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[1.4.x ] Large Boat Parts Pack v3.9.3 Read first post before installing


SpannerMonkey(smce)

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13 minutes ago, XOC2008 said:

In the most recent updates he has stated that the SM Industries localization library is needed for all the SM mods.

Ok, yeah I saw it and fixed my pack, but still...CKAN hasn't it in requested mods bundled with it. :wink: 

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  • 1 month later...
5 hours ago, [INDO]dimas_1502 said:

any explanations why part names shows like "#autoloc_SMIndustries_40000etc" rather than the correct part name?

Because you did not install the localisation file as per the instructions. Read the OP.

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Hi extract the zip files , inside you'll find the mod files

UAEuksA.png

And

5TBzF2q.png

Place these four folder into to your Gamedata folder  . do not mix them up or merge them together, or put them in any other folder

You can choose to install LShipPartsModern OR  LShipPartsWW2 , But you will always need to have LShipPartsRequired and SM_Industies in order to properly use the mod.

That said all the parts mix and match and the best ships are made from the part that works best not specifically from vessel X

Hope you enjoy the mod.  For Best results use in conjunction with HullBreach( makes them sink)  Destruction FX (makes them Burn) 

Edited by SpannerMonkey(smce)
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4 hours ago, [INDO]dimas_1502 said:

nyet, i installed it from CKAN

That being the exact reason I do not support the listing of my mods on CKAN, no installation instructions, incomplete or outdated packages. etc.  All this is a product of installing the "easy way" And don't forget the no support.  Before i could diagnose an issue, as you've downloaded possibly an incomplete or obsolete package, You'd have to delete it all and properly install the current version as per the installation instructions.

 

 

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V3.9.3 Large Boat Parts BDA damage and armor overhaul version

Large Boat Parts BDA damage and armor overhaul version     Includes an new Battleship hull
Although this version is intended for use with BDA's Damage and Armor overhaul, it is still possible to use this version with BDA V1 Under The Radar Update (instructions at foot)

Do not merge or overwrite any existing folders, ALL beta updates must be clean install.

Includes updated SM Industries which must also be installed. Only one version of SMI is required for all the mods please use the latest version only and do not overwrite or merge with previous versions

He4vC3n.png

 

Ie4va8S.png

 

 

To install with BDA v1 do not install the included SM Industries folder. Please use your existing copy or obtain from the previous release. Do not mix an match please.

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  • 2 weeks later...
1 hour ago, SpannerMonkey(smce) said:

Hi, unless there's a new issue with the patches there's a comprehensive TS patch already there.  Last time i checked it was all working.

I found the patch and forgot to update my post. Thx

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2 hours ago, War Eagle 1 said:

I found the patch and forgot to update my post. Thx

Cool, though a cautionary note,  tweakscaling huge things to small sizes and vice versa can have unpredictable results, affecting both buoyancy and stability .  Also if it's your first time using LBP i'd advise against the use of autostrut and use KJR instead , autostrut has been noted to cause torque twisting effects when the craft are spawned with vessel mover or similar, leading to the craft becoming broken

Spoiler

8zS5ZSG.png?1

this is the result of using autostrut

 

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2 hours ago, SpannerMonkey(smce) said:

Cool, though a cautionary note,  tweakscaling huge things to small sizes and vice versa can have unpredictable results, affecting both buoyancy and stability .  Also if it's your first time using LBP i'd advise against the use of autostrut and use KJR instead , autostrut has been noted to cause torque twisting effects when the craft are spawned with vessel mover or similar, leading to the craft becoming broken

  Hide contents

8zS5ZSG.png?1

this is the result of using autostrut

 

Lol I am aware. Ive been using LBP for a long time but my macbook crashed so for almost 6 months i was not playing ksp. Im just now being able to get back into it.

If fact you may remember me as the guy who helped you with BDA FPS in terms of beta testing it for you prior to releases

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Hello again friends, got a pair of new ships I finished the other day that I thought I would share.  No real life basis for either of these really, just whipping some up to fill in and satisfy roles within my fleet, and I think these should do the job.

First up of the bunch is the Everhardt Class Battlecruiser.  Both ships of the class are armed with a compliment of 8 14" guns in 4 twin turrets, and have solid AA protection, although they do have a very minimal secondary armament, with only 2 twin 5"/38 mounts per side.  Speed on these ships is excellent, although they are very heavy as a result of the ballasting work I had to do on them to get it balanced in the water (which leads me to a suggestion for spanner which I will get into after pictures), and as a result they have a huge and sluggish turning circle.  Each of these boats are the center of a flanking cruiser task force designed to quickly flank and whither down enemy fleets that are bogged down in a slugging match with my own main fleet, with the Everhardt's and/or a Durin or Shelby Class Superheavy cruiser (or large cruiser, basically my fleet's Alaska's) providing the heavy firepower.

