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Working Underwater Lite


ColdJ

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My new mod on Spacedock to allow you to do lots of things underwater with stock KSP. Also allows for Kerbal sinking and buoyancy compensation up to release 1.10.1 of KSP.

License: "CC-BY-SA-4.0"

https://spacedock.info/mod/2749/Working Underwater Lite

My first ever mod.

Have added new RCS configs for people with 1.12.* games. Contents in this post.

 

 

Edited by ColdJ
New Configs
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9 minutes ago, ColdJ said:

Yep got it from the source. one sec I will look at my License.txt It has the link.

Creative Commons Attribution-ShareAlike 4.0 International Public License: Online version available here.

https://creativecommons.org/licenses/by-sa/4.0/legalcode

OK, thanks for clarifying your intentions.

The GPL is something else and unrelated to what you have linked:

https://en.wikipedia.org/wiki/GNU_General_Public_License

There are only 3 versions of it, so "GPLv4" refers to something that doesn't exist.

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Just now, HebaruSan said:

There are only 3 versions of it, so "GPLv4" refers to something that doesn't exist.

Ok, so what do I amend it to?

I had followed a license from a mod tat said it was gplv3

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Just now, HebaruSan said:

CC-BY-SA-4.0

No worries. I will go change it now.

@HebaruSan

I have changed it.

Sorry. Was the first time for me and I had followed a link in another license. Thought I had the right place.

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18 hours ago, ColdJ said:

My new mod on Spacedock to allow you to do lots of things underwater with stock KSP. Also allows for Kerbal sinking and buoyancy compensation up to release 1.10.1 of KSP.

Awesome! Do you have any pictures yet? This mod looks pretty cool, I'll give it a try!

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Hi, I'm reviewing this now for addition to CKAN. FYI, CKAN doesn't overwrite standard Squad files (and neither should anybody else!), so the "kerbalEVA" changes won't be installed. I think you should be able to replace those with Module Manager patches that would modify the standard configs without changing their files, which would work with CKAN. There are lots of folks who could help with that, but these are probably good places to start:

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax

 

 

 

Edited by HebaruSan
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5 hours ago, Kerminator K-100 said:

Awesome! Do you have any pictures yet? This mod looks pretty cool, I'll give it a try!

Pics littered all through out my Working Underwater thread and the Spacedock Page now has some.

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2 hours ago, HebaruSan said:

Hi, I'm reviewing this now for addition to CKAN. FYI, CKAN doesn't overwrite standard Squad files (and neither should anybody else!), so the "kerbalEVA" changes won't be installed. I think you should be able to replace those with Module Manager patches that would modify the standard configs without changing their files, which would work with CKAN. There are lots of folks who could help with that, but these are probably good places to start:

Hi. So that players would not require patches done by module manager. I purposely did not put them in as *.cfg but put them in 2 folders as *.txt files. There are instructions in the Read Me.txt for the player so that they can safely backup the originals before putting mine in and changing the suffix. This way it is up to the player as to if or when they upgrade the Kerbals. I respect the power of Module Manager but have had way too many instances of an installed mod using a patch to change things subtly, and by the time you realise your craft are altered on a fundamental level it is too late, making you have to go back through them all after removing the unwanted patch 1 by 1. BD Armory and it's adding of armor to everything ruined the balance of many of my craft, especially my Water speed record holder that had been perfect and able to get up to 280m/s, then BD Armory came and the engines would rip off constantly. Surface mounted lights and Mechjeb for all are another 2 examples.

2 hours ago, HebaruSan said:

Additional minor note, I think "water" is missing from the folder name "WorkingUnderLite" in the ZIP. We'll have CKAN install the current name, and we can update it if it changes in a future release.

Water is purposely missing from this folder. If I do make a version that makes use of non KSP meshes and custom textures then the folder will be called "WorkingUnderwater". I already have config files that are set up to find their dependencies in the WorkingUnderwater folder structure where I am working. The released version only uses stock KSP so I just needed a simple and easily seen name that doesn't conflict with anybody elses.

Thank you very much for your time, work and feedback. I will go and read through the pages you have put links to.

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  • 2 weeks later...
33 minutes ago, Spaceman.Spiff said:

Will it break anything in 1.11.1?

edit: let's find out...

Not for craft I wouldn't think. If Squad changed pathways then it just wouldn't turn up. Kerbals, I haven't seen the new configs for them but I am going to guess, definitely yes.

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Hi. After finding the magic engine I went through and found a few other mistakes. Hopefully all fixed now.

Mod has been updated to 1.1.0 as I have added some new parts for more versatility.

