Jump to content

Hooligan Labs

Members
  • Posts

    481
  • Joined

  • Last visited

Posts posted by Hooligan Labs

  1. I can't believe there's still pages of new stuff on this thread even after I've left! Ask any questions and I'll try to help. I'm still working in Unity and doing control systems and stuff.

    The recent KAS update kinda broke all the KAS equipped airships that come packaged.

    I thought I fixed that in one of my later updates. Or did they change everything again? ;.;

    I know but I plan to try and keep this mod going! Of course I have to learn C but I'll do it!

    JS, you have my full permission to give this a go... As does everyone else, as stated in the license. You can do everything but blame me when things go wrong. :D

    I think you'll need to upload the mods to your own page on the Kerbal Space Port. Can't wait to see what your flag looks like! :cool:

    It's C#, not C. Much easier. If you know Java, you're most of the way there.

    C# is the easiest language I've ever programmed in. It's a great place to start. Also, Unity has a lot of physics built in, so you don't have to worry about coding things like force or acceleration very differently.

    I hope so! I wish I could do something to help. If only I could know how to integrate it into 0.22's tech tree....

    I don't even know what the whole tech tree looks like yet. I kinda went about it a wonky way and now have to get to the moon to get any more science. I'm stuck with the gel!

    The parachute ones can be under survivability! The larger Duna one could be under Space Exploration,

    Cirrus (Big huge things) can be at Adv Science Tech.

    The huge can like ones (that you used in your heavy lifter airship) could be split between Adv Exploration and Field Science?

    The little octagon thing at science tech?

    A basic envelope, like the original one that looks like a normal blimp, could be as early as basic flight control. It should be modified so it does pop at higher altitudes, though.

    The parachute types are somewhat possible with currently available technology. The Cirrus and such would be at the extreme edge of possible technology - up there with SCRAM jet engines. Same idea of very thin materials being able to handle extreme pressures.

    The SQUID - is there a "weird science" tech? :huh:

  2. I may take a look. I doubt I will touch the code base as I know jack squat about coding but I may see about adding some models and/or textures.

    I did start with just adding models to the original mod. Then I started doing some edits to the code so balloons could go into space... and here we are.

    No more KSP!?!? ;.;

    Always more KSP! Just not working on mods now. I'm going to stay involved though, this is too good.

    Cheers and goodspeed, so long and thanks for the fishes

    I respond with a surprisingly sophisticated attempt to do a double-backward somersault through a hoop while whistling the "Star Spangled Banner."

    Your airborne rocking chairs will always be in my heart.

  3. So, Hooligan Labs, can you tell us what your next project might be?

    http://hooliganlabs.com has the latest. The Indie Speed Run entry is up now. Next, robots.

    Sounds to me like he's stopped modding. Which is disheartening, since his mods are so epic.

    I heartily encourage anyone to pick up and continue these mods under their own name! I learned Unity and C# by continuing the original airship mod.

    I'm pondering this very thing. I'm curious how code intensive Kerbtown is and if I can make Hooligan's runway model a static model.

    I think importing should be straightforward. The runway itself is an extremely simple box with a texture on it. If you can't get the model out of the download I can provide it.

  4. Development by Hooligan Labs of KSP Mods has discontinued This is not due to a lack of love for the game. Far from it, KSP has been an inspiration for Hooligan Labs to work on new ambitious projects.

    This community is crazy fun and supportive. Keep going! I'll still be playing for sure.

    Please do continue to check the Hooligan Labs YouTube channel for new announcements.

    BTW, more details on the front page on using my models and code. It's pretty much all available for everyone.

  5. Great airship, SA!

    Wakariyu has been messaging me about the submarine depth limit. The biggest issue is landing under 600m. When you reload the vessel, like after a save, it will not be able to judge the distance above the ground right and will stick your vessel halfway in the ground. A tremendous explosion results.

    I also know that KSP throws a constant stream of render errors under 600m, so who knows what else might go wrong with the code.

    It's amazing that KSP works as well as it does while underwater. I coded in the depth limit to give one distinct reason to not go that far down. Otherwise we have to deal with every other problem that KSP might have separately. Truly uncharted waters.

  6. Did you guys by chance ever entertain the idea of implementing this fix for walking on airships with Kerbals?

    I actually was in a private message conversation with the guy while we was making it! It went something like this.

