Deimos Rast Posted August 4, 2016 Share Posted August 4, 2016 11 minutes ago, Murican_Jeb said: Ok the tail thing is still black.... Yeah, turns out I was partially correct. Give me a second and I'll bundle it up for you. Try this. It's the tail parts ripped from the Main download. Should be able to drop it into the SXT pack. They use different file pathes unfortunately, so it won't overwrite the old one, which is a problem, so you'll need to delete the old one else duplicates. License is CC BY-NC-SA 4.0 Picture of what it should look like: http://imgur.com/a/RLVjm Link to comment Share on other sites More sharing options...
Guest Posted August 4, 2016 Share Posted August 4, 2016 43 minutes ago, Deimos Rast said: Yeah, turns out I was partially correct. Give me a second and I'll bundle it up for you. Try this. It's the tail parts ripped from the Main download. Should be able to drop it into the SXT pack. They use different file pathes unfortunately, so it won't overwrite the old one, which is a problem, so you'll need to delete the old one else duplicates. License is CC BY-NC-SA 4.0 Picture of what it should look like: http://imgur.com/a/RLVjm Well actually, it started working after I re-downloaded the full pack Link to comment Share on other sites More sharing options...
Errol Posted August 6, 2016 Share Posted August 6, 2016 I fixed it by downloading the full pack, and deleting everything i didn't want. Link to comment Share on other sites More sharing options...
theonegalen Posted August 7, 2016 Share Posted August 7, 2016 On 8/6/2016 at 9:51 AM, Errol said: I fixed it by downloading the full pack, and deleting everything i didn't want. That's how I do it as well. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 9, 2016 Share Posted August 9, 2016 Once @Deimos Rast and I release the updated version, I'll see about creating special CKAN configs for the subpacks. Not sure if it can be done easily, it's actually last on my list of TODOs Link to comment Share on other sites More sharing options...
Beetlecat Posted August 9, 2016 Share Posted August 9, 2016 oops! modding monday spotlight! You're on, team! Link to comment Share on other sites More sharing options...
Toa Aerrow Posted August 9, 2016 Share Posted August 9, 2016 Any chance that you'll be adding life support parts, or is that something you've already got (or outright refusing due to other reasons)? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 9, 2016 Share Posted August 9, 2016 5 hours ago, Toa Aerrow said: Any chance that you'll be adding life support parts, or is that something you've already got (or outright refusing due to other reasons)? Lack isn't around, we are just doing what needs to be done to bring it up to 1.1.3 standards Link to comment Share on other sites More sharing options...
Ruedii Posted August 11, 2016 Share Posted August 11, 2016 On 8/9/2016 at 6:35 AM, linuxgurugamer said: Lack isn't around, we are just doing what needs to be done to bring it up to 1.1.3 standards I was wondering if you wanted me to work with you on getting the wheels working. I think the wheels need a complete balance pass for 1.1.3 given that we now have better control of many wheel attributes, although not all of them behave predictably or properly at faster speeds. Hopefully I can contact Lack for approval before releasing the final pass, if not I'll make the changes temporarily along with notes on how to give it balance closer to the orriginal. The big one is to make the truck tires nice and durable with high torque motors, while having a rather low speed cutoff on their torque. (in Kerbal terms, anyway). This would make them ideal for hauling huge loads, but not nearly as fast as the other rover wheels. I'd also like to switch over the truck's engine to use the fuel-cell code, including the requirement of intake air (provided by the part). Link to comment Share on other sites More sharing options...
