway. Most youtube videos I've seen mix it with B9. I've sat down and tried to make a pictorial list, but that is really, really boring and I've always packed it in mid way through.SXT is mainly stock-a-like parts (although I play a bit fast and loose with that term). I've posted quite a lot of SXT pics over in the addon-dev thread in recent times. It'll be getting it's own thread I think, moderators permitting, with the next release since it really has nothing to do with LLL.KSC++, you can see most of it here: http://imgur.com/a/lFdbW#0EDIT:Found itBonney [0.625m Light aircraft cockpit]Ke-111 [1.25m 2 pilot airplane cockpit]Kossak [2.5m 2 pilot airplane cockpit]Dontstayputnik [0.625m Sputnik-like Ejectable Probe]JKSS Probe [0.625m probe with inbuilt xenon reserves]HECS-Ranger Advanced Probe [1.25m to 2.5m Large Probe]TMA-1 [Totally not ripped off from Space 2001, honest guv]Munar Excursion Module [2.5m Apollo-like MEM]Kn-225 [3.75m Cockpit with loading door and folding ramp assessory]Mk.P-Vavka [Radial version of Kn-225 cockpit]Lander Can [2.5m An alternative to the Mk2 Landercan]Truck Cabins [Narrow, Wide. Based off stockones seen driving round VAB]FuelMEM Descent ModuleKe-90 2.5m TurboFanBA-8 1.25m LFO EngineCandle-Wax 0.625m SRBLV-T80 1.25m LFO EngineK-2 5m Second Stage LFO EngineK1-26 5m+ stupidly massive EngineK1-8 5m Second Stage LFO EngineNK-24-4 3.75m Upper Stage LFO EngineKerbodyne 3.75m Upper Stage LFO EngineK-170 Engine 3.75m Main Stage LFO EngineLV-N240 2.5m NERVALV-N450 2.5m NERVA0.625m Jet Engine0.625m Prop Engine0.625m Barrel of Fuel3.75m Fuel Bladders2.5m 'NASAmission' Fuel-tanksBoconok-9 Radial Fuel Tank2.5m Service Modules5m to 3.75m K-1 Fuel Tanks5m Kerbodyne Fuel TanksControlAir-brakesOMSVernier EngineExtendable RCS boonLarge RCS arrayStructural2.5m Cargo Bay0.625m and 2.5m Tail Connectors3.75m and 5m Decouplers1.25m and 2.5m Passenger CabinsHexagonal and Triangular Stuctural Panels3.75m 'Girder' Sections3.75m Cargo HoldFolding Loading Ramp for Kn-2252.5m Service Module1.25m and 2.5m Radial Engine Attachment Points3.75m 'Petal' Cargo Fairing0.625m PipingAeroRadial Air-intake0.625m to 2.5m Air-intakesSmall and Large WingsUtilityAirbagsRetractable RTGsHexagonal Solar PanelMedium extendable Solar Panel2.5m Service Module Crew Cabins2.5m SPKTR Crew-Cabin and adaptor3.75m Crew Cabins [CANIOT, ISK]5m Extra-Terrestrial HabitatTruck ComponentsScienceKommunitron-16 Antenna0.625m In-line Goo Pod2.5m Science BayCommand Edited September 17, 2014 by Lack Link to comment Share on other sites More sharing options...
FacialJack Posted September 18, 2014 Share Posted September 18, 2014 Hi, i new to KSP, and really love ure mod, ty for that work.Is the green house produce electricity? where can i find info about? Link to comment Share on other sites More sharing options...
Lack Posted September 18, 2014 Author Share Posted September 18, 2014 Hi, i new to KSP, and really love ure mod, ty for that work.Is the green house produce electricity? where can i find info about?I think I still have it hooked up to the solar panel code, but couldn't get it to work. Probably best copy in the modules from the stock RTG, or from a life-support mod's parts if you want oxygen, etc. Link to comment Share on other sites More sharing options...
FacialJack Posted September 18, 2014 Share Posted September 18, 2014 I think I still have it hooked up to the solar panel code, but couldn't get it to work. Probably best copy in the modules from the stock RTG, or from a life-support mod's parts if you want oxygen, etc.Hi, as i understand, i have to take the behavior from for example a solr panel, and copy it on greenhouse?well...can u explain me better plz, noob powa (ill look open a cfg, copy text part, surely something like that)i try to make a power facility, but now, no power Link to comment Share on other sites More sharing options...
TeeGee Posted September 18, 2014 Share Posted September 18, 2014 This is a spectacular and MUST HAVE mod for everyone on this forum! Well done! The KSC ++ and stock extension parts are particularly amazing. Link to comment Share on other sites More sharing options...
Mozziedoo Posted October 11, 2014 Share Posted October 11, 2014 Is it normal that I have increased building destruction on all my ships?EDIT: No wait, I had Jebediah on all my ships. Sorry about that. Link to comment Share on other sites More sharing options...
jimmyjack Posted October 13, 2014 Share Posted October 13, 2014 This guy never gets any love. Has nobody posted anything since 0.25 wtf!! Link to comment Share on other sites More sharing options...
Camacha Posted October 15, 2014 Share Posted October 15, 2014 Just tried SXT, those little yellow trucks are absolute gold. I have been building trucks with LLL for a while now, but these are marvellous for zipping around and all kinds of assorted mayhem.It's funny. Before I liked LLL, but felt it was a little too far from stock. In time, KSP's style has moved more toward B9 and LLL, making LLL blend in a lot better. At the same time it seems that KSP has moved away from SXT, especially the big plane parts.I have looked at the parts folder to see if I can change anything about them myself, but the texture files were acting a bit weird. I guess that is due to you using Squad assets as much as possible? Link to comment Share on other sites More sharing options...
