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Everything posted by ColdJ
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Hi @Hohmannson already started me on that. I am working up to it. You have got here late so you probably don't realise I have separate water Intakes for the Intake Water that the engine needs. It is not a rocket. The ISP is not insane. Would you expect an outboard motor on a dingy to be able to push you through the air? My problem was that it was TOO powerful before. I have had engines work down from starting at melting everything in seconds underwater to going supersonic to finally being comfortable. Subs don't like 320m/s as they start to vibrate from the extra drag. The Alternator is a throwback from the beginnings ofthe file I started on and will be removed on final product. The engine has 50 thrust but does 150m/s at depth. Thanks for the other info. I will learn the ins and outs of using it. I am not going to have afterburning engines underwater, I think that the reasoning for that is straight forward. Cheers.
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@Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar@Hohmannson@Spaceman.Spiff To follow will be the configs for the mechjeb enabled chair and Porpoise Point Drive. They both use mesh stacking in the config files. The drive uses stock parts except for the bubble trail which is Angel-125's I think he is ok with that. If you aren't just let me know. You require the Squad shock cone intake as the first mesh, and the Juno as the inner mesh that is required so that it functions as an engine, rotated 180. I am still playing around with fx settings for the bubble trail but it looks ok. The engine is currently without sound as Hotel26 preferred silent, but I will be adding something as silent slowly freaks me out over time. I wish the electric rotors at least had a low hum. The mech chair will require the EAS-1 external command chair as it's main mesh, then a radially attached monoprop tank for the second and then you will require the mechjeb mod pack and it's AR202 case mesh as the 3rd. I love the little in joke in the title of the the texture file for it. "AR202_HD2_tex" For Spaceman.Spiff , just remove the Ion Steam generator and change the resource of EVA Ballast to a monoprop amount that is fair, no monoprop generator as that would be cheating. The original use is in water where you are surrounded by reaction mass. Just use regular RCS thrusters , though be warned that regular thrusters are designed to push greater mass, so you will probably need to lower the thrust for EVA. If you use the Kerbanov mesh I use at the settings I use then the bottom corner of the thruster pack just touching the top corner of the chair post that hold the controls should have you balanced for all directions. The Electric Charge would theoretically be to run the Mechjeb, cept I nerfed it. And means you can put lights on the chair and a shrunk down KAS winch. The winch is good because if you get out the chair you can attach the connector to you so as to not have the chair float off or attach it to the ship you are working on if you have given it a connector. The chair uses the "Cubic Octostrut attach parameters so that you can attach things to it. For the the underwater thrusters you will need the Kerbonov 4 port Probe RCS as the first mesh and the Squad linear "Place Anywhere" monoprop RCS as the second. I have been deleloping my own folder structure so either create it in yours or amend pathways to what you want to set it up as. Angel-125. I moved your PumpjetExhaustFull1 and 2 into the Squad fx folder for convenience, I hope that is ok. Now the chair. Looking through as I put that in reminded me I have altered mesh names and hex edited so that they point to my textures. In the folder of originals: So MRCSSeat = model, as found in Squad's External command seat. BallastBall = model. as found in Squads RCSTankRadial. Mechunit = model. as found in Mechjeb2's MechJeb2_AR202. The thrusters SRCSmodel = PRCSmodel as found in Kerbanov Prcs. linearSubRCS = linearRCS as found in Squad linearVernorRCS. My sub RCS uses the same meshes, just different configuration and Intake water not Ion Sream. I will look through the community resource packs And if the Intake liquid is a match for Intake water I will swap. The Ion Steam density needs to be what it is or the chair Buoyancy will have to be totally rebalanced, and it took some time to get it where I wanted it. Sub RCS The resources were published a few posts back. I think I have given you the various Ballast tanks but if not ask and you shall recieve. If I have missed something let me know.
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Hi JadeOfMaar. It is a cruise engine. Through use of the atmosphere curve, it is too weak to fly above sea level but it's ISP increases with depth. Weirdly not as much as you would think it would need to. It took a while to get it balanced right, had some wildly overpowered ones to start that would burn you up in seconds or if it didn,t it put you in to orbit. Being as they are marine engines I don't want them to be able to push planes through the sky. I just need to grab the relevant info and then I will put the configs up for it and the Mechjeb enabled RCS. I happily share all my work. If a parts pack comes about it will be only so that more people than are on the forums have access to the parts so they can play in the oceans of their own games.
