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Everything posted by ColdJ
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That is an idea. I haven't done much with funky undulating craft, but with the fuel lines I reckon it might be Possible. of course on kerbal x you can't put the modded stuff yet, so you would have to do it stock and then swap in the parts you have made once downloaded.
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So, when one has achieved the goals they set out to do. What should one do with their new found freedoms? Also if you have got your ballast tanks , thrusters and underwater engines made. Then make a small swift sub and and go racing. It feels like you are in a STAR WARS movie. Cause obviously flying in water feels different from air. Try it at night and see how well you can skim the bottom without crashing. Enjoy.
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Always appreciated. and hey, if they want to do all the work so I can sit back and just enjoy the finished product. Then YAY. I haven't built a realistic jet for a week now and I am getting depressed about it. @Stone Blue
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Hi @Stone Blue as you have most likely read the response I wrote to JadeOfMar. You would see that when you wrote. Also, keep in mind, putting MM patches directly into, or globally changings things in *your* part cfgs, may in effect cause the very issue you mentioned, about not liking global changes from mods. Its always easier to enable/disable a single MM patch from one mod, that may have a hundred seperate patches in it, than to enable/disable 100 MM patches strewn throighout 100 seperate part.cfgs That you were touching on the very point I was making. I have seen mods that happily "Take Over" with a global MM patch, putting themselves on every model you make. I had downloaded a mod once that had small lights to put on your craft. What I didn't know at the time was that it globally patched every light type to have coloured lenses. When I removed the mod, I had to go through every craft I had ever built with mk1s or mk2s and clear them of the module left in the craft files. So what I am doing here is simply configing up new parts using available meshes. Except for the Kerbal EVA as that is something only Angel-125's SCUBA mod can do through a special part as far as I am aware. If someone offers to make up original meshes to go with the configs that would be wonderful, as I don't have the means. But the point is new parts that stand on their own and make it possible to use all the standard stuff you get with KSP for underwater use without a single patch being needed. Nothing to conflict with any other mod. I happily put the names of the resources out for everyone to read and I have the "Community Resources" pack. No conflict has turned up on my game with the names I have used. Here is what I have named, if you find a conflict with a resource name from somebodies mod please tell me and I will change them. The first is actually the resource that came with the Leviathan carrier mod and was used by the mod for ballast (it's what set me down this path) and that is "Liquid" in no way changed from the way that mod had it configured. Then "IntakeWater" ,"EVA Ballast", "IonSteam". That is all I have created and need for things to work. When I joined the forum about a week ago, I came here trying to find answers on how to do things, because no search engine was ever very good at turning up something useful. But people have experience and you can ask them questions. I was actually hoping that someone else had already done this stuff and that I could be directed to the right mod. I certainly didn't expect to have a week of little sleep as I created things that I had assumed some bright spark had already done. So to reiterate. No patches needed, no need to conflict with mods that really creative people have come up with. Just parts that let you play in the sand box in a new way.
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Now you are using your noggin. But are you ever going to recover your lost brethren?
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Build your veteran kerbals a nice retirement home in the hangar and devise a way to get it onto that large island northish of the KSC, so that they have a nice view and can go fishing.
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Thanks for contacting me. My question is does it affect all stock parts or just those you choose? With the ballast system we are using 1 or two tanks, depending on the type of underwater craft you are building, that is all that is required to overcome buoyancy. The tanks use the generator module to create ballast. A resource that we define for it's density. So large tanks use a resource that is a ton per unit. I have also created small to micro tanks for my Underwater RCS chair. That are only 10 kg per unit. If you are not into Tweakscale you can have different size tanks that you choose for the job. Or if you do use Tweakscale you can have only 2 tanks that scale to your needs. I actually had to add buoyancy to the version of the external command chair I created for the under water RCS. I also managed to crack having the Kerbals having a separate ballast resource on them that they can fill or purge to walk around on the bottom or to become neutrally buoyant. Which made me very happy. I had used a more primitive version to walk around at the deepest point in the ocean. So if your mod provides a UI in game to individually adjust buoyancy per part and work out how much is needed to become neutral, then I am all for it. I am just not comfortable having all parts reconfigured. More than happy to have your insights and any thing you can do to help. This is an open, free thinking space for those who would like to work in and under the water. If one day it becomes a parts mod or config pack that's fine. But if all that happens is we swap configs so we can all have the experience then that is fine too.
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https://kerbalx.com/ColdJ/APC-Mini-Wall-Hugger-KX @Weak Player You seem to like challanges so why don't you download my APC wallhugger and climb vertically up the building of your choice. Warning, overhangs take practive so maybe start with white wall either side of the orange door side of the VAB. I have climbed everything but the flagpole, and I do mean every structure that comes in stock KSP. @Stone Blue I read it again. I really don't like global MM patches. I have had plenty of problems with them. I also put things on Kerbal X. The number of times I have downloaded a craft I thought was compatible, only to find it has all these MM added modules that make it unloadable by me. Individual parts are far less trouble. After disabling patches from BD and Mechjeb I had over 2000 less patches that needed to be uploaded by MM.
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Anything you can do is appreciated. If you look up a bit higher I gave configs for Intakes, thrusters, and an engine for decent Large fuel tank bodied subs. @Hohmannson Thank you very much. I have skimmed it before I will go more in depth. I didn't like the overcomplication of crushing depth pressures. Thanks for your help in everything. I am using imgur all the time.
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I think they are concentrating on getting KSP2 up and running, anything new is up to independant mod makers I reckon. Like we are trying to achieve in the forum thread, Working Underwater.