Shots of the Everhardt Class:

Spoiler

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Next up is the Ainslie Class Light Cruiser.  This is the mod 3 refit of the Ainslie's, though considering how much has changed between the mod 2 and mod 3 refit, they are basically new ships.  The early Ainslie's were basically heavy destroyers, but with 9 6" guns.  They had a very slim hull profile, owing to the hull that I built them on, but as a result their superstructures and guns made them IMMENSELY top-heavy, which could cause them to capsize in hard turns.  The mod 2 refit had them in a slightly better place; their AA protection had been increased allowing them to better fit the role of a fleet AA ship, and the superstructure had been trimmed down to alleviate some of the top-heaviness, but the fundamental issue remained: the effort to get a light AA cruiser into as small a profile as possible just wasn't working.  Either the superstructure and main armament needed to be scrubbed and basically start over on the hull, or the hull needed to be expanded to allow it to better fit what it was meant to do.  I went with the latter option and got creative:

So, the original Ainslie's were built on the small modern hull set, and I wanted to keep as much of it in tact as I could, which meant that I needed to build around the existing frame as much as I can.  First step in this process was removing the original bow, and replacing it with the medium modern bow to better fit the profile I was aiming for.  Next I took the tumblehome bow section, and put two back to back and put them on the sides of the existing hull, giving it a very smooth, curved appearance, plus a much wider beam, which helps substantially with the rolling problems that these ships used to face.  I used scaled up parts from the destroyer superstructure to give the stern a more pleasing, rounded shape.  With some work with the structural plates, I was able to disguise the whole thing so you can't really tell how it was constructed unless the light hits it just right, or you're looking below the waterline.  After finally getting the hull shape to a place I was happy with, I turned to the superstructure.  The helm and front superstructure was salvaged, though slightly modified, from the mod 2 refit, and the rest was built up around it.  The aft 6 inch turret was raised onto a platform, allowing for better superstructure ergonomics and more AA mounts.  The old school 40 and 20 mm mounts were removed to allow for even bigger and badder AA mounts to be put in.  The ship ditched its pitiful dual purpose 3 inch secondaries to gain 4 twin 5 inch/38 turrets, two per side, along with a massive amount of quad 57 mm and triple 30 mm AA turrets.  The end result is a powerhouse of a fleet AA escort cruiser which can easily cover any floatilla it is sailing with, with enough firepower to hold its own in cruiser v cruiser engagements.  The speed and maneuverability suffer compared to the smaller and lighter mod 2 refit, but the gains in protection, stability, and firepower more than offset this, and it is still very reasonably quick and maneuverable.

Overall this was a fun little project to put together, but enough rambling, here are the shots of the Ainslie Class, post refit 3:

Spoiler

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Now, on to that suggestion I mentioned with the Everhardts.  If you look at the shots I posted of the Everhardt, you might be able to notice the obscene amount of ballast tanks I had used to get the ship balanced out at the waterline (I think there are 10 total under there, including some stacked on top of each other to put more weight in one place).  I found it pretty hard to work with these tanks, since I couldn't tweakscale them to the size I needed for this boat, and the end result looks sloppy, but honestly the boat is so delicately balanced that I'm scared to try and merge them into the hull and give it a cleaner appearance.  Anyway, while I was working on it, I was thinking about the possibility of torpedo bulges.  Most warships of any type would have them.  If we had a set of torpedo belts that could snap to your existing hulls, it would increase underwater protection for our boats, plus, if you give us the option of filling them with sea water, we could use them to adjust the ballast as well, which for a large ship like the Everhardt, which took 8 full ballast tanks and 2 partially filled tanks to correctly ballast out, would make things vastly easier.  The ballast tanks are awesome for smaller ships, and for precision adjustments, but for full blown battlecruisers, battleships, and the like, they do start to lose their effectiveness.  Food for thought I hope, still loving these mods and the possibilities they hold, have yet to try out the new update as of the moment, currently working on trying to finalize a stable build to save before I start messing with it again.  Love your work, hope you enjoy mine!

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On 1/18/2018 at 12:19 AM, The_Right_Arm said:

Now, on to that suggestion

Hi very nice ships,  i know all of them took a good while,  and a lot of that time was spent getting the upper works to look right,  an issue I'll be addressing both here and in SMM, as the shapes we have are only so useful, and you run out of options fast. Currently testing mesh switch superstructure parts, 20 parts from one editor slot sound like a much better option than overloading whats already a very full menu.   

  You're not the first to mention the ballast issues, and all the older , and those from early last year need a revisit on the weights and buoyancy front, many are sitting way too high.

I'll certainly consider torpedo bulges for the future, though the priority is still to replace the wonky models and all the problems with better versions, while keeping the universal nature of the parts , with luck in a craft safe manner (mostly) 

Keep up the good work, there's very few ships built out there that i really like, but yours are always well turned out and have some lovely silhouettes,  and it's nice to see all those hundreds of parts being used as intended :)

Cheers

SM

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  • 3 weeks later...
28 minutes ago, b0ss said:

Wait, so this is compatible with BDA? And is SM Armory required or optional?