    Him: I am walking my kerbals on your airships! This is awesome! Why aren't you doing this?

    Me: I tried but something strange happens when you try to tell a ship that it is "landed" at a high altitude, not exactly sure how high.

    Him: Uh oh, my ship is stuck now. I can't get it to move. And it's lagging like crazy.

    Me: Yeah, that will happen.

    Sorry, but I really recommend that you land your ship first, using an anchor, and then click Make Stationary. Then you can walk your kerbals as much as you like without fear of breaking the game! That is how I did Bungee Jumping on Jool, etc.

    I have talked to Mu about this and it sounds like it may be possible in the future when they change how things are saved. No ETA.

    As far as I know the English terms are correct. An Earth submarine naturally floats

    An Earth submarine is a huge, sealed volume that is mostly filled with air... Unlike a KSP space ship.

    Hearing that only crew quarters provide buoyancy gives me an important idea, though, that shouldn't be too hard to code and should make it work both more realistically and more interesting: Gasoline has been used as a flotation device, notably in batyscaphe Trieste. This works because it's lighter than water, but is nowhere as compressible as air, which eliminates lots of engineering problems.
    Normal water has a density of 1000kg/m^3 and JP-5 (Military Jet Fuel) has a density of just 810Kg/m^3. Oxidizer however, assuming it is LOX, is a SUPER light 1.141g/cm^-3 !! Also monoprop, again assuming the most common one which is Hydrazine, would also float at just 1.021g/cm^-3 . Xenon gas is an obvious one though. So it would appear that, using realistic float math, it would take a LOT of force to pull anything underwater.

    I put the buoyancy of resources out of the question because of how they are handled in KSP. Consider this: In KSP, electricity has a density. It's very low, but if you attempted to use the density and amount of all resources in a part to determine if it would sink then batteries would float like crazy.

    It gets even harder when you think about what happens when a resource is depleted. Is it being replaced with air? Water? Nothing really, in the case of electricity?

    And what are the density units meaning anyway? And what if some mod brings in some new resource with an even stranger property?

    The challenge seemed outside of the scope of this mod. If anyone want to take a shot at coding it, go ahead!

  7. I got better!

    * Misuses meme, is banned from the Internet *

    I'd love to hear a more elaborate clarification from Hooligan though, and that should be in the FAQ.

    Maybe I should re-label 0% "Float" and 100% "Sink". :)

    But ballast tanks can contain two things, air and water. When you enter water this mod simulates the buoyancy of displaced water to provide lift. As the slider moves towards 100% the ballast tanks fill with water, pushing out air. This not only reduces lift but also increases mass and thus the force of gravity on the vessel.

    There isn't an effective way of measuring displacement in KSP, so the only things that provide buoyant force on submarines is ballast tanks and crew quarters (which are assumed to be filled with 1 m3 of air for every crew member). 1 m3 of buoyant air lifts 1.025 tons of weight on Kerbin and other watery planets.

    Thus, a light vessel with a lot of crew would require filled ballast tanks to sink. A heavy vessel without crew (more common in KSP) requires emptied ballast tanks to not sink!

    It might seem strange to call the parts "ballast tanks" when they can also help a vessel to float, but that seems to be the appropriate nomenclature based on what I have read about submarines. Any suggestions from self-taught submarine captains are welcome. :)

    BTW, added to wiki: http://hlmods.wikia.com/wiki/Submarine_F.A.Q.

  8. OK performance it back to regular 'laggy' as opposed to 'slideshow' - thanks!

    Awesome! :cool:

    That is intentional. The game does not handle depths below (exactly) 600 meters properly, and to prevent glitching Hooligan has coded ships to be destroyed when they reach 600 meters below the surface. Keep in mind that that's already deeper than most submarines can possibly operate.

    Exactly. I added this to the Submarine FAQ. http://hlmods.wikia.com/wiki/Submarine_F.A.Q.

  9. I will probably compress the debug output. Right now it outputs for every part, where it removes the old buoyancy and then applies the new. I think part of the problem is that the Destroy(partBuoyancy) is not immediate, it happens after all parts seem to run FixedUpdate at least once. Thus, you see each part post that it is trying to remove the old buoyancy from every other part (so messages roughly = number of parts squared). So the amount of lag this could generate could be exponential and there is no reason to report it happening all the time, it's spam.

    I can always turn the full debugger back on when more bugs come up and I'm given a good description of the issue to work from.

