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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]


Lack

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Thank for the mod i love your works

Few point thought it tell me firespitter is not for version 1.0.4

the centruifugal ring is missing texture http://imgur.com/PrQOmMm

You dual air intake as 0.2 intake while the stock circular as 0.9 might want to upgrade yours since it way bigger.

Also i don,t have the option to change the crew compartment like shown on page 1 what i'm missing

Thanks. The firespitter should be alright, I think I just forgot to include the new .version file. If you grab the latest version of firespitter and copy in Firespitter/Firespitter.version and Firespitter/plugins/Firespitter.dll it should be fine.

Thanks, I'll update those.

@ototcon,Katlliaan,

Yeah, I keep meaning to get that working. I'd had something on it before work consumed my life for a few months, but I was having problems with scaling factors or something. If you take the location for some of the props in the config and rename the to the correct thing for the MFD in the config file then you could do it manually, not super pretty, but would work.

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I don't know if it was intentional or not, but the 1x1 Third-Length Hull has no crew capacity. I use these hull parts a lot so it's an inconvenience to me. Is there a way I can fix it?

Yes, you can add the below to the .cfg file for the 1x1 third length hull piece. Here's the link to the github page for cfg of that part: https://github.com/Signatum/LLL/blob/master/GameData/LLL/Parts/Structural/1x1/0HullShort/1x1xThirdHull.cfg you can see the difference to the regular 1x1 part.

So

CrewCapacity = 1
INTERNAL
{
name = crewCabinInternals
}
MODULE
{
name = ModuleKrCrewCompartment
}

That's in KSP/GameData/LLL/Parts/Structural/1x1/0HullShort/

The crew capacity is the important bit there, but the other's wont hurt.

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Hi Lack, thanks for getting this on CKAN Since you are here, would it be hard to enable the storage of science experiments in hull sections?

Shouldn't be too hard,

Relevant code seems to be

	MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 2.0
}

Just copy that into the .cfg files for things like the 1x1 and 2x1 hulls.

You can see most of those here: https://github.com/Signatum/LLL/tree/master/GameData/LLL/Parts/Structural

Adding it to the /1x1/ and /2x1/ variants will cover most of it (since I retired most of the 4x2 etc and decided on tweakscale on instead), the rotating hab and airlocks might be worth considering as well, they're under /Parts/Utility/.

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Not sure why, but I'm not getting any option to change the fuel type on the 2x1 fuel tank. I have Interstellar fuel Switch installed for another mod, could this be a conflict of some sort?

edit: Fixed it - the firespitter folder was in the wrong spot.

I really like what you have so far, glad you've continued with this mod.

Edited by jackal40
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  • 4 weeks later...

Hey Lack, Just wanted to give you a heads up about the Turrets in you pack, BDArmoury was recently updated, and the update broke all third party weapons (such as your turrets). Also to show off my new Destroyer made with space boxes and your turrets, which currently don't fire ;p

9BB96EAC7DCFFC02CF65DA11B463BD199366AE05

BF0711CE8CC4E561D6C1DAEC0FD64FFA4F51219F

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  • 2 weeks later...

Firstly: Thanks for this mod, I just love the design.

I also can't select the 2x1 Drop Ramp Cargo Legs in the parts window, clicking them does nothing.

Apart from that, I'm having trouble figuring out how to use a lot of the parts. Really I could do with a video or two of someone building with this mod so I can see how the various parts are supposed to work together.

For example; I can't figure out how to put anything inside the cargo holds or any way to build something that can carry one of those nifty looking Tugs.

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Firstly: Thanks for this mod, I just love the design.

I also can't select the 2x1 Drop Ramp Cargo Legs in the parts window, clicking them does nothing.

Apart from that, I'm having trouble figuring out how to use a lot of the parts. Really I could do with a video or two of someone building with this mod so I can see how the various parts are supposed to work together.

For example; I can't figure out how to put anything inside the cargo holds or any way to build something that can carry one of those nifty looking Tugs.

As far as the 2x1 drop ramp legs goes, it's a known issue that is hard to figure out why it doesn't work. Firstly, if it's the first part, it can be placed and selected, but doesn't really work, but once a root part is placed, you can not select it, copy it, or do anything with it.

Secondly, Lack is on vacation for a short while, and even then is fairly busy with other things. Thus this mod is in part maintained by the fans of this mod. Lack will eventually get around to working on many of these parts, but there is no time frame to give you when this will be done.

finally, I do agree that there is certainly a large lack of videos incorporating these parts. As far as your issue using these parts, what are you try to do with the cargo holds, that is causing problems, and which parts in particular are you struggling with. Screen shots would also be nice. Also keep in mind that if you aren't using tweekscale, you will not get the larger parts, so going through and deleting the tweekscale MM files, especially the size disabler might give you larger parts to build with. The tug, as far as I'm aware of, is a stand alone part that has built in RCS and a universal docking port. Just attach it to any docking port and away it goes. (not sure if it isn't broken, as I have never actually used one, But I do love the looks and concept of them. I might need to make more use of them.)

