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[1.1] SXT - Lack's Stock Extension [SXT-25-10APR16] - Basic 1.1 compatibilty


Lack

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[B]Lack[/B], thank you for your wonderful mode! Really great job!
Can't imagine playing KSP without it now.

I've noticed some parts have max temperature bit off. Buzzard cockpit for example 3400K heat tolerance...
May be somebody has MM config for SXT to fix that?

Or may be there's a simple way to make patch on following conditions:
1) SXT part
and
2) max heat >2400
3) not heatshield
then set max heat = 2400
This should be enough I think with 1.0.5 reentry heat (I play 120% heat, yes I love things to burn up...)
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I'd say that 400 K (260 F, rather hotter than boiling water) is a fairly reasonable temperature for an unpressurized, light-metal WW2 cockpit. Those pressurized cockpits designed for supersonic flight, well, makes sense for them to have higher max temps.
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MaverickSawyer, there are a couple configs for LLL (1 for the antennas, 1 for the probes), that comes pre-packaged with RemoteTech... Even though they are included in the latest RT release for 1.0.5, i dont know if the LLL .cfgs have been, or need updating... I also dont know if they are for the older LLL mod, or for SXT...???
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Other suggestion that could be a good alternative to the cargo-hold Mk3 to 3.75m adaptor:
A rear cargo-ramp that has the same cross-section as the Osaul nose-ramp, with the dorsal spine part which contains the cockpit on the nose ramp serving as the tailboom on the rear ramp, with the dorsal-spine also widening enough to provide vertical panels on which to mount the tailplane, and a flat top on which one could mount the vertical tail, although one might wish to instead configure the tail-surfaces like those of the An-225 to allow for mounting of external cargo atop the fuselage. Edited by StevieC
Forgot something
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  • 2 weeks later...

Lack, I'm away from my gaming computer at the moment. But did you remove the Floats in the new release? I was able to come up with a work around and make them work in 1.0.5 with the new buoyancy model. I added the line

buoyancyVerticalOffset = 2

It's not perfect but here's how it worked on a large scale build with Tweakscale added to them - Water is Scatterer for those who have not seen it yet

 

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Looks like an update was posted on KerbalStuff, though Lack hasn't mentioned it here yet.

 

Quote

 

Version 24 for Kerbal Space Program 1.0.5

Released on 2015-12-10

Major: Overhauled Osual parts. Textures now match Porkjet's style better and fixed the collsion meshes for the parts. Added ability to tweak deployment state of both Osual cockpit and loading ramp. Tweaked animation of ramp for more control over deployment state. Added 3.75m Docking Port. Added 5m fairings and heatshield (re-sizes of stock parts, parameters).

Minor: Finished updating part names, descriptions and manufacturers. Fixed nodes for 2.5m Cargo Bay. Further minor cfg fixes (thanks to Aivoh for pointing them out) - Correct name for ModuleCrossFeed and tabbing out of competitive agent mentality. Neatening up parts list. Deletion of defunct parts (old float cfgs). Fixes to heat tolerance for some plane parts.

 

 

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@V8jester,

Don't worry, I haven't removed the current floats. There were still two old cfgs from before I redid the models, they haven't been used in months and just sent an error message to the console on load.

I'll try the vertical offset, I'd only tested one of my old designs briefly and it seemed to work alright, so I didn't give them a proper run through.

That's a very pretty plane though.

@curtquarquesso,

Yeah, I uploaded it at about 1am and promptly went to sleep. I haven't checked the forums in a while tbh, I'd sort of assumed the changeover hadn't gone very well. It crashes my phone's browser, and I couldn't log on via my desktop so I just left it. But it seems to just about work after some fiddling around. I'm sure I'll get used to it. Is there a way to set custom colours for the forum? It's offensively bright unless I turn my monitor's brightness down.

I'll upload some pictures of the redone Osaul parts (with colliders that actually work, non-convex colliders seem to be set to convex by default, so let me know if people spot any other models that are acting a bit funny) later on.

Edited by Lack
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13 minutes ago, Lack said:

@V8jester,

Don't worry, I haven't removed the current floats. There were still two old cfgs from before I redid the models, they haven't been used in months and just sent an error message to the console on load.