Jacksidious Posted October 19, 2014 Share Posted October 19, 2014 Love this mod. The parts are amazing no idea how I've gone without it.Am having a problem with the engines electric charge being NAN when i change its thrust limit. Which makes the vehicle cost go to NAN and i cant launch. I've tried to just re-add the parts and its fine, but when i change the thrust limit all the engines do it again. Anyone else having this issue? Link to comment Share on other sites More sharing options...
Jacksidious Posted October 19, 2014 Share Posted October 19, 2014 Love this mod. The parts are amazing no idea how I've gone without it.Am having a problem with the engines electric charge being NAN when i change its thrust limit. Which makes the vehicle cost go to NAN and i cant launch. I've tried to just re-add the parts and its fine, but when i change the thrust limit all the engines do it again. Anyone else having this issue?Anyone else having this problem just change the ElectricCharge resource in the engine .cfgs toRESOURCE{ name = ElectricCharge amount = 1 maxAmount = 1}Don't think ksp likes having 0s for that for some reason. If someone has a better fix plz let me know because im not coder Link to comment Share on other sites More sharing options...
NathanKell Posted October 19, 2014 Share Posted October 19, 2014 One cannot have a resource with maxAmount 0 and not also haveisTweakable = falsehideFlow = trueThe problem isn't a 0 resource, it's a 0 resource that is displayed on right-click.Here's a generic fix://Starwaster/NathanKell@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]:Final{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }}@PART[*]:HAS[@MODULE[ModuleEnginesFX],@RESOURCE[ElectricCharge]]:Final{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }} Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 19, 2014 Share Posted October 19, 2014 One cannot have a resource with maxAmount 0 and not also haveisTweakable = falsehideFlow = trueThe problem isn't a 0 resource, it's a 0 resource that is displayed on right-click.Here's a generic fix://Starwaster/NathanKell@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]:Final{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }}@PART[*]:HAS[@MODULE[ModuleEnginesFX],@RESOURCE[ElectricCharge]]:Final{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }}i thought this was fixed ages ago o.O Link to comment Share on other sites More sharing options...
Jacksidious Posted October 19, 2014 Share Posted October 19, 2014 One cannot have a resource with maxAmount 0 and not also haveisTweakable = falsehideFlow = trueThe problem isn't a 0 resource, it's a 0 resource that is displayed on right-click.Here's a generic fix://Starwaster/NathanKell@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]:Final{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }}@PART[*]:HAS[@MODULE[ModuleEnginesFX],@RESOURCE[ElectricCharge]]:Final{ @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true }}Awesome. Thank you sir. Link to comment Share on other sites More sharing options...
Probus Posted October 19, 2014 Share Posted October 19, 2014 Is there a remote tech configuration out there for Lack Luster Labs (LLL) antennas. The mod has quite a few but haven't been able to find any RT2 cfg files. I will also repost this on the RT2 thread. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted October 19, 2014 Share Posted October 19, 2014 Is there a remote tech configuration out there for Lack Luster Labs (LLL) antennas. The mod has quite a few but haven't been able to find any RT2 cfg files. I will also repost this on the RT2 thread.i think there was a post a couple (10 to 20) posts/pages back. not sure.also SXT works for me just a couple of textures are missing beacuse it uses the stock textures which were renamed/moved and the thrusters on the MEM are invisible. i'll PM lack about this. Link to comment Share on other sites More sharing options...
Green Skull Posted October 23, 2014 Share Posted October 23, 2014 SXT download giving me a corrupt / blank folder Link to comment Share on other sites More sharing options...
bartekkru99 Posted October 24, 2014 Share Posted October 24, 2014 Can someone give me a link to LLL reviev. I heard a lot about it, but I've never seen any showcase with parts and stuff Link to comment Share on other sites More sharing options...
Damaske Posted October 24, 2014 Share Posted October 24, 2014 Can someone give me a link to LLL review. I heard a lot about it, but I've never seen any showcase with parts and stuffThere is no showcase available it was worked on a few times but never finished that I know of. Link to comment Share on other sites More sharing options...
westamastaflash Posted October 30, 2014 Share Posted October 30, 2014 Is there a remote tech configuration out there for Lack Luster Labs (LLL) antennas. The mod has quite a few but haven't been able to find any RT2 cfg files. I will also repost this on the RT2 thread.I threw one together for the 3 LLL omni poles today because this was bothering me too. Your mileage may vary. Tried to fit them in the tech tree so there's a progression from 16 > 16X > 32 > 64 > Tower, and adjusted energy usage up accordingly. Haven't done the dishes yet. This is mostly untested, I just did this for my personal use. Tower's a nice long omni but it weighs a bunch and uses lots of power.@PART[LLLCommPole2]:FOR[RemoteTech] // LLL's "Communotron 32"{ !MODULE[ModuleDataTransmitter] {} @title = Communotron 16-X %TechRequired = advElectrics @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 3750000 %EnergyCost = 0.35 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {}}@PART[LLLCommPole]:FOR[RemoteTech] // LLL's "Communotron 64"{ @title = Communotron 64 !MODULE[ModuleDataTransmitter] {} %TechRequired = electronics @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 7500000 %EnergyCost = 1.0 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {}}@PART[Commtow]:FOR[RemoteTech] // LLL's "Communications Tower"{ !MODULE[ModuleDataTransmitter] {} %TechRequired = specializedElectrics @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 12000000 %EnergyCost = 1.5 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {}} Link to comment Share on other sites More sharing options...
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