It is compatible with BDA and hullbreach. SM Armory isn't required.

Newest version that I know of for hull breach:

https://www.dropbox.com/s/54s7i9s2vtk2hy9/HullBreach.0.1.6.2_12022017.zip?dl=0

lol and I see you just replied to the Hullbreach topic! so I guess you have it.

Edited by TheKurgan
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Yeah, just got around to installing it.

@SpannerMonkey(smce), have I installed incorrectly or is it normal for the current version's parts to be phenomenally difficult to place properly? They seem to be missing some pretty essential attachment points... also I don't have much maritime knowledge but the submarine parts look a bit big to me?

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2 minutes ago, b0ss said:

is it normal for the current version's parts to be phenomenally difficult to place properly

Yes, as this mod was adopted, it still has a loads of irritating issues, those relating to node attachment are known,as are the odd rotations, this is due to the models being incorrectly rotated in unity. While i have model files, i don't have the unity scenes etc, and as i've expressed many times since taking over the mod,  there are serious issues, relating to model and texture quality that prevent me from doing anything sensible with them.  I originally took it on with the thought that i could sort out the textures and make improve some parts, however once i'd examined the models at mesh level, it became apparent that that wasn't really possible and the only real option is replacement

To fix some of the problems require the model to be in unity and even once that was done, they would still be horrible models with horrible textures, despite being easier to assemble, and i don't go in for half fixes. 

Regarding the size of the sub parts, it's big but it's not full size, which is some 175 meters long ,  and not as big  as the Typhoon in SM Marine.  LBP is big parts, thats it's whole reason for being.  One final note on the sub, it's OK but thats as far as it goes. You'll get a much better Typhoon experience from SMM.  For the same reasons as the ship parts, I'm not motivated to fix something that will only ever be ok at best.

Without exception, every single part from the original mod needs some serious work or replacement. 

 

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Hey spanner, I've been kinda spitballing an idea around in my head that I thought I might share, you might find it interesting.  I don't know if you are familiar or not with project HARP, but, in short synopsis, it was basically a project to take a massive gun, and fire payloads into space for testing purposes (never did work).  To achieve this, they got 2 old 16"/50 battleship cannons from the US navy, and then took the two barrels and mounted them together as one, effectively creating a 16"/100 calibre cannon.  Also, to achieve the speeds they were hoping to achieve to get their payload into space, they designed a sabot round for this behemoth of a gun.  So, we have a seriously massive gun, firing a 16" round with a 6-7" sabot round inside.  Range would simply be immense, too much really to model in kerbal, where radars barely stretch to 40 km and most guns can't hit or even target that far, but to put it into perspective, I believe it still holds the record for the highest projectile ever fired by a cannon, vertically firing a shell about 110 miles up.  No actual wartime rounds were developed for this monstrosity, as it was intended to be used for research, but we could probably hypothesize that if we made battleship sabot, it would probably be a little over twice as heavy as a normal research shell, or, roughly 1/3 the weight of the 16"/50's 2700 lb Mk 8 super-heavy round.

Background basics aside, here is the idea.  Considering that the massive HARP cannon was built from 16"/50 calibre cannons, the same as on late American battlewagons, theoretically speaking, with some modifications, you could re-equip a triple gun 16"/50 mount with these 16"/100 HARP guns.  That's the idea in a nutshell.  Create a battleship style turret, with HARP cannons, in a dual or triple mount. 

Just something (very) fun to maybe consider.

EDIT:

I got bored and was playing around with sketchup and mocked up kinda what I thought such a turret would look like.  Sketchup isn't a particularly powerful modeling program and I didn't put too terribly much effort into it, but I think it gets the job done as a concept model rather than a finished product.

Spoiler

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MPjoxmZ.png

 

In the mean time, my next project will most likely be a refit of my first LBP ship, the L.K. Dudley Class destroyer, so hopefully I can get that done and put shots up soon.  Also need to reupload my old pics, since it seems hostthenpost fell off the face of the earth.

Edited by The_Right_Arm
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  • 1 month later...
8 hours ago, Nyarlathotep- said:

About how long until this gets updated to 1.4.x?

 

5 hours ago, [INDO]dimas_1502 said:

until BDAc updated for 1.4.x

And even then, it might be a while. Spanner has indicated in previous posts his desire for wanting to just revamp this whole thing due to the layout of many of the parts not being up to par with what he wants to put out as a mod. That aside, as this is just a parts pack it SHOULD work just fine in 1.4 without much hassle.

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31 minutes ago, XOC2008 said:

 

And even then, it might be a while. Spanner has indicated in previous posts his desire for wanting to just revamp this whole thing due to the layout of many of the parts not being up to par with what he wants to put out as a mod. That aside, as this is just a parts pack it SHOULD work just fine in 1.4 without much hassle.

Considering some of the glitches I have seen that were caused by using outdated mods I think I will wait.

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