Acea Posted December 16, 2015 Share Posted December 16, 2015 Yeah the template frigate works well, buoyancy seems a little too strong without stopping 4 armor platings though. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 16, 2015 Author Share Posted December 16, 2015 Correct, I'm still tuning it. Quote Link to comment Share on other sites More sharing options...
Djolox Posted December 16, 2015 Share Posted December 16, 2015 For some reason the ship won't move. The engine powers up, gets to 2200kN and nothing happens. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 16, 2015 Author Share Posted December 16, 2015 Yeah this is likely a hyperedit bug. It helps to "nudge" the ship(s). For example, start "whack a kerbal" and fire a few balls at it. Most likely they'll bounce off but move the ship enough to get it going. Quote Link to comment Share on other sites More sharing options...
viceguy Posted December 17, 2015 Share Posted December 17, 2015 (edited) i have been trying to build a carrier first i started with an actual ship but as it often ended up taking so long to make it all work i ended up just making a keel with deck on and flotation problem is that when i aproach it with a plane it suddently flyes up into the air.. (im assuming this is the psychics kicking in) (this was with V.0.1 just downloaded 2.x to see whats new.. cant wait) is there any way to prevent that from happening or is it just be being a Bill Kerman? really looking forward to see what this mod brings.. its awesome so far im just bad at building ships Edited December 17, 2015 by viceguy Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 17, 2015 Author Share Posted December 17, 2015 Yeah that's a bug in 1.0.5 and I've reported it here. I don't have the ability to vote (?) right now, but anyone who can, please do. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 17, 2015 Author Share Posted December 17, 2015 I just saw Blackrack's new upcoming addition for Scatterer. You can see an animation here. Version 0.3 will have wave interaction and I will wait for it for as long as needed, because it's a real game changer and totally awesome! Quote Link to comment Share on other sites More sharing options...
Djolox Posted December 17, 2015 Share Posted December 17, 2015 Hey, Will you be able to add diesel and electric engines later? I would really like to build a U-Boat. Quote Link to comment Share on other sites More sharing options...
viceguy Posted December 17, 2015 Share Posted December 17, 2015 i was working on a submarine earlier aswell but i couldnt get the balast tanks to work i kept sinking this mod really have so much potential.. i always wanted some more for the water and you are making my dreams come true Quote Link to comment Share on other sites More sharing options...
CrisK Posted December 17, 2015 Share Posted December 17, 2015 1 hour ago, Azimech said: Yeah that's a bug in 1.0.5 and I've reported it here. I don't have the ability to vote (?) right now, but anyone who can, please do. I'm just chiming in to say that the bug also affects Fengist's Maritime pack, as well as stock boats. It's an easy bug to reproduce: if you enter the physics range of a boat, the boat that's loaded in will be launched upwards with an explosive force. Light boats are launched into an escape velocity. In short, it's not a bug with Azimech's parts. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 17, 2015 Author Share Posted December 17, 2015 1 hour ago, Djolox said: Hey, Will you be able to add diesel and electric engines later? I would really like to build a U-Boat. Yes, diesels will have but better response time but may have difficulties with starting and reduced reliability, and limited to surface operation (far future, will need custom code and I haven't learned that yet). Electric drives will have very limited range and micromanagement is key in making sure your ship systems continue to operate. 1 hour ago, viceguy said: i was working on a submarine earlier aswell but i couldnt get the balast tanks to work i kept sinking this mod really have so much potential.. i always wanted some more for the water and you are making my dreams come true Submarine development hasn't started yet, I might release a configuration and a few parts to make them work with 0.3. And to everyone: thank you for your support! Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 18, 2015 Author Share Posted December 18, 2015 New version is up! Some re-balancing, better values for the hull plating and deck plating. Improved the example frigate, it behaves more like a real ship now. Quote Link to comment Share on other sites More sharing options...
Acea Posted December 18, 2015 Share Posted December 18, 2015 (edited) 1 hour ago, Azimech said: New version is up! Some re-balancing, better values for the hull plating and deck plating. Improved the example frigate, it behaves more like a real ship now. Sounds nice! And btw in the next NAS update we'll have a TweakScale-supported flag pole, which you can put on your ships EDIT: Version number in dl link still stays 0.1 Edited December 18, 2015 by Acea Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 18, 2015 Author Share Posted December 18, 2015 Version number is fixed. Acea, do you know if BDArmory ammo can explode? We all know the stories of that lucky hit inside the magazine with disastrous consequences, and I feel it would be a great gameplay element. If not, you seem to have contact with BahamutoD, he might like the idea. Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted December 18, 2015 Share Posted December 18, 2015 I found a way to bypass the launching upwards, unfortunately it won't make anyone happy. Rafts don't get hurled upwards, only keeled vessels. So floating platforms are OK but as soon as you sink parts below the water you get the issue. Quote Link to comment Share on other sites More sharing options...