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And back now (though a little jet lagged, slept 16 hours last night. A personal record, especially considering I normally sleep about 6 tops). Also, since when did we get mossies in the UK, I'm gone for a month, come back and they're everywhere. Been bitten about 4 times in the last day. I'm from the North, we're not meant to get insects here.

There's a fix for the drop-ramp issue in the github version, I thought I'd updated the Kerbal stuff version but apparently not. Basically they scrapped the old landing leg module, so I moved it to the generic animation module. The tug should be fixed there as well.

As for videos, I'm not sure what I'd cover; stick 1x1 to 1x1, 2x1 to 2x1 and adaptors for in between. Right? Tweakscale for making things bigger or smaller. If you google 'ksp + LLL' you'll find quite a few videos though.

I just stick the tug on top of a rocket, but I'm pretty lazy when it comes to design (due to the lack of time Dakota mentioned; barely have the time for development, haven't even managed to play 1.0+ except for seeing if a part works or not). Cargo bays shouldn't be any different to stock really.

Edited by Lack
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Thanks for the info guys, though I really wasn't asking for time frames :3

As for the cargo holds, I just can't seem to position anything inside it. Moving the mouse close enough to align the payload with the cargo hold places the mouse over the cargo hold shell, thus trying to radially attach it. I did manage it after adding a long arm of struts to the payload to pick it up with and using that to position it from a distance but, of course, I need something detachable. I'm probably just not going about it in the right way.

I actually watched both of those videos before I posted earlier but Kabbatos just shows off the parts and a few shots of a ship and the others poor quality hurts my already strained vision.

Anyway, thanks again for the mod, I'm sure I'll figure some more of it out eventually, though I'll leave a suggestion of a little showcase vid or two showing off how the various parts work and how to make good use of them. :P

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...snip...

As for the cargo holds, I just can't seem to position anything inside it. Moving the mouse close enough to align the payload with the cargo hold places the mouse over the cargo hold shell, thus trying to radially attach it. I did manage it after adding a long arm of struts to the payload to pick it up with and using that to position it from a distance but, of course, I need something detachable. I'm probably just not going about it in the right way.

...snip...

There's actually a keyboard shortcut for doing what you want to do. For windows at least, hold down left ALT while trying to attach the part, and it will ignore surfaces and only attach to the green balls (nodes).

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  • 2 weeks later...
  • 4 weeks later...

Hey, lots of joy from your designs. Impressive re-use of both models and design. Now a little critique and suggestions.

The textures on all "hull" sections fail to load. I get all white boxes. you lack the "inline size adaptors", flat on one side. this might be located in the downloadable extras, but I can only find 6 of these parts in game. I notice there is a lot of parts in the folder.

You got most of the EPL resource line covered: add "rocketparts" switch to the KIS containers? CLS has "surfaceattach passable" lines, so you can get the radial cockpits connected.

A couple of the engines and a few other parts has bad tweakscale-scale definitions. (1x1 parts getting 1.25-2.5 tweaking mostly) they get bigger than the sph when tweaked. many fueltanks can contain varying amounts on a couple of the fuel setups (i.e. cellular fuel tank lacks a comma on oxidizer, 2x1 contain same amount of lq and ox).

Generally great work tho :)

edit, found some pieces i found lacking when I opened the complete part list.

Edited by Kibbynought
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Hey all, seem to be running into an issue with the Extendable Common Berthing Port, we seem to be missing a node with which to latch on to. We only have the one node, and without it, it's basically just a piston. Anyone got a fix?

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Hey all, seem to be running into an issue with the Extendable Common Berthing Port, we seem to be missing a node with which to latch on to. We only have the one node, and without it, it's basically just a piston. Anyone got a fix?

That one's pretty deliberate. Before people would attach while the port was retracted, the wonder why their craft exploded when they extended it (same as the in-line clampotron). You can still use it as a docking port afterwards though.

Also, I pretty much rely on the forums email updates for responses to threads/new PMs,etc, and only got an email about this a few hours ago (and they seem to have completely stopped for SXT). Strange.

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Tried to, but can't find the blender files or Unity set up. Haven't had any luck with the .mu importer for blender either. Sadly, unless I rebuild them from scratch, they're lost to the sands.

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Tried to, but can't find the blender files or Unity set up. Haven't had any luck with the .mu importer for blender either. Sadly, unless I rebuild them from scratch, they're lost to the sands.

Could you at least set up all the various radars? THAT would be fun. Kinda getting tired of sticking one ugly dish on everything from WWII BBs to Sci-fi space frigates.....

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