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Eskandare

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Everything posted by Eskandare

  1. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE! 107,000 ton lifting body, YEAH! Sorry, I screwed up on a setting in the rudder. I'll have it fixed soon!
  2. That may be a behavior in 1.05, I was working with the physics of 1.1.3. You can adjust the thrust force and rudder area to fix it for 1.05 That is odd, are you using 1.1.3, so far I've been working on trying to find a middle ground for the 'engines', but that is unusual behavior. I'm certainly considering that. I'll try to repeat the conditions you guys describe, mostly my problem was turning arc. I'll see what I can make it do.
  3. That's frustrating... I wonder if the Boat Kraken is still roaming the seas... or it just looks like the Kraken has decided not to wait and eat ships right out of the oven. I know this is a space sim, but this sim has become so much more. The premise for me is exploration and fun. I hope they aren't trying to railroad modders away from the oceans because I was thinking of doing a Kerbal version the Apollo 11 recovery. Yes I know it was an Essex class and not a Nimitz (to be exact it was the USS Hornet CVS-12, which sits about a mile from me.) They could have made buoyancy a bit easier on us.
  4. Thank you SpannerMonkey, I'll put it on the OP.
  5. In the pics it is my soon to be released update to the Top Secret! mod. There is also a buoy spawn that @SpannerMonkey(smce) released on the Large Boat Parts page, but I can't find the post with the link. I think it is there.
  6. Nope, it is independent of SM Marine. The only dependencies are included with the release.
  7. That just looks shmexy!!!! Now you have a fleet, you must conquer the world! Muhahahahahaah!
  8. Carrier Vessel eXpansion You can Download it here! Album: https://imgur.com/a/L3mph Images: Videos: What is CVX? CVX is a low parts mod that allows you to build a Nimitz class Aircraft Carrier. The mod currently contains 5 parts: 1 screw, 1 rudder, 1 hull, 1 radar tower, 1 bridge tower. The idea behind CVX is so players can explore Kerbin while carrying aircraft and not have to worry about having enough fuel, or... You just want an aircraft carrier without worry about tanking your cpu with parts count. What is Included? 5 parts: 1 rudder 1 screw 1 hull 1 radar tower 1 bridge tower Why only one carrier? More ships are on the way. Soon I'll be releasing a Wasp-class LHD, Essex-class CV (for recovering the Kapollo) and an Admiral Kuznetsov CV (for all you Krussians) in the first phase. The second phase is experimental carriers such as a submersible carrier and a helicarrier. Why are there no weapons or radar? There are already mods covering that, and a list of recommended mods are further down the page. Where can I get that F-14 craft? The F-14, made by GrandAdmiralJon, can be found here on KerbalX. Recommended Mods: BDArmory (Continued) [1.3] (maintained by pappa_joe) SM Marine [1.3] [SpannerMonkey(smce)] BoomsticksRev3 [1.3] [SpannerMonkey(smce)] Master Tech Weapons [1.1.3] (TMasterson5) Blue Hawk Industries [1.1.3] (TMasterson5) MalFunc Weaponry [1.1.3] (Themorris) North Kerbin Dynamics [1.1.3] (harpwner) Never Enuff Dakka Redux [1.3] [SpannerMonkey(smce)] Kerbal Attachment System [1.3] (maintained by IgorZ) Kerbal Inventory System [1.3] (maintained by IgorZ) Hanger Extender is helpful for building very large crafts. Hanger Extender (recompiled for 1.2/1.3 by Alewx) The following is for placing the carrier in water. VesselMover Continued [1.1.3] (maintained by pappa_joe) Boat Launch Central [A channel marker buoy made by SpannerMonkey(smce)] For use with Kerbal Konstructs. [1.2.1] Hyper Edit [1.3] The following is for keeping the massive vessel together. Kerbal Joint Reinforcement [1.3] Arrester Cable and Hook, By Flywlyx Aircraft Carrier Accessories [1.3] Bugs and Issues: The big glaring bug this mod has is the Boat Kraken in 1.1.3, this is where the vessel is flung into the atmosphere, caused by a floating point error. The release of KSP ver 1.2 fixes this so there is nor more the need for either use FAR or AirPark but both are excellent mods, try them anyway. The new current problem is the stock joint system, where even rigid attachment will allow parts to separate, KSP's attachment nodes weren't designed for such heavy masses. I recommend using