I'll try the vertical offset, I'd only tested one of my old designs briefly and it seemed to work alright, so I didn't give them a proper run through.

That's a very pretty plane though.

@curtquarquesso,

Yeah, I uploaded it at about 1am and promptly went to sleep. I haven't checked the forums in a while tbh, I'd sort of assumed the changeover hadn't gone very well. It crashes my phone's browser, and I couldn't log on via my desktop so I just left it. But it seems to just about work after some fiddling around. I'm sure I'll get used to it. Is there a way to set custom colours for the forum? It's offensively bright unless I turn my monitor's brightness down.

I'll upload some pictures of the redone Osaul parts (with colliders that actually work, non-convex colliders seem to be set to convex by default, so let me know if people spot any other models that are acting a bit funny) later on.

Oh right on. Now I know what cfg's you got rid of. I was worried since lately I've been all about seaplanes :) The vertical offset "works" but you get water splashes before actual touchdown. It helps with float level once you are stopped in the water. As well as touching the water with a float before a clipped part inside the float. The other thing I messed with was I decreased the resistance once a float is in the water.

Really love the pack BTW it's been instrumental in quite a few of my more recent builds. Looking forward to seeing the new textures when I make it home tonight.

Edited by V8jester
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@Phineas Freak,

Ah, I'd changed that from CrossFeedEnabler after someone said that wasn't supported now. I'll have a look at it (hadn't even heard of ModuleToggleCrossfeed). Though I haven't actually played KSP since 1.0.5; FO4 happened.

@V8jester ,

Thanks. The buoyancy slider from FS should still work as well, but the plane I tested it with was fairly light so maybe it's not enough for heavier builds. Don't suppose you could tell me the value for the resistance later on?

DqjFGPc.jpg

Edited by Lack
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19 hours ago, Lack said:

@V8jester ,

Thanks. The buoyancy slider from FS should still work as well, but the plane I tested it with was fairly light so maybe it's not enough for heavier builds. Don't suppose you could tell me the value for the resistance later on?

I want to say it was 0.5 - 0.8 somewhere in that range. I will double check tonight. Also the offset is kind of a stop gap, it works but it's not perfect. What would really help is if we could get the value of the max buoyancy turned up in the plugin. But plugin coding is currently beyond my abilities. I think the new buoyancy model is just a lot softer than previous so all the floats just don't float as high in the water anymore. and all the parts float a lot higher than before. So sometimes they meet too close to one another when landing. on of my planes would try and stand on it's nose until I did the offset trick.

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On 12/11/2015, 3:35:17, CrisK said:

I've been building helicopters with the help of SXT.

[snip]

Same here!

Imgur is refusing to embed, just keeps giving a 404. So, here's a link: http://imgur.com/a/YYKeF

love the OH-6 cockpit. So fun.

On 12/10/2015, 1:51:51, Lack said:

DqjFGPc.jpg

Yes...YES.....*faints*

Edited by minepagan
Imgur.....
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29 minutes ago, 123nick said:

hey is the MLR-50 cargo ramp/ mk3-2 adapter thing still in?

I removed it (in the basic SXT it'll swap it for Porkjet's one). However, I've made a separate patch that'll bring it back.

https://dl.dropboxusercontent.com/u/39086055/SXTMk3Mk2Ramp.zip

I've added the deployment limiter to it as well. It's a bit of a shame, but it had a number of bugs. It was also one of those parts that refused to work with the the texture-replacer bit of the part-loader, so it had to have it's own copies of the textures in the folder. The extra RAM from removing it seemed worth it.

@minepagan

Very nice. Glad to see it getting some use. I've been wondering if it'd be possible to get props to spawn out of IVA mode, else I could model some static ones in.

@CrisK

Thanks. The heli and the Spectre are really nice as well. Not sure I fancy being that kerbal on the ladder, mind.

@Aivoh

No problem. I fixed most of the things you PM'd be about (the forum emailed me it, actually one of the reasons I came back to check on things).

@Phineas Freak,

That'd be great, thanks. I always like having people help out, takes a bit of the load off. Still need to fix LLL up actually, perhaps I'll fiddle with it a bit over Christmas.

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