  10. Thanks! This should only run once when the plugin first starts in order to replace the stock buoyancy code. However, something must be happening in space which is causing the stock buoyancy to be reapplied to the parts over again (causing it to need to be removed again). My guess is that it is quietly but rapidly loading between different scenes.

    There are two ways I can make this run faster...

    1) Remove that debug output. That makes everything run much much faster.

    2) Have a better check for when it should be running. It ONLY should attempt to replace stock buoyancy when the "main body" (which the vessel is orbiting) has an ocean. Maybe KSP thinks that the sun has an ocean or something strange? An altitude check might do it.

  11. Good answers! Stock KSP water is very dense and dangerous. It will destroy your parts as if you are hitting it as hard as ground. That is, a part with impact tolerance 30 can survive hitting land or water at speeds up to 30 meters per second.

    I think the Firespitter mod lets the pontoons hit the water at speeds up to 125 meters per second. My submarine mod changes the whole vessel. Any part can survive water impact at speeds up to 10 times ground impact tolerance. So the above example can enter the water at up to 300 meters per second. However, it also makes it so water has normal buoyancy and most parts sink.

  12. So I've been using these in my Eve or Bust series and I don't know if you're aware but the performance can be truly awful. I docked my submarine to my 1000 part mothership and the fps went from 8 to <1fps.

    Thanks for the feedback! I'm glad you found a workaround in the meantime. I've been watching your series in both awe and dreaded anticipation of the bugs you might find. :)

    I think no-one has tried to make such a complex interplanetary submarine as yours. Usually a frame drop like that is caused by errors being spammed into the debug log. Can you open that up and see what was causing the issue?

    I have some other projects going on now but I will try to take a look as soon as I can. I do rely heavily on users to bring problems they find to this forum.

    EDIT: Added a piece to the FAQ now that should address that subject!

    Well done!

  13. Thanks for the link. If the wiki is accurate, then it is true that your balloons should float in Jool's atmosphere because all atmospheres in the game are made out of the same thing, a mysterious, unrealistic “gas†that does not change in density when the temperature is changed!

    The KSP developers themselves have said that, unfortunately, right now temperature is only a factor of height and now location on a planet. However, each planet does have different temperatures (see the wiki).

    So I guess my point is that I find it to be a very poor atmospheric model if they assume that all planetary atmospheres have the same density at the same pressure and temperature.

    Here is what is in the documentation...


    /// <summary>
    /// Converts an atmospheric pressure into an atmospheric density. Atmospheric density is what
    /// appears in the KSP drag equation. This function seems to just multiply the input by 1.2230948554874
    /// </summary>
    /// <param name="pressure">Use the output of getStaticPressure</param>
    /// <returns>An atmospheric density, suitable for use in calculating drag.</returns>
    public extern static double getAtmDensity(double pressure);

    So you may be right, without going to another planet and testing. This could be a suggestion to SQUAD as an easy way to do a small mathematical change and improve accuracy (even easier than fixing buoyancy in water!)

    Answer: Use something like KAS to attach to the ground so you count as 'Landed' according to the game.

    Can this be added to the wiki? hlmods.wikia.com

  14. I have been informed that all KSP mods must have a license, so here is the one that was recommended and this now uses: http://choosealicense.com/licenses/mit/

    I want to stress that I have learned so much from doing these KSP mods and want to pass that knowledge forward. I think this is the most free software license that I can use and hope that it does not discourage anyone from using my mods our the source code in any way.

    HL, could you create a Rockomax Jumbo-64 sized ballast tank? that would be cool. also some probe sized parts would be helpful

    Sorry, not anytime soon. Stack Lemurias.

  15. This has been sitting on my hard drive for a long time. I didn't know what to do with it. In the end, I decided to share it.

    Now we can have colony in air,ground,space, and water =D cheers for your work

    Right back at you ahappydude!

    is there a way for me to edit the code so my submarines don't explode until farther down?

    You could open up the Camera source file, remove the part where it crushes at depth and then rebuild the plugin.

    It seems like the underwater camera mode doesn't want to work for me, and is the underwater camera how you get the water to look so amazing? Because for me the water looks rubbish while submerged.

    Well there is no water surface when underwater (it looks like just open air above, but darker). All I did was make it so you can control the camera in a similar way to above water. The rest is probably your graphics settings.

×
×
  • Create New...