SpaceCommanderNemo Posted August 11, 2016 Share Posted August 11, 2016 (edited) @Ruedii 1.2 is about to drop. I'm not sure what could change about wheels (I think they said they can't do much), but you should at least wait a week or two before doing the work. Edited August 11, 2016 by SpaceCommanderNemo Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 11, 2016 Share Posted August 11, 2016 16 hours ago, Ruedii said: I was wondering if you wanted me to work with you on getting the wheels working. I think the wheels need a complete balance pass for 1.1.3 given that we now have better control of many wheel attributes, although not all of them behave predictably or properly at faster speeds. Hopefully I can contact Lack for approval before releasing the final pass, if not I'll make the changes temporarily along with notes on how to give it balance closer to the orriginal. The big one is to make the truck tires nice and durable with high torque motors, while having a rather low speed cutoff on their torque. (in Kerbal terms, anyway). This would make them ideal for hauling huge loads, but not nearly as fast as the other rover wheels. I'd also like to switch over the truck's engine to use the fuel-cell code, including the requirement of intake air (provided by the part). All contributions are welcome. We weren't working on wheels at this time, if you want to, go ahead. Keep in mind the 1.2 update, and expect that whatever you do for 1.1.3 will need to be, at the least, updated for 1.2 Link to comment Share on other sites More sharing options...
Northstar1989 Posted August 12, 2016 Share Posted August 12, 2016 So, are any of the propellers in this mod electric? Link to comment Share on other sites More sharing options...
b0ss Posted August 17, 2016 Share Posted August 17, 2016 Why exactly isn't there a video on this yet? These parts are awesome! Link to comment Share on other sites More sharing options...
AyeLmao Posted August 20, 2016 Share Posted August 20, 2016 Someone said this pack had the apollo Lunar Module in it, Does it still have it and is it 1.1.3 compatible? Link to comment Share on other sites More sharing options...
SpaceCommanderNemo Posted August 20, 2016 Share Posted August 20, 2016 11 hours ago, EffOffM8 said: Someone said this pack had the apollo Lunar Module in it, Does it still have it and is it 1.1.3 compatible? Yes. As well as a few soviet-style tanks and engines, and more propeller engines than you need. SXT is probably the best stockalike expansion around. Link to comment Share on other sites More sharing options...
theonegalen Posted August 20, 2016 Share Posted August 20, 2016 Honestly, if anyone wants to play with mods and doesn't have more than 4GB of RAM, the full install of SXT is just about all the parts you need. It can take the place of SpaceY, Airplanes Plus / KAX, Firespitter, and many more with a tiny memory footprint. It's a genius pack, even though I don't use all of it. The only major drawback is that it doesn't have compatibility patches for most of the major Tech Tree mods, mostly because it has so many parts that it's intimidating to consider balancing the existing trees with all the new parts in a robust and modular way. I've done it for Unmanned Before Manned and the Planes parts, but that's all I use of it. Link to comment Share on other sites More sharing options...
dire Posted August 21, 2016 Share Posted August 21, 2016 (edited) I am a total noob to modding but it seems like submitting a patch for compatability to CTT might be something I could do. I just need to figure out how to tell it "Part A goes in Tech Tree spot B" and then repeat 500 times. Something like this? @PART[USILS_Greenhouse]:NEEDS[CommunityTechTree] { @TechRequired = recycling } Edited August 21, 2016 by dire Link to comment Share on other sites More sharing options...
Guest Posted August 21, 2016 Share Posted August 21, 2016 (edited) 16 hours ago, dire said: I am a total noob to modding but it seems like submitting a patch for compatability to CTT might be something I could do. I just need to figure out how to tell it "Part A goes in Tech Tree spot B" and then repeat 500 times. Something like this? @PART[USILS_Greenhouse]:NEEDS[CommunityTechTree] { @TechRequired = recycling } Exactly like that. I have, with some parts from other mods, ran into the issue of them still being available at whatever their own part.cfg file dictates; if you change that also to the name of the CTT tech node it'll appear correctly in the tree... but people without CTT won't get it at all. I mean, I doubt you'll have this problem, but just a heads up in case you do. Edited August 21, 2016 by Guest Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 21, 2016 Share Posted August 21, 2016 18 hours ago, dire said: I am a total noob to modding but it seems like submitting a patch for compatability to CTT might be something I could do. I just need to figure out how to tell it "Part A goes in Tech Tree spot B" and then repeat 500 times. Something like this? @PART[USILS_Greenhouse]:NEEDS[CommunityTechTree] { @TechRequired = recycling } If you send me your patch when completed, I'll include it in the new version I'm working on. Link to comment Share on other sites More sharing options...
