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Laythe2

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Everything posted by Laythe2

  1. Engines are currently liquidfuel powered. Though the submarine engines are going to be electric powered. I never tested to see how far they go but they are efficient. There is no launching system so the parts are used a a runway. I didn't really base the parts off the nimitz. As for the reload bug, yes. that is what i have heard. Ill just add the water resource to weigh the carrier parts down. And im not sure of the button names but there are 2 modes to surface attaching. Make sure its the right one. Remove any procedural parts. Those cause issues. What do you mean? No lauch systems in the mod currently. The parts arent based off the nimitz. They are just one big floating runway.
  2. A lot of people wanted me to build them pre made ships. So I did. I made 6 ships for people to build off of. https://www.dropbox.com/s/zjybnixpof5awa6/StockLBPPShips.zip?dl=0
  3. I don't really pay much attention to people saying thanks.or not. it doesn't bother me. As long as my mod functions almost right i'm happy. Also, your welcome!
  4. Actually due to a previous mistake I made (I rotated the round sub parts 90 degrees and the Z axis wasn't facing down) I released the wide parts instead. Otherwise you would be messing with American style sub parts right now. And yes i do have plans for making american parts.
  5. Ive known the nodes were messed up a long time ago. but i didn't do much about it. I figured once I rebuild my mod ill fix the issues. Next week I want to work on better models and see what I can do to improve textures now that I know a lot more about blender and coding. I went into this mod not knowing anything about ksp modding. Maybe some config editing and that is it. I think i see the problem. TweakScale messes with the buoyancy of the parts. If your sub has ANYTHING tweak scaled on it it wont sink.
  6. That is odd. I fires a full salvo of 16 inch guns at one of the hull pieces and it got destroyed. The nukes are kinda iffy. a nuke should kill off all the space center buildings but some don't. I'm kinda limited on what i can do with damage. You can mess with the configs if you want. I didn't nerf the carrier parts because no one shot from a gun is gonna destroy something as big as the carrier hull. Well I designed the engines to work with ships in the water. The submarine parts get very heavy and get so much resistance to them I had to up the thrust on the engines just to get the thing moving. I know these engines are the most overpowered things in the game right now and i don't plan on changing them since they do what I designed them for. Odd. check the resources and make sure they are filling up with water (you only really need 1 ballast tank under the center of mass). The actual hull parts have ballast in them. Those are to weigh the hulls down so the ballast tank doesn't get so heavy it easily falls off. Make sure the hulls have water in them (the water in the hulls can also act as a balancing tool also). What is going on? are the nodes not attaching?
  7. I'm aware of that issue. Just offset it for now. Ill fix it next update. I included a craft file in the latest release showing the right way to use the tower.
  8. You probably will get it up and running before me. I'm actually taking a break for now. (not a long one).
  9. The bow and stern parts have a capsule mesh collider because the parts exceed the 255 polygon limit. Sounds like a good idea. NANA does something similar. Ill get to work then. Ill release it after I make fins for the sub that wont explode when they hit the water.
  10. I think you may have to upscale the crash tolerance and breaking force for the missiles if you are going to place them in water. Else they would be destroyed. The sub parts are very heavy. They have to be like that because the parts are very buoyant and if you only rely on the tank to sink everything then the sub can easily break apart.
  11. Version 3.1 has been released. Parts are 90% done. This update was just to introduce them into the public. http://spacedock.info/mod/167/Large%20Boat%20Parts%20Pack
  12. Almost done with the next update Just have to fix some stability issues
  13. Well maybe its an issue with IR. If you scale any of the hull parts and use them in the water they really mess up. Can you share a screenshot?
  14. V8Jester you make some of the most beautiful things in ksp. Ive looked through your stuff.
  15. The guns you see on the ship aren't actually the guns on the real life DDG 1000. Its the railguns from NED. I thought about making a weapons pack but there are so many I just don't do it.
  16. I am wondering if I should just redesign the existing parts or make new ones. There are already a lot of parts as of now. Ive been wanting to get rid of the flat bottom-ness of the hulls for a while now.
  17. Ive never seen that error. Maybe its a memory issue? Also if you spawn ships on the water the ship might get damaged. Also what parts are having trouble with the vls tubes? My tubes are sticking out of the hull just a slight bit so the game cant think the hull is above it.
  18. There is an issue with the smaller missiles getting turned upside down with mirroring. Id recommend talking about this with the maker of the mod. Also, Thanks.
  19. Attention Everyone Sunday, March 20th, 2016 I will be moving to a new place. This place is a very rural area so I will probably have satellite internet. I'm not sure how that will go. Updates might be uploaded in longer intervals instead of weekly. I am not abandoning this mod.
  20. I don't either. The vls tubes work fine with this mod. I was just showing how to make them work. You gotta put the missiles in the tubes BEFORE you offset them into the hull. Also be careful. Water can destroy the ordinance if you put the tubes too far down.
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