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Bugger
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Singing "And so your back, from outer space, I just came in to find you here with that sad look upon your face, I should have changed that stupid lock, I should have made you leave your key. If I had thought for just 1 moment you'd be back to bother me....................... Well a day of much frustration trying to intergrate a docking port into a chair and failing. On the upside, trying to intergate Mechjeb into a chair and succeding. Also finally got my "Porpoise Point Drive" to behave sensibly. 20m/s on the surface and 150m/s at depth. For those of you who understand "Float Curves" and "Tangents" in relation to KSP/Unity key definitions. If you don't already know, there is a lovely plugin to KSP called the Amazing Curve Editor. Very handy for making Jet engines work sensibly at different altitudes and speeds. So 2 versions of the underwater RCS, assisted and not assisted. 5 port RCS thrusters in EVA size and Submarine size. A micro docking port that fits on the bottom of the chair and works well. Anyone else out there done a long distance underwater rendeverous and successful docking? Various adjustable ballast tanks in large Sub Ballast and small EVA Ballast sizes. Buoyancy compensating Kerbals and various types of Sub engines that work well underwater. All the things I came here looking for and then ended up creating myself. Oh I seriously hope that @Angel-125 s Sunkworks mod works on my version of KSP, as I am not in a rush to go to 1.11. His SCUBA gear would just take the immersion to a whole new level.
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Thanks. I will need to go in and read the licenses.
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Also wondering is there an etiquete to using meshes created by others. I have mod packs where the modder has completely done all there own work and made unique models e.g "NMB" but others who mostly took existing Meshes and And reconfiged them, they even have the config files pointing to Squad folders for textures e.g "NSI" so how do I go about it? Can I ask permission? do I need to ask permission? or do I need to find someone willing to create new meshes? @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar
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Hi decide to go completely original resources. Hopefully I have. Anybody know how I get them added to the "Community Resource Pack's" next update? @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar@Hohmannson RESOURCE_DEFINITION { name = SuBall displayName = Sub Ballast abbreviation= SuB density = 1.00 unitCost = 0.01 hsp = 30 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } RESOURCE_DEFINITION { name = IonSteam displayName = Ion Steam abbreviation = INSTM density = 0.0001 unitCost = 0 hsp = 3000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } RESOURCE_DEFINITION { name = IntakeWater displayName = Intake Water abbreviation = INWTR density = 0.001 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } RESOURCE_DEFINITION { name = EVA Ballast displayName = EVA Ballast abbreviation = EB density = 0.010 unitCost = 0 hsp = 30 flowMode = NO_FLOW transfer = PUMP isTweakable = True RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } }
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1 of the latest just uses a girder for an undercarriage.
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(WIP) Titania A New Moon To Kerbin
ColdJ replied to An Amongus Sussy Player's topic in KSP1 Mod Development
Thanks for the mention. I have an old system so I don't run anything that changes the stock enviroment or solar system.- 21 replies
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You could almost compete in the to the island and back in fastest time least parts challenge. Cool craftmanship.
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Then you would have thrusters that suddenly cut out while you are maneuvering. My Subs run on RTGs because they are nuclear powered. A nuclear powered chair seems a bit hot. I could always Tony Stark up an Arc Reactor but in the real world electric subs have a limited run time between charges. We could reconfig anything to be over the top, but then there would be no challenge or immersion in trying to get something done while working in a hostile to Kerbal enviroment. You like the challenge of getting to Duna on your own wits. You could easily teleport whatever you like there but it would lose all it's lustre very quickly.
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Hi. I could have built an RTG into the actual chair but that would be like a space walk where your EVA Propellant never ran out. Convienent but not realistic. This is like a little 1 Kerbal micro sub for want of better. Or UnderWater RCS as I like to call it. Just imagine it runs on the Latest battery technology. Like your smartphone that is always on. Don't touch it and in my case on 3g I can make it last over a month. But if I look up things and play music etc It only lasts a week.
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Now for the good news. Thanks to the magic created by @Snark. In showing how to stack meshes in a cfg . I have got the RCS underwater chair down to 2 main pieces, and a micro docking node. The chair provides power and IonSteam for the thrusters and has adjustable in the field ballast. The thrusters have 5 nozzeles. And Electric Charge is a limited reserve, but it only trickles away slowly when not being used to pump ballast or run thrusters. So if you dock the chair with a sub that generates Electric Charge it will recharge. Still tweaking my version of the Superheated Ion Steam Drive. Nicknamed the "Point Drive" @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar
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Quick first. Some model cfg s don't play nice in the same folder. In this case I think it was because It was using the old (mesh =) rather than MODEL { model = } So tada, a kerbal trapped in a ball.
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Mad Max, Beyond Thunderdome.