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Starting from the begining of the thread and reading through would be helpful. But basically, some of us would like to be able to do underwater stuff. We are creating config files that allow us to take meshes/models that are available to anybody who has Vanilla KSP and create new parts to do this. Remember KSP started as just trying to get a rocket into orbit. It has evolved from there, and as the game now makes it possible to interact in water, we are creating the next step in opening the sandbox up to new things you can do.
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Many many stumbles later I have found that I missed a vital parameter in my EVA Ballast resource and thought every failure to make a separate ballast in a Kerbal proved it not possible. After finding 100 ways not to make a Light Bulb Fillament. Let there be light. I now have the EVA Propellant back to it's original and have a separate EVA Ballast in the UI that works. I also pulped my forehead trying to get a command chair have adjustable ballast, but it will only display Electric Charge. On the upside it will use it's Electric Charge reserve to produce the IonSteam used by the underwater EVA Thrusters for the chair. I made the chair slightly buoyant and created a micro ballast ball to give the chair the ability to become 99% neutrally buoyant. Enough so that you can leave the chair to do things and have it basically stay at the level you exited it from for plenty of time while you work. It also uses EVA Ballast as it's input/output. One of my collaborators metioned not liking putting things in the Squad folder structure. I only give you the configs like this so you can find the dependecies easily. Feel free once you have the configs to create your own folder structure that you are happy with. Just remember to copy all dependencies to your new folder and change the file path for the mesh in your config file. Obviously though not for the Kerbal EVA configs. So if you would like to try out the new configs let me know. 1 trouble is I had to use a Kerbanov mesh for the 4 way RCS so to create that thruster you will need the Kerbanov mod pack. Again. If anyone out there can create original meshes for the configs and is willing to do so, please let us know. @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JB182@Hohmannson
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Thanks. I will try it out. Do I stick it in the custom resource or in the Intake that creates the IntakeWater ?
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This interesting. According to this forum post from 2015. There are resources that are defined by biome. So if someone were to take all the work we have been doing to create a mod pack for working underwater. You could make it that If they run on Intake Water and your choice of fuel, electricity etc, that they would only function if they were in Kerbin or Laythe's water.
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Thanks @Hotel26. I finally found it. It is annoying that the direct index never seems to find what you are looking for, so I have to go to Duck Duck Go to find what is in the Forums.
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. On a side note. Any body know what the HSP setting in the Resource Definition settings means?
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I know you have to use vessel mover to move things to water. But in mine where I can launch from water I can attest that both your original thermal system and the 1 I did can get the glider to take off from water. So if you gently ditch in the sea, then if you have your reserve you could take off again.
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@Cavscout74 I love your posts. Both pretty and the feeling of a plot and adventure. If it doesnt upset the way you like to do things. you can create a part with an in hangar adjustable mass, that you then put inside your model and shift until you get the COM balanced to where you need it to be. I have a good looking F-14 Tomcat which would be unflyable if not for adjustable weight. One of the parts packs, Coldwar Aerospace introduced me to it and I just created a larger mass version so as to not have to put multiple weights in an aircraft. Keep up the great adventure.
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The best games are always the ones that give you a great big open sandbox and then let you come up with creative ways to use them. KSP and Minecraft being the most obvious.
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@sarbian. Thanks for the great mod, I especially like being able to put custom readouts on my screen. I play 1.9.1 and use your version 2.9.20 Mostly fine a few quirks like the drop down moving randomly. I have learnt how to fix that in the global cfg file. At some point the Aircraft auto pilot for setting a heading and speed, height etc just stopped working, yet the Aircraft Approach and Autoland works fine. I have a landing sites cfg for all of the Kerbinside bases and , Hafco. but I had to be selective because Mechjeb2 doesn't have terrain avoidance. So not needing you to fix a problem I have. Just wondering if you are able to work with the people who did the BD Armory autopliot to have Mechjeb fly higher and avoid hills and mountains? Thanks for your time and great work.
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Well, thanks to no decent five port thruster for the job it took 4 configs. And a whole lot of wasted time trying to use the Squad 4 way to no avail. I find it weird how a lot of meshes are easy to work with but some are impossible. Thankfully Kerbanov came to my rescue for a 4 port and a resized and configed Linear "put anywhere" connects nicely in the middle for side to side. Anyhow, still a few refinements to make but here you go. Thanks to the Kerbal being able to buoyancy compensate. 1 functioning under water RCS system. If some nice person would like to create a mesh with all the bits in 1 balanced unit. Yes Please! @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JB182 Oh and you might have noticed I added a faster purge button in the UI. The regular is great for compensation, but sometimes you need to stop sinking more quickly.
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Spent way too long finding out the Squad 4 way RCS won't show up if you change anything about it. Thankfully Kerbonov came through. Little more tinkering and I should have it right.
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When I woke up I had idea of how to make an underwater RCS pack. 3 total reconfig parts should do it. and 1 of those is for a micro docking node so it could be attached to your sub and have the Kerbal climb in and detach from the sub. If it works I am going with S.K.E.T.A Submersible Kerbal Electric Thruster Apparatus.
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I Wonder if any of the seriously talented spaceship builders has ever built the Liberator from Blake7?
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I towed @Hotel26 's Nimbus Glider up to glide height using my Harrier Jumpjet. If anyone else in the world has ever done that I will be flabbergasted. I balanced my Jet Doo to not dive or flip up into the air unless I wanted to, and got a working method to bring me down 9 times out of ten without breaking into lots of pieces. Or having to use the parachutes. When I got it wrong Kerbal physics played a joke on me. And finally I rebuilt the Ultralight with stock wings so I can put it on Kerbal X for those who don't use mods. Goodnight or Goodmorning to you all.