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InfiniteDice

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Everything posted by InfiniteDice

  1. Another small update for this... I added an options.cfg in the /plugins directory, it allows you to disable the underwater layer and/or the fog effects. Also cleaned up a few things and fixed a bug. New file is up on curse. - Could still be pending approval... Look for the June 23rd file.
  2. Okay the updated file is now on Curse, might take a few mins to pass customs Walking out from the water might require 1 jump now, let me know how the exploration goes!
  3. Don't bother... found the issue You'll likely have to still do one jump... but after that it should work fine. Checking a few more things then I'll likely rebuild and pack tomorrow morning.
  4. Mmm. Strange, I didn't notice that in old tests however some alterations to the code have been made so it's possible that in doing so could have introduced an issue. What other mods are you running at the same time? I'll take a look at it before I hit the sheets tonight. Looks like you were having a good time though! lol Thanks for the report.
  5. Haha yeah, that is the re-imagined boatparts code. My thought was to strip it down and release it with the oldest boatparts from the original pack. Even that would take work. Optionally I was thinking of releasing it as a small surface attach module that would set boatparts code up on any vessel. More testing of course would be needed before I decide either way.
  6. Thanks, yes it does have very limited usage
  7. Tired of not getting a better dip in the waters of Kerbin? Tired of not having the FREEDOM to walk on things that are under the water? Sick and tired of not being able to look at things below the water? Totally fed-up with not having a sub water layer showing where the water ends and the sky begins? Watch the Youtube Video! Look no further... Ker-Plunk your KSP now! - Effects are only shown during EVA. - Not tested on other planets. Left Shift and Left control adjust up/down rate of travel. GET IT HERE Have Fun!
  8. FuelTastic is back! I found this one on my living room computer it was last made for KSP 0.21 - I dusted it off and revamped it a bit to work for 1.3. Informational Video Here GET it here! - https://kerbal.curseforge.com/projects/fueltastic When converting it uses Electric Charge and Ore, the smaller surface attach unit creates Oxy and Fuel, the larger one is a in-line stacker that can hold a tiny bit of ore as well as an by-product gas that is mono-propellant! The Cool... FuelTastic isn't a simple converter like the stock units, oh no! It will have issues you'll need to keep on top of - in the form of a few somewhat simple math questions. Every 5-25 minutes (random) the efficiency will change and you'll need to solve the problem to keep it running nicely. The Benefit? At it's best it will convert more fuel from less ore than the stock converters. Plus it has a silly sound, a flashing light and lastly a goofy particle effect when it's operating. "FuelTastic! - Don't leave Kerbin without it!" • Limited time offer • No Refunds! • Batteries not included.... Have Fun
  9. Okay the update for 1.3 is out, I removed my custom wheels for now as the code changes to how wheels were used changed massively since my last release. Now if you want to use ICE vehicle engines you need to convert a stock or other modded wheel to use ICE. Simply add the module below to the cfg of the wheel: MODULE { name = IDWheelMotor } After placing any wheel that has this module in the hangar simply disable the wheel 'motor' and enable the ICE 'driven wheel' this will allow the wheel to get power from the ICE engine/transmission combination. Key Reminders: 1) If the ICE engine stalls increase the throttle a bit while starting, it also will have an increased chance to stall until it's properly warmed up. If it keeps stalling when you throttle up it's likely fuel starved, run a SEPARATE fuel line to the engine from your fuel source. 2) ICE engines do not need oxidizer, on all fuel tanks remove the oxy supply to save mass. 3) There are 3 ways to throttle an ICE engine - yes 3. 1) use shift as you normally would, 2) use 'w' throttle - an option when right clicking the engine. 3) use gui throttle - also an option when right clicking the engine. When 'w' throttle is enabled the gui throttle slider acts like a rev limiter... 0.9 = 90% max throttle. If you have any issues with it let me know, I did limited testing on this so I wouldn't be surprised if there are a few. Because of the complexity for new users I may make a video on how to best set this up. Stay tuned. As always thanks for using this and have fun! Dice.
  10. Seems a lot of the code has changed for wheels. I managed to get power from the engines to wheels, I'll just need to tidy things up and might have it ready for later tonight or tomorrow.
  11. I'm updating the aircraft engines portion, not sure about the wheels - I'll see if I can get the engines to power the stock wheels.
  12. Not my top priority boatparts was working great till about 0.9 when they screwed with the nodes. Since I've only had issues. I've been rewriting a lot of the code on the side, it's nearly ready but the parts still have a tendency to want to jiggle themselves apart.
