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[Minimum KSP: 1.8.1] Heisenberg - Airships Part Pack


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  • 2 weeks later...
On 4/25/2019 at 9:14 AM, Violet_Wyvern said:

Any chance to get the downside opening hatches?  (Same as Hagoromo Maru from the anime The Magnificent Kotobuki)


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It will be very challenge to (launching / landing) your planes since it's weird position,  But the advantage is you can (launching / landing) your planes diractly (from / to) your airship's hanger...

@Angel-125

 

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  • 2 months later...
On 9/4/2020 at 11:47 AM, BGYT said:

I was thinking of this too. That would look awesome if there was a larger airship size. I don't want to try and fly a single seat little fighter into the mouth of that thing. @Angel-125 I also came back here because I am in love with your elevator part and wondered if we could get more sizes or versions. I also wanted to see if you could make those elevators procedural so I can make one for any other inverted or ventral cargo bay part.

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21 minutes ago, timbrwolf1121 said:

I was thinking of this too. That would look awesome if there was a larger airship size. I don't want to try and fly a single seat little fighter into the mouth of that thing. @Angel-125 I also came back here because I am in love with your elevator part and wondered if we could get more sizes or versions. I also wanted to see if you could make those elevators procedural so I can make one for any other inverted or ventral cargo bay part.

That elevator was a royal PITA to make, actually. It is highly specialized and unfortunately not something that can be made procedural. What I've seen people do is string elevators together though.

At this point the mod is feature complete; I don't have plans to add additional parts.

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  • 1 month later...

Hey thanks for this mod, I have been building blimps for a few years now! I just got back in the game and starting building a blimp in 1.11 and so far everything is going pretty good. I'm getting flashing textures and problems with lights. The small elevator that goes down to the ground doesn't have a visible cable anymore. Not sure how to get the greenhouse gondola to work with TAC.  

Again great mod, I'll post some pics of my SSTEve later when I get it working. Seems Tweakscaling an inflatable heat shield is not as OP as it used to be. I'm having problems with the nose cone overheating despite being behind 2 heat shields. I also assume I won't be able to ever leave Eve in this thing but I'm gonna try. I'm using FAR so I assume that still means its harder. 

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10 minutes ago, SpaceFoon said:

The small elevator that goes down to the ground doesn't have a visible cable anymore.

That is a derivative function of KAS, right? If so, KIS and KAS are marker "uncompatible" until they can be brought into harmony with 1.11 (if it is possible at all). Or so I read over KIS's thread.

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5 hours ago, Daniel Prates said:

That is a derivative function of KAS, right? If so, KIS and KAS are marker "uncompatible" until they can be brought into harmony with 1.11 (if it is possible at all). Or so I read over KIS's thread.

Oh is that why? I have no idea haven't play since like 1.3  but it seems you are right. Does that mean other things will be broken in this mod?

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6 hours ago, SpaceFoon said:

Oh is that why? I have no idea haven't play since like 1.3  but it seems you are right. Does that mean other things will be broken in this mod?

I don't think so. I am just guessing here and it would be best to hear from @Angel-125, but it is becoming clear as I browse through this forum that the new stock system of inventory/attachment does not dialogue well with mods that do the same thing (kis/kas mostly) so until the creator/current manager of said mods (here in kis/kas' case that would be @IgorZ) has time to bring things up to date, issues are to be expected with any mod that has a part with inventory, winches, cables etc deriving from kis/kas.

I would imagine though that only the part borrowing that functionality, in this case the hangar with a crane, should be affected. It is not a general mod-breaker.

What I did was to uninstall kis/kas (and "dangit", for the same reasons) and keep playing as usual, until our heroes come to the rescue as they always do and release updated versions.

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On 12/27/2020 at 1:53 PM, Daniel Prates said:

KIS and KAS are marker "uncompatible"

KIS works fine. Only KAS is marked as such. However, the problems I found there were all related to attaching KAS parts via the stock inventory system. When used in an old way via KIS or preassembled in VAB, everything was working fine.

I'm not familiar to the parts discussed in this thread, but I can take a look at the logs.

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  • 3 months later...

Today I successfully parked one of my airship carriers in the airship hangar from Kerbinside Remastered. For reference, the maximum length you can fit in there is about 90m.

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AS-04 is 85m long. 90m would be completely clear of both door areas. Not sure when it would exceed the safe area, or if clipping would destroy the airship. (Didn't want to find out yet) If it's safe all the way to the actual doors, then you might get 110-120m airships in there, but it would be really tight.

 

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@Angel-125 There may be an issue with the Heisenberg IVA under 1.11.2 - I am going to verify in a stripped down install. RasterPropMonitor works fine with ALCOR and others, but in Heisenberg the HUD is opaque and HUD and MFDs are blank / dead. This is a heads-up, I need to verify on an install with just JSI and Heisenberg - my current install (new computer) has 136 mods so if it persists on the bare bones version I'll get you a screenshot, logs, etc.

EDIT - Looks like a mod conflict, it's not present in the bare bones install. If I can isolate it, I'll follow up with the conflicting mod maker. Given that it's specific visual elements and how they display, I'm going to guess Parallax or one of the other visual mods is the culprit. Probably ReShade. In any case, not a Heisenberg issue, so you can ignore it.

 

Edited by panarchist
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