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Jatwaa

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Everything posted by Jatwaa

  1. TBH, I prefer it to be manual as well. With the addition of the half ballast and half exhaust, I have been able to get near 0.01 m/s descent/ascent. It's not so bad. I may disable being able to hover over the ballast and see all the tanks. KSP chokes on it hard
  2. XD I built it at first to be used along side with the Maritime Pack. I definitely could use some help trying to make an auto ballast, I still am learning C# hahaha
  3. I learned lessons as well, the engines are dependent on a water resource that drains almost instantly XD hahahaha
  4. From what I saw, it was happening with ANY parts so I removed it for now. As for the why, well, out of date mods can have odd effects. I am not fully sure, that would be a Ferram question.
  5. Check for an out of date version of KJR, I had the same problem.
  6. Hmm, I think 90% of the links to creating lights are "Sorry we cannot find the link" crap All that is left is lighting and figuring out some transparency stuff
  7. Hahahaha, It was an awesome ship it was. i felt so steampunk
  8. Aweeesome Glad to hear you are well though. Back to the water I go
  9. I looked at using AA, but the method used for rotation isn't a module, just unity. For modules, this would be more tricky, though I know how to get it to run I believe on loop. For the center Attach Node, yeah, I actually had included one, not sure if I left it in or not atm tbh. i would have to create a module to target the outer "gravity attachments" then assign them in a generic animation module and see if it works. If so, I need to then figure out how to do the light emissions and expand the project a bit. Sol would be massive in comparison, would be a VAB nightmare, but possibly viable...possibly
  10. Aye, it's a starting and pain point. Then again, I forgot I have added a resource BatteryCharge that has a minor mass created by a generator. If you try to do so w/out, its a nightmare to figure out. So I have one resource named RESOURCE_DEFINITION { name = BatteryPower displayName = Battery Power abbreviation = BPow density = 0.0001 unitCost = 0 hsp = 0 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } Then I have a generator to store it from EC MODULE { name = ModuleResourceConverter ConverterName = StoreCharge StartActionName = Store StopActionName = Stop AutoShutdown = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 FlowMode = ALL_VESSEL } OUTPUT_RESOURCE { ResourceName = BatteryPower Ratio = 1 DumpExcess = false FlowMode = ALL_VESSEL } }
  11. Make a copy of the CFGs then edit the CFG file values to make it a separate part name = New Name title =New In Game Name MODULE { //grab the ModuleEngine from the target engine //So all this----> name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.79 //<---- PROPELLANT //this you would need. Remove the other propellants { name = ElectricCharge ratio = 1 DrawGauge = True } atmosphereCurve //set this to the target Engine { key = 0 320 key = 1 250 key = 6 0.001 } } That should get you started
  12. Yep, I am actually working on such, I wanted to have an autobalancer as well, just working the coding out. I am a vb coder, its all C# hahaha
  13. Hahaha I LOVE Maritime Pack this all started because that pack! I plan to use the two together once I get it all done
  14. There are two variants. This one adds only intake vents, rcs and an engine. This version came around because the underwater propulsion that was lacking in the previous SinkEmAll that I released. SinkEmAll adds no parts, just adds capabilities to manage ballast via stock parts. This one adds a few non-intrusive parts (except the engine)
  15. I like it! I am actually working to balance the fuel to liquid and add in compatibility with CC. Good feedback and I will look into this when I get in.
  16. You have gone to space. You have gone to planet side. You even floated on Laythe. Are you ready to take the adventures underwater? This mod provides the parts and tech to control your ballast and propel your crafts forward as well as maneuver your craft. Included in the pack is newly revamped SinkEmAll, this time redesigned to utilize intake ducts to control ballast. Liquid Intake ducts used to take in and compress liquids. Underwater Thrust Blocks that use liquids to provide accurate maneuvers. Lastly, a Waterjet to push your craft to fantastic speeds. To submerge, 1. Attach Liquid Intakes (at least one) to your craft (preferably on the fuel tank.) Be sure to set the intakes to closed. 2. Then, set the action group to toggle the intake. 3. Set another action group to toggle the converter to exhaust ballast as needed. 4. Add in the thrust blocks and the engine and you are ready to dive! 5. Balance the craft by applying liquid ballast as needed. Usable on all planets! ...with oceans NOW WITH KERBAL EVA BALLAST CONTROL!!! How to build your first sub! Laythe sea floor Link: https://spacedock.info/mod/1717/MOIST! Underwater Technologies License: MIT
  17. What's up people? It's ya boy (yes...the same) and trying my hand at a few mods and guess it is time to open a forum for this. If I forget to update this, SOMEONE NUDGE ME! Mods: JDSA Ballistanks https://spacedock.info/mod/341/Ballistanks Have you ever wanted to sink your craft without all the extra parts that come with other mods? This tank does the trick. Put one on either end or balance your craft. Add some electrical charge and you are ready to sink. Right click or set to an action group and sink your craft in seconds. Perfect for that underwater base! Don't want to add new parts? Want to submerge with Stock parts? Tired of Ore? Well Now! Welcome to SinkEmAll! Requires: Module Manager!!!! (included) https://www.curseforge.com/kerbal/ksp-mods/sinkemall https://spacedock.info/mod/1705/SinkEmAll JDSA Point VTOL Engine https://spacedock.info/mod/1696/JDSA Point VTOL Engine The newer of the series! The Point VTOL Engine is a surface mountable 10kN air breathing engine that, with enough, will lift your craft off the ground or propel you forward for whatever nefarious deeds you may devise! It's now as simple as placing the engine and sliding the placement to balance your thrust. JDSA Liquid Fuel Cell https://spacedock.info/mod/665/JD Liquid Fuel Cell Tired of having to lug around oxidizer to generate electrical charge for your full electric props or wheels? JDSA has ya covered! With the fuel cell needed nothing more than liquid fuel and having it's own built in intake vent and storage batteries, gone are the days where you have to include oxidizer, extra batteries and extra space. ALL MODS - License: MIT I finally made a forum page for these mods...finally...
  18. Wow, once done right, its easy... hahaha Thanks Blackheart and Spanner! Man, it was driving me crazy but its working great now
  19. Believe it or not, any closer than that and it tells me it is obstructed LOL. Not sure how much else to correct it, but since I upped the rescale factor in the config I wonder if that affected it...
  20. Wooooo Got it! I ended up setting the capsule off a bit because on load it would be pushed closer to the door collider
  21. Yep, that part I covered. It's just when getting the airlock closer to the other colliders I tend to get the issue
  22. I think one issue is the IVA I am using is a generic placeholder for now. I have the collider offset a bit from the mesh, I can move those back to intersect and see what I get. I suppose I need to work on the IVA as well... The place holder I used is the stock Mk2 Passenger section so it may be much much smaller than my actual area.
  23. What's up peeps? Working on a rather large part, near completion, but the Airlock either ejects the Kerbal forcefully or allows entry with no escape. Example here: https://gfycat.com/GrippingPerkyLaughingthrush Anyone have any images of their working Airlock collider placements/dimensions? What works best for you? Cube? Mesh? Box?
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