  13. Updated to 1.0.5, just making it play with the newest version of the game. The goal of Skillful was never weapons. Though it quickly turned into that. Long ago all there was was the gun DYJ created and missiles/lazer that Romfarer had created. Weapons that would either destroy or not destroy a part. I wanted to put a damage system of some kind in place so I asked Rom about it and he wasn't interested in doing it. I started making Skillful a week or so later. So Skillful was always a damage mod, but registering hits from DYJ's or Rom's stuff wasn't where I wanted to go, for it to work I had to make my own weapons... The other weapons that existed at the time were OP. In my mind everything is still OP. Needless to say Skillful then slowly fell into a weapons mod as that's the only way I could keep the damage system working within a confined set of rules. This led to feature creep and the eventual burn-out. Skillful hasn't really been worked on for over a year now, but still stands out for a few features that haven't yet been copied by other modders. Torpedoes, deforming mesh damage, armour that works like armour, dynamic fires, leaks, repairs, reloading eva from other vessels in range, land based fires that will heat parts facing it within a range. Missiles and guns that can hit targets well beyond visual range (guns up to 8km and missiles 99km I believe). With the many changes to KSP as things accelerated to the 1.0 release I found I had less and less time and/or desire to expand upon and keep peoples interest in the mod - having 2 kids, a full time job and being 40 it was becoming an issue with my private life. In any case this remains as it was at the 0.90 release, no further changes were made except to keep it alive in 1.0.5. This very well may be the last update for Skillful, thanks to all those who used it and enjoyed it - it sure was a blast at times making this! TTFN - ID
  14. [quote name='TUKE']I think this mod needs some attention, first off a Bf-109 engine shouldn't take a normal plane supersonic. Second, i threw three bently's on my Cant Z.1007 replica and flew it, abused the daylights out of the engines, full throttle, not coolers, power dives that take the aircraft to nearly the sound barrier, and all for 10min+ and the engines haven't missed a beat. I nearly ripped the wings off trying to destroy the engines.[/QUOTE] Hi guys, I just updated the files, with the change to KSP's aero model the engine were putting out too much power. the default performance output has been adjusted so it should be alright... after updating you'll need to destroy engines already on aircraft then install new ones :) The engines used to die too fast in the past, I made some changes to allow them to keep going, though there is still a chance they could fail at any time, the failure rate increases when 1) the engine is over-revved 2) the condition of the oil is really bad.... If the oil condition value is dropping this is only a matter of time. Once the oil is gone expect some kind of failure to happen almost immediately. Let me know if there is anything strange, I did an hours testing on it but I can fix things if they are not working as expected. Thanks :)
  15. It's the - END OF THE WORLD!!! ... Or, the beginning!
  16. I will aim to make a limited release for 1.3 as soon as I can, I plan on re-writing some of the float code which will make it more stable in the water. Personally I've been too busy IRL, and with my own personal game project taking up most of my development time. I did manage to update my other mod ICE for 1.3 as it contains much fewer parts than BoatParts does. As usual I'll post a note here when the update is finished.
  17. Looking at updating this, also discovered the zero power issue some people reported so going to fix that while I do the update to v1.0.2
  18. No offense at all taken! Anything you need let me know.
  19. There are a lot of issues when putting a solitary part vessel into ksp, it really means all the code needs to be written specifically for that. Boatparts v1 was made to be totally formless, except the bow which is a formed part, if you check some of my older videos you'll see these huge multi-level platform barges. The reason I went more theme oriented (carrier, sub, etc) is from people requesting it so much. Again for no other reason I kept these in part chunks that could each bear their own code and maintain a balance that way without the need for excessively complicated mesh based floatation calculations. I find your parts interesting, I never really liked texturing much. It's hard doing it all after spending hundreds of hours coding and testing. Best of wishes out on the water! ID.
  20. Lag almost certainly destroys boats at launch. The update in which squad 'fixed' the wobbly joint issue actually made things fall apart worse, because carrier parts are really heavy the effect is exponential. I'll see how things go with ksp 1.0.
  21. I've gone ahead and rebuilt the code around swimming/walking. Now it's much better! I'll release a video showing what it does. - - - Updated - - - Try lowering the launch to water altitude by 1 or 2 metres. - - - Updated - - - If you mean the mini-sub: these have kerbal seats, so you can't crew a kerbal seat from launch. You need to make the mini-sub part of a larger craft then crew it in the game. If you mean the larger sub, you can add bunk beds to that and fill those. - - - Updated - - - I think boatparts allows for the cockpits to float, if the rest of the plane is intact, it's likely heavy things like the engines will drag the whole aircraft down.... another reason you want boatparts is you can get out underwater and swim around, I've updated the code so I'll likely release the updated dll as a separate download.
  22. It's the best solution so far... yes it's clunky I may revise how it works though, sometimes the kerbal needs to sink all the way to the bottom to unfreeze and be able to swim or walk.
  23. I wouldn't use better buoyancy... it's not better than boatparts buoyancy from what I can see... Boatparts also has code to mimic fluid dynamics for the ship so it self corrects and behaves like a boat. Better buoyancy from what I seen doesn't do that. To the original question though I'm not sure how it would behave, my guess is it wouldn't be good.
  24. You will be missed... I still watch something Star Trek every week or so... This will make me watch it all over again. Edit: Just noticed someone posted this 3 mins ago.. in the proper place on the forums... sorry for breaking the rules!
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