Acea Posted December 19, 2015 Share Posted December 19, 2015 (edited) 18 hours ago, Azimech said: Version number is fixed. Acea, do you know if BDArmory ammo can explode? We all know the stories of that lucky hit inside the magazine with disastrous consequences, and I feel it would be a great gameplay element. If not, you seem to have contact with BahamutoD, he might like the idea. You need to create a new link instead of modifying exist ones which would cause it to simply disappear.... I guess I've seen this feature but not really sure. Finally I wrote some codes that will do it: @PART[*]:HAS[@MODULE[BDACategoryModule],@RESOURCE[*],~explosionPotential[]]:Final { @explosionPotential = 5 } @PART[*]:HAS[@MODULE[ModuleWeapon],@RESOURCE[*],~explosionPotential[]]:Final { @explosionPotential = 2.5 } Saving this as a cfg file and applying Module Manager will make it work. HOPEFULLY Edited December 19, 2015 by Acea Quote Link to comment Share on other sites More sharing options...
boontze Posted December 19, 2015 Share Posted December 19, 2015 For some reason, I can't get the supersized wing bits. I only get the 'backbones of the ship' and a structural baseplate (or something like that). I have all of the engines though so i don't see what is wrong with my install. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 20, 2015 Author Share Posted December 20, 2015 Hmmm ... you installed 0.22 and removed any old version? As a test I downloaded it from Kerbal Stuff, installed it in a new KSP install and it works fine. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 21, 2015 Author Share Posted December 21, 2015 On 19-12-2015 at 9:56 AM, Acea said: You need to create a new link instead of modifying exist ones which would cause it to simply disappear.... I guess I've seen this feature but not really sure. Finally I wrote some codes that will do it: @PART[*]:HAS[@MODULE[BDACategoryModule],@RESOURCE[*],~explosionPotential[]]:Final { @explosionPotential = 5 } @PART[*]:HAS[@MODULE[ModuleWeapon],@RESOURCE[*],~explosionPotential[]]:Final { @explosionPotential = 2.5 } Saving this as a cfg file and applying Module Manager will make it work. HOPEFULLY Thanks! I'll try this! Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 21, 2015 Author Share Posted December 21, 2015 I've got to test everything, that means building a lot of ships as well. Stay tuned for update 0.23 soon! Quote Link to comment Share on other sites More sharing options...
Acea Posted December 21, 2015 Share Posted December 21, 2015 (edited) 3 hours ago, Azimech said: I've got to test everything, that means building a lot of ships as well. Stay tuned for update 0.23 soon! Press F11 and temperature display is gone. Looking forward to 0.23 EDIT: Can't you make boilers generate electricity? That's what real ones do and I've seen quite a few times when a ship ran out of ElectricCharge. Edited December 21, 2015 by Acea Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 21, 2015 Author Share Posted December 21, 2015 2 hours ago, Acea said: Press F11 and temperature display is gone. Looking forward to 0.23 EDIT: Can't you make boilers generate electricity? That's what real ones do and I've seen quite a few times when a ship ran out of ElectricCharge. Well, no. F11 toggles the alternative mode. I chose a separate electric generator (you've seen it, right?) to eventually have a bit of micromanagement game going on. Tactics could involve multiple generators at multiple parts on the ship to have redundancy. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 22, 2015 Author Share Posted December 22, 2015 I finally included a tutorial for the upcoming 0.23! You can still use it for 0.22 though. See the OP. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 22, 2015 Author Share Posted December 22, 2015 Version 0.23 is online! Bilge pumps work now! Changed engine sounds and made them louder. Did some balancing on buoyancy, electric generator, ship engines, boilers and thermal mass. Some new smaller parts. Quote Link to comment Share on other sites More sharing options...
Azimech Posted December 22, 2015 Author Share Posted December 22, 2015 Quote Link to comment Share on other sites More sharing options...
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