the cheats for both inserting into the water and operation until Kerbal Joint Reinforcement is updated. Change Log: Version 0.13.1: 1.3.1 Compatibility Update: -Dependency Update Version 0.13: 1.3 Compatibility and Fixes Fixes: -Fixed Fuel Capacity in Nimitz Hull -Fixed Engine Thrust Added: -Added Reaction Wheel to aid in turning -Added Support for USI Life Support -Added Support for Aircraft Carrier Accessories (Nimitz Catapult and Toy Box Catapult [for Future Top Secret Vessel] -Added Pre-made Craft Files -Updated Dependencies 0.12: Various fixes and adjustments: -Models and Dependencies updated to KSP 1.2 -Model recompiled as a second attempt to fix the Light Dim Bug. -Added normal maps -Added new hull textures -Added new resource, KSteam -Adjusted screws (still not perfect, still goes too fast for a carrier, 40m/s, but hey this is a game.) -Adjusted Buoyancy, hull rests at waterline. -KSP 1.2 has better floating point so no more boat bounce -Fixed phantom forces with rudder, but is as useful to steer a carrier as a fly swatter. Hopefully a solution coming soon. 0.11: fixed issues with rudder settings. 0.10: Initial Release Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with C.V.X.) RoverDude: for Community Resource Pack (Also packaged with C.V.X.) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  9. I found the mesh, it was the hanger floor with 1 loose vertex. Now, I hope this corrects the problem.
  10. Oh great... I've got to go through over 100 meshes to find out which broke.
  11. I've been working on an Aircraft Carrier mod. I just got my first model finished and installed into KSP, but the Debug keeps popping up a bunch of errors. I had a whole series of complex convex colliders set up. I ended up removing the because of the errors and tested just with mesh colliders and the same issue occurs. The other problem is when I activate the animation, KSP dims and spawns a new error. Can anyone shed any light on this issue? Errors are as follows. // After I launch my craft. [Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision // After the animation is triggered, KSP dims and spawns this. [Error]: ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! [Error]: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) Pictures of the model in the SPH (hanger extender mod in use)
  12. Just don't turn at mach 4. I always hated how at lower speeds my planes fell apart.
  13. The think with far is that ship engine power has to be increased, beside that it makes aircraft drag and stresses more real, wings ripping off, drag, stalls, etc., it is very good. for my regular game I use FAR, for asset dev I use stock. Both work fairly well for the purpose of aircraft, I use FAR and AirPark for my refueling planes.
  14. The current fix to this is either use FAR (which replaces stock aerodynamics), or if you would, like me, stay a little closer to stock use AirPark Here are your options: http://spacedock.info/mod/936/AirPark Continued http://spacedock.info/mod/151/Ferram Aerospace Research
  15. I'll have a play around. How is it setup on the model?
  16. That is why I made single hull mod. Although the texure file is 4mb at 4090x4090.
  17. It is the LHD USS Wasp, and others of the class that had the well deck.
  18. @SpannerMonkey(smce), it looks to me that SpaceDock is operational again.
  19. I never recommend a modder to stop modding. I started with Kerbal Konstructs, then made Thermonuclear, then KRX, now CVX. Mind you mine is a low parts method to allow for aircraft and support equipment.
  20. Well it is a small numbers perts mod, hull, bridge, and screws rudder. Spanner, if you want to make a multi part mod version I can send you my file.
  21. I actually have an LHD for my upcoming CVX mod.
  22. I'll be updating this mod at some point. All the space engines are based off the RAPIER engine curves. Some of the thrust does need to be reduced, just a little, and a couple of constraints added to the animation.
  23. Showing off the carrier progress, running model tests. I'll be opening up the release soon for the first vessel. This has been a very complex model. The landing lights are an emissive texture with an animation. All the blast deflectors and lifts work.
  24. @ozraven, I'm curious if the ILS system would work on a non static part model. I've got an aircraft carrier mod I'm working on.
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