dire Posted August 23, 2016 Share Posted August 23, 2016 (edited) Ok, it might take me a week or two, so don't hold up a patch on my account. School just started; my first assignment was "Watch star trek and write an essay of not more than 7500 words...due Monday." Edited August 23, 2016 by dire Link to comment Share on other sites More sharing options...
maybach123 Posted August 23, 2016 Share Posted August 23, 2016 anyone have a download for the project pluto craft instead of just the mod? Link to comment Share on other sites More sharing options...
dire Posted August 23, 2016 Share Posted August 23, 2016 On 8/21/2016 at 10:42 AM, String Witch said: Exactly like that. I have, with some parts from other mods, ran into the issue of them still being available at whatever their own part.cfg file dictates; if you change that also to the name of the CTT tech node it'll appear correctly in the tree... but people without CTT won't get it at all. I mean, I doubt you'll have this problem, but just a heads up in case you do. I just found a thing where if I moved a part that I'd already researched in a save, the part stayed put and was also where I'd put it like you described in that save only, but when I started a new campaign the part was where it was supposed to be. Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2016 Share Posted August 23, 2016 (edited) 19 minutes ago, dire said: I just found a thing where if I moved a part that I'd already researched in a save, the part stayed put and was also where I'd put it like you described in that save only, but when I started a new campaign the part was where it was supposed to be. That seems to be a purely visual bug with previously unlocked nodes; if you move a part like that and try to find it in the VAB/SPH it should then be missing until you research the new node you moved it to. Edited August 23, 2016 by Guest Link to comment Share on other sites More sharing options...
Araym Posted August 23, 2016 Share Posted August 23, 2016 On 12/8/2016 at 0:08 AM, linuxgurugamer said: All contributions are welcome. We weren't working on wheels at this time, if you want to, go ahead. Keep in mind the 1.2 update, and expect that whatever you do for 1.1.3 will need to be, at the least, updated for 1.2 ... dunno if interesting, but for "personal use" I (almost) kept all the STX parts (aside from wheels and some -by me- unneded parts) updated to roughly fit in 1.1.3 (balanced some costs, stock tech nodes and anything I felt out of position)... It could be a nice point to start if anyone wanna mantain this mod more "officially" (I just worked the cfg, as I'm not able to modify models) I probably removed (in my personal use) some parts, as I'm going with other mods, but 90% of the whole pack is present as it was in the latest release. PM me if anyone like to have a .zip (AS NOW I HAVE NO TIME to follow it as official publisher ) Link to comment Share on other sites More sharing options...
dire Posted August 23, 2016 Share Posted August 23, 2016 (edited) @String Witch -- haven't run into any major problems yet but I've still barely scratched the surface. I think I'm done for the night, here is my work so far if someone wants to do a sanity check. I think everything's in order but I could easily miss something. I'll do more soon (tm). // -- Aviation parts -- // --- Elevons @PART[elevon0a]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } @PART[elevon0b]:NEEDS[CommunityTechTree] { @TechRequired = start } @PART[elevon1]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } @PART[elevon2]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } // --- Wings @PART[SXTWingSmall]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTWingSmallFolding]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTWingLarge]:NEEDS[CommunityTechTree] { @TechRequired = supersonicFlight } @PART[SXTWingVeryLarge]:NEEDS[CommunityTechTree] { @TechRequired = supersonicFlight } // --- airIntakes @PART[LRadialAirIntake]:NEEDS[CommunityTechTree] { @TechRequired = highAltitudeFlight } @PART[SXTRadialAirIntakeShockCone]:NEEDS[CommunityTechTree] { @TechRequired = hypersonicFlight } @PART[SXTInlineAirIntake]:NEEDS[CommunityTechTree] { @TechRequired = supersonicFlight } @PART[SXTInlineAirIntakeTiny]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTInlineAirIntakeTLarge]:NEEDS[CommunityTechTree] { @TechRequired = highAltitudeFlight } // --- Command - moved most cockpits to the survivability->command modules line, tried to retain a sane tech buildup. @PART[625mBonny]:NEEDS[CommunityTechTree] { @TechRequired = start } @PART[SXTClyde]:NEEDS[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[LMiniAircaftTail]:NEEDS[CommunityTechTree] { @TechRequired = engineering101 } @PART[SXTBuzzard]:NEEDS[CommunityTechTree] { @TechRequired = survivability } @PART[SXTke111]:NEEDS[CommunityTechTree] { @TechRequired = enhancedSurvivability } @PART[SXT25to375mKossak]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[25mKossak]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[SXTmeadowlark]:NEEDS[CommunityTechTree] { @TechRequired = fieldScience } @PART[SXTGoose]:NEEDS[CommunityTechTree] { @TechRequired = simpleCommandModules } @PART[SXTEntenteCordiale]:NEEDS[CommunityTechTree] { @TechRequired = commandModules } @PART[SXT25mMk2Adap]:NEEDS[CommunityTechTree] { @TechRequired = advAerodynamics } @PART[SXT25mMk2AdapSlant]:NEEDS[CommunityTechTree] { @TechRequired = advAerodynamics } // --- Moved these fuel tanks to advFuelSystems from SuperSonic Flight @PART[SXTsize2LFtank]:NEEDS[CommunityTechTree] { @TechRequired = advFuelSystems } @PART[SXTsize2LFtankShort]:NEEDS[CommunityTechTree] { @TechRequired = advFuelSystems } @PART[SXTmk3Cockpit52]:NEEDS[CommunityTechTree] { @TechRequired = heavyAerodynamics } // -- Control // --- Airbrake @PART[SXTAirbrake]:NEEDS[CommunityTechTree] { @TechRequired = advFlightControl } @PART[SXTAirbrakeLarge]:NEEDS[CommunityTechTree] { @TechRequired = advFlightControl } @PART[SXTAirbrakeLarger]:NEEDS[CommunityTechTree] { @TechRequired = advFlightControl } // -- Engine @PART[SXTMk2LinearAerospike]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceTech } @PART[SXTKO211Dprop]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTKO211prop]:NEEDS[CommunityTechTree] { @TechRequired = stability } @PART[SXTTinyprop]:NEEDS[CommunityTechTree] { @TechRequired = start } @PART[SXTeFan]:NEEDS[CommunityTechTree] { @TechRequired = efficientFlightSystems } @PART[SXTJ213]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTLANCER]:NEEDS[CommunityTechTree] { @TechRequired = expAircraftEngines } @PART[SXTshockConeIntakeSize2]:NEEDS[CommunityTechTree] { @TechRequired = hypersonicFlight } @PART[SXTMerlin66prop]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTNK12M]:NEEDS[CommunityTechTree] { @TechRequired = subsonicFlight } @PART[SXTPWPT6]:NEEDS[CommunityTechTree] { @TechRequired = aerodynamicSystems } @PART[SXTengineattachment]:NEEDS[CommunityTechTree] { @TechRequired = experimentalAerodynamics } @PART[SXTPWR2800]:NEEDS[CommunityTechTree] { @TechRequired = aviation } @PART[SXTVTOLturboFan]:NEEDS[CommunityTechTree] { @TechRequired = hypersonicFlight } @PART[SXTMiniJet]:NEEDS[CommunityTechTree] { @TechRequired = stability } // -- Hull // --- Fuselage @PART[SXTsmallbicoupleradaptor]:NEEDS[CommunityTechTree] { @TechRequired = aerodynamicSystems } @PART[SXTradialWindow]:NEEDS[CommunityTechTree] { @TechRequired = flightControl } @PART[SXTSmallFuselage]:NEEDS[CommunityTechTree] { @TechRequired = basicRocketry } @PART[LMkIIIAircaftFus]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } @PART[LMkIIIAircaftFusLong]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } @PART[LMkIIAircaftTail]:NEEDS[CommunityTechTree] { @TechRequired = advConstructions } @PART[LMkIAircaftFus]:NEEDS[CommunityTechTree] { @TechRequired = aerospaceComposites } Edited August 23, 2016 by dire found a bug, fixed it Link to comment Share on other sites More sharing options...
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