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Been there done that. Before learning how to use the Atmosphere Curve keys. Do you remember that when I used a pulse jet created and configed by Retro Future, that my plane ended up in orbit around the Sun? Why?
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Just ragging me huh. Oh it flies alright, way too well for a submarine. Thankfully I had adjusted the Atmosphere curve or else I would have been cooked when I went airbourne.
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The Nuclear reactor heats the intake water into super heated and Ionised steam and then funnels it out the back. Just tinkering with it to bring the power down because at the moment by the time you are half way up the throttle you are travelling at 320m/s underwater. And though it is fun to shoot out of the water like those lovely old future sub movies and television shows. It was not meant to fly.
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Thanks to a method of stacking different meshes within the same cfg file. Which I believe was originated by @Snark and passed on to me by @Hotel26. I am feeling very SCI FI,
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Hi. What parachute is that 1?
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Made a present for @Hotel26 and uploaded it to KerbalX. https://kerbalx.com/ColdJ/Stock-Orion-KX
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So I have passed this knowledge on to @Hotel26 in a personal message, now I am giving it to those who dare to dream of new horizons. As always make backups of your originals so if you get anything wrong you can revert. Also the amendments need to be done to both original and future kerbalEVA and match for this to work. If you have Breaking Ground. If you have Making History there is probably a Vintage version you have to amend. I reset EVA Proppelant back to it's original 0 density state. and then added this resource. to the ResourcesGeneric.cfg Then just below this entry in the kerbalEva.cfg RESOURCE { name = EVA Propellant amount = 5 maxAmount = 5 isTweakable = False isTweakable = False } I added this. And then at the end of the kerbalEva.cfg above the end bracket I put in this. And if you got all the kerbalEVA , kerbalEVAFuture and female variants. then they should have this. Enjoy.
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Came to update my Kerbals exploration only to find that @Hotel26 had been having similar adventures and technological achievements. So there had been talk in the Kerbal Archeology community that once Kerbin hadn't been as wet and that when, one really hot summer, had caused Ice Melt at the poles, The ocean had risen dramatically. Also that the first forays into space travel were at a site near the old air base and that the air base had actually been built up apon a small mountain. This led the community to believe that the original site was now submerged. So a pilot and a scientist went out to investigate in the latest fast explorer submarine. Taking off from the KSC harbour. The pilot decided to take it for spin. But then they settled down to find what they were looking for. They tried to set up the seismograph to take readings but had forgotten to read the manual. Then the scientist had a mishap, bumped his head and discovered that Kerbals lose all their mass while unconsious. Having woken up on the surface he headed all the way back down to take a selfie before heading home.
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Hi @JadeOfMaar. Your obviously intelligent and articulate and a kindred spirit. The reason a free and open forum brings results is because human beings of intelligence may all approach the same problem from a different angle. I fully appreciate the method you have chosen. The thing is if I wanted to build a submarine, a boat, a plane, or a rocket with the same part, then having the underlying characteristics of that part changed, just for use as a submarine part, takes away from the other uses. I have made seaplanes. If I change the buoyancy of parts then the seaplane might sink rather than float when I land. KSP physics does not understand that if you trap air in a hollow space then you are more buoyant. (Quick aside: I watched a Youtube vid of one of the prolific youtube KSP builders. He put several fuel tanks in a cargo bay. Cargo bay doors open, all the fuel tanks kept buoyancy. Cargo bay closed. Fuel tanks still weighed down the craft the same but lost their buoyancy characteristic. He had used this principle to have a sinkable underwater base.) I freely admit that the first time I sank a heavy Sub I descended too fast, hit the bottom and the ballast tank snapped straight off. But I have the "NSI" parts pack, and a lot of their models are just reconfigs of standard parts, made bigger and stronger. so I went in to the config file, looked at what had been adjusted and added this into the ballast tank config. breakingForce = 5000 breakingTorque = 5000 Since then I have never snapped a ballast tank off, and believe me I have had some serious crashes in a Nuclear Attack size Sub, when I have rushed descent while travelling at full throttle. So any way, my way of approaching the problem has worked for me. All the players out there will choose whatever method they are comfortable with. We just give them the freedom to choose a method they like. Me I am just happy that I am now able to build subs, have Kerbals EVA underwater and sink, rise or do neither as they work, and get in a chair that allows them to go in any direction, up, down, compass or slantwise. Just like Willy Wonka's glass elevator. Keep up the great work and if you have new ideas or just want your patch to be seen by people to give them that option. Fell free to post in "Working Underwater "whenever you like. Giving people options is what this is all about.