Change Log 1.1.0

"Senior" Marine Engine no longer runs on magic and uses Electric Charge.
"Teen" Marine Engine, found and removed hidden Alternator.
"Sub Vernier" no longer drains a country's power grid in seconds.
"Ballast Ball" now has correct name.
Added 3 sizes of Water Nacelle for use with Ships. Have battery storage instead of fuel. Be careful if used at depth as will boost thrust considerably.
Added 3 sizes of Ballast Weight that use Cold Wars Aerospaces scrap resource and can be used to balance out the extra buoyancy of engines etc. Only Adjustable when building. Can be surface attached or stack attached and used like a micro node.
Added the scrap resource to the resources config of W.U.L.
Added a huge ballast tank for when you make big subs etc out of very buoyant parts.
Went through every config file and hopefully caught everything.

Unzip in main KSP folder and allow it to overwrite previous install.

G1cII5v.png

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  • 3 weeks later...

Developement with 1.11.2 discovered.

They have changed the way that Kerbals react to rising and sinking in water and now when you swim you stay at whatever height you were above land when you started swimming. So if the land slopes down you follow it down. If the land slopes up you follow it up etc. There are changes within the parameters that existed before in the Kerbal EVA config , probably to compensate for the new removable system, as well. So sinking and rising work, but much slower. But swimming flat is not possible unless we can get them to patch whatever they have done. I will see if it is possible to get Squad to fix this by their last release, though I doubt I have any pull when it comes to such matters. If someone reading this does, could you raise it as an issue please.

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  • 2 weeks later...

KSP 1.12.0 has removed some parts for the RCS and replaced them with new variable designs. This means that I either have to make it not so lite and include the original Squad parts as part of the next update or change the parts used to the new parts, which would break backwards compatability. So I guess not so lite on the next update.

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Working Under Lite has now been updated and released on Spacedock.

Change Log 1.2.0

Spoiler

Had to make changes to compensate for the latest release.
The Kerbal EVA config is now a Module Manager Patch due to the new configuration and new suits. Sadly the fastest you will be able to sink without the chair or a submarine is 0.2m/s, once you have passed 70 units of EVA ballast. The new system by KSP also means that the kerbal now follows the land below rather than the surface of the water, which means that if the land beneath slopes down, your Kerbal will swim down with it rather than maintaining height in relation to the surface.
Patch adds a third inventory slot.
Increased EVA Ballast amount to 100 units.
Patch was created by the Fantastic Caerfinon who is busy making both places and missions to get more out of playing in the water.
If you have the excellent prerelease or full release version of SunkWorks by Angel-125, then you will need to have 86 units of ballast to overcome their patch, if you are not using their SCUBA diving gear cargo part in order to sink.
Brought across a few parts that KSP have removed from their latest, that are needed for a few of my parts. As they are now in my folder directory I have made some cosmetic changes to the textures. The new nacelles have a small chevron arrow to say which way is the front, so that when the building interface sneakily turns them around, you realise and don't end up with your thrust backwards. The micro docking port has been shaded yellow to set it apart from the new docking ports. The RCS blocks have made an attempt at looking as if the side thrust is coming from somewhere.
The new nacelles have imbeded impellers to give surface craft more thrust, they will cut out above 50m above sea level, as they are meant for sea going craft. You could have a surface skimming, electric engine wing in ground like craft if you really want.
The adjustable ballast weights now have a micro version that uses a different resource and can be adjusted using magic in the field. It was created for balancing the marine chair when an empty Kerbal is seated but if you forget to empty it before leaving the chair, your chair will sink, so adjusting the Kerbals ballast to even out is more practical. All the weights are now colour coded.
Have included latest Module Manager for the patch. If you don't wish to use module manager you will need to look in the patch folder and change the suffix from cfg to txt. If you then want to have the ballast system and slot, you will have to use the info from the patch to individually add to every Kerbal EVA config.
Unzip in main KSP folder.

https://spacedock.info/mod/2749/Working Underwater Lite?ga=<Game+3102+'Kerbal+Space+Program'>

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  • 2 weeks later...

Found out that the MM patch that added the EVA ballast system was not getting every suit type. This new patch has been tested on all three suits and 8 of the variations, so hopefully will fix the problem.

Spoiler

// WorkingUnderLite Patch for Kerbal EVA Suits by Caerfinon
//-----------------------------------------------------------------------
// Target all KerbalEVA parts.
@PART[kerbalEVA*]:HAS[@MODULE[ModuleScienceExperiment]]
{
    RESOURCE
    {
    // Max amount changed from 10 to 100 to compensate for removal of suit jetpack and parachute,Stock max 0.2m/s at 70 or 86 overcome wildblue 0.1m/s
        name = EVA Ballast
        amount = 0
        maxAmount = 100
        isTweakable = True
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        OUTPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.05
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        INPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.05
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Plunge Start
        shutdownGUIName = Plunge Stop
        OUTPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.5
        }
    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = false
        activateGUIName = Purge Start
        shutdownGUIName = Purge Stop
        INPUT_RESOURCE
        {
            name = EVA Ballast
            rate = 0.5
        }
    }
    @MODULE[ModuleInventoryPart]
    {
        @InventorySlots = 3
    }
}

 

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