Fengist

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About Fengist

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  • Website URL http://www.datainterlock.com/Kerbaltopia/
  1. Da Choo Choo Lives. Here's one from 2013 I made. Some inspiration for your journey.
  2. Crashing in 1.2.9!!!!! If you want to continue to use Maritime Pack, do not yet update to KSP 1.2.9!!!!! It's going to take a recompile of both the MPUtils plugin and Firespitter.
  3. Well, I just saw this post, sorry. I had plans to eventually create more rocketry type parts. When this mod was in development, it got a bit of attention. Once I released it, the stats were saying barely 20 people a day were using it. So, I just assumed it wasn't all that popular and stopped working on it. Now, I'm seeing the stats going up a bit this month. I'll keep a closer eye on it and... perhaps. And you should have the aircraft parts...
  4. Once upon a time the cargo bay for the sub was intended for smaller, flying subs.
  5. sorry @Orion Kerman don't check forums THAT often.
  6. Wow, didn't realize most mods were still behind that 8 ball. Ok, I restored the most recent archive on Curse. It was the last one for 1.1.3 and you should be able to download it now. Enjoy. Carriers were never really meant to be part of this pack. When I started it, it was the only boat mod out there so I felt kinda obligated to make at least one. Then...'it's too small' So, I made one twice the size. Now, there's plenty of competition for this mod and much bigger carriers. I have no plans to make a bigger one.
  7. The stock wheels don't stick any more. And that applies to landing gear which form the feet. Prior to unity 5, they would grab the surface. Now, sit a lander on the side of a hill on the Mun and watch it slide to the bottom.
  8. Well, I was, at one time, kinda waiting on the kerbal weather mod. Supposedly it was going to have weather. That never materialized. While I could simulate wind, the following paragraph will explain why I haven't. For the moment, my mods are in maintenance mode. One of my complaints about KSP has always been, you reach a saturation point. Once you can get most any ship/part/base/plane to anywhere you want, there's not much to do. Think about this. Out of sheer boredom, I once drove around the equator (mostly) of EVE. I'm kinda at that saturation point. Designing, building, flying, landing... driving... been there done that. So, that's why I took up modding. And now that I've created the mods that I have, I realize there's still nothing to do. At one point I was heavy into building walkers. But, the new wheels and their inability to stick to the surface axed that enjoyment. So, until I can find a challenge again in KSP, I'll keep maintaining my mods, I just can't find the excitement any more.
  9. I'm not sure a 2 week, sink or swim, crash course in driving a truck would qualify as a 'trade school'. But feel free to classify it as you wish. And to my knowledge, no formal training is required in any state. Only recently have requirements to 'have x number of hours behind the wheel' began to pop up. Other than that, pass the driving and written test and you get the license. To give an example, that was all that was required in order for me to add passenger and school bus endorsements to my license a couple of years ago.
  10. Ok, just did a quick test and don't see much of a problem. I think what you're seeing is 2 fold. 1. Engines underwater move the center of thrust under the water. This will cause the ship to nose up a bit. 2. I had to come up with some balance to where a ship could both be empty and loaded with gobs of resources and still float. And empty ship, like in real life, rides high in the water. As for the stability computer... good luck. Keep in mind, this is a space game. The things you want to track and adjust simply don't exist. Buoyancy is very simplistic in this game compared to what you envision. To achieve the level of detail you're hoping for, you'd have to kill stock buoyancy (which isn't that hard to do) and then completely rewrite your own buoyancy code (which will be hard to do.) Ok, just did a quick test and don't see much of a problem. I think what you're seeing is 2 fold. 1. Engines underwater move the center of thrust under the water. This will cause the ship to nose up a bit. 2. I had to come up with some balance to where a ship could both be empty and loaded with gobs of resources and still float. And empty ship, like in real life, rides high in the water. As for the stability computer... good luck. Keep in mind, this is a space game. The things you want to track and adjust simply don't exist. Buoyancy is very simplistic in this game compared to what you envision. To achieve the level of detail you're hoping for, you'd have to kill stock buoyancy (which isn't that hard to do) and then completely rewrite your own buoyancy code (which will be hard to do.) Ideas needed By the way, it would seem the charts have spoken. Whereas my steampunk mod is averaging 20 or so runs per day, Maritime has increased from 400ish to 1000ish per day. So.... tell me what you'd like to see in Maritime and when/if I get time, I'll work on it.
  11. You shouldn't need ballast unless they changed buoyancy code again. I'll look into it when I get home (out of town). All engines in KSP are rockets. Anything behind them blocks thrust and can absorb heat. For what you want, C# is the language to learn and Unity is the game engine. You'll need to create a plugin. You'll have a LOT to learn.
  12. Just me tinkering around with animated engines. In the next week, I should get these out in a new parts pack. If I get time, I also want to rip the animated engine module out of the MPUtils.dll and release it as a separate plugin. All of the engines, like the fishtail, the prop with the animated crankshaft, and these engines, are controlled by that module.
  13. I toyed around with various methods and even with that tons of ballast I'm still killing the stock buoyancy. One idea that i haven't really explored, and I know this has a LOT to do with buoyancy, is manually changing the drag cubes. I created a 'calculator' for drag cubes that you can find here: Not sure how familiar you are with them but the link is to a .php file where you can change the drag cubes by x percentage. You'll have to manually add the drag cube to the .cfg. Once a drag cube gets added to PartDatabase.cfg, it won't change the drag cube if you change the part (I learned this the hard way. You may want to manually play with the drag cubes on my sub parts. That should reduce their tendency to float. BTW, thanks for the nice airship mod. Was about to work on one myself. I'll let you know how they fly steam powered. Oh, and I use firespitter to kill the buoyancy on the sub parts. Try adding that to your parts. If you haven't, they'll float like Styrofoam. MODULE { name = FSbuoyancy dragInWater = .1 maxVerticalSpeed = 100 buoyancyForce = 50 debugMode = False }
  14. I toyed around with various methods and even with that tons of ballast I'm still killing the stock buoyancy. One idea that i haven't really explored, and I know this has a LOT to do with buoyancy, is manually changing the drag cubes. I created a 'calculator' for drag cubes that you can find here: Not sure how familiar you are with them but the link is to a .php file where you can change the drag cubes by x percentage. You'll have to manually add the drag cube to the .cfg. Once a drag cube gets added to PartDatabase.cfg, it won't change the drag cube if you change the part (I learned this the hard way. You may want to manually play with the drag cubes on my sub parts. That should reduce their tendency to float. BTW, thanks for the nice airship mod. Was about to work on one myself. I'll let you know how they fly steam powered.
  15. The uses you guys come up with for my parts never ceases to amaze (befuddle) me.