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flywlyx

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Posts posted by flywlyx

  1. 17 hours ago, Murican_Jeb said:

    Hello folks.

    It turns out the Hull Breach cfg worked!

    Here is a picture. I am going to relase this cfg on github. (Notes: I don't know why but the Enterprise looks a bit transparent under the water. The carrier sinks a little too fast but other than those stuff it works like a charm!)

      Reveal hidden contents

    96508C35EB2BAED7C6281136085FD064E509B1E3 (1280×1024)

    Install instructions:

    1. Download file (duh)

    2. Install HullBreach (duh again)

    3. Open Hull Breach Folder

    4. See how there are MM configs for other parts? Move the KFC_MM file in there

    5. Sink your Enterprise!

    Note: Moudle Manager is required because that how patches are apllied.

    Ready?

    Lets do this baby!

    Thanks bro, This is awsome.

  2. 6 hours ago, Baybrawler said:

    Has anyone found a good way to attach planes to the carrier for long distance hauling without risk of slip? Brakes seem to work when locked, but I would like to attach them to be just one ship, perhaps a special docking port for this? 

    Try hanger MOD in recommend MOD list.

  3. 3 hours ago, MarlboroMan said:

    Yes please, I'll totally try out a custom 10km guidance range.

    I just noticed you've updated the mod without telling us. Will try 1.1 later today and hopefully a development guidance system.

    https://www.dropbox.com/s/0pit130ebecawtc/OLS.mu?dl=0

    Here is your 10km version. You need another mod to extend your loading range. And I can not guarantee it will work.

    2 hours ago, colmo said:

    The Enterprise part isn't included in the 1.1 download, fyi.

    Oh, this is a big mis....

  4. 20 minutes ago, MarlboroMan said:

     So is that a no?

    How about integration with NavUtilities?

    It's not too hard lining up with the carrier to land, but instrumentation to line up 10 kms away would be very useful. 2kms is better than no guidance system, but too late if you are more than 20 odd degrees off the flight path.

     

    Speaking of the kraken, I spent a couple hours landing, taking off last night, a few times just before touching down, i had the carrier jump up in the air, flip round and destroy everything on the deck.

    Least best part of this mod is the catapults attraction. I hope you're working on it. Maybe a tweakable setting to reduce the attraction like you have for target velocity. Bigger planes aren't too bad, but light aircraft almost always get bashed up bad.

    If you really want, I could make a custom 10km version for you, you need to figure out the loading distance yourself. However the proper way to do it is remember the runway direction and line up the target icon on the nav ball. I am working on a softer lining up, it will be weaker but far more stable.

  5. 11 hours ago, MarlboroMan said:

    Nice mod.

    How can we have the guidance system range increased? Is that something you can tweak or will it increase in range if I use that mod to increase physics range distance. I forget the name of it right now.

    Current range is 2km, slightly shorter than the physic loading range. Because I use a trigger instead of scan all the ship, Larger trigger sometimes caught by Kraken

    8 hours ago, Enceos said:

    @flywlyx You can set here, layer 17, and don't forget to name it Editor_UI

    HP2hxV5.png

    Yeah, I tried exactly the same way. I think it is Because the white block is the only collider in the part.

  6. On 2016/12/10 at 1:14 PM, Enceos said:

    @flywlyx It is possible to make parts of a model appear only in the editor and be invisible in flight. Setting a layer 17 to an object will make it invisible after the launch, so you don' have to tweak the parts after placing them.

     

    Look like setting it in unity doesn't help, shall I use gameobject.layer = 17 to make it work?

    Just now, wrench-in-the-works said:

    Is there any way to make sure the catapult doesn't slingshot the craft around when you touch it? Every time I touch the box, the wheel snaps forwards too fast, overshoots, slingshots back, overshoots, over and over and over until the plane I'm trying to launch explodes. I'm just rolling into it (>0.5 m/s). Am I doing something wrong or...?

    Keep brake on will help. I will figure a solution soon.

  7. 18 hours ago, busterdylan said:

    im not using CKAN so dont no what it is ill reinstall again

    also are u not ment to be able to turn the ship or also bug it was in the section with the hanger in the config

    Turing ship with Q and E. 

    7 hours ago, Enceos said:

    @flywlyx It is possible to make parts of a model appear only in the editor and be invisible in flight. Setting a layer 17 to an object will make it invisible after the launch, so you don' have to tweak the parts after placing them.

     

    Thank you! 

  8. 2 hours ago, iplayksp said:

    ?

    sorry im impatient

    got anything about no parts

    2 hours ago, busterdylan said:

    does this not work atm i went in the config and i can see its all there but doesnt work yet?

    It could be the CKAN,nothing wrong here, I modify the compatible version, hope it will work.

  9. 5 hours ago, dmav522 said:

    I cant find the major parts (catapult,wires,OLS) in the SPH (v1.2) what do I type in to find them?

     

    41 minutes ago, iplayksp said:

    every part except the enterprise show up but the enterprise dosen't have the systems  

    All parts are in structural, their name should be what it is.

  10. 6 hours ago, Wolfair corp. said:

    Congrats for the release, cannot wait to test the Enterprise and the OLS.

    Maybe Crew Capacity of 300 is too much ? (when using KIS, the GUI is larger than any possible screen).

    True, it is designed to hold the pilot for hangar MOD. I will decress it to 5 on Next update.

  11. On 2016/12/3 at 10:55 AM, DownHereInChile said:

    Best mod to come out this year! Do you think you could make a video showcase of the mod? That'd be awesome! Keep up the great work!

    Yeah, a video instruction definitely helps since I didn't properly place the parts coordination, I will prepare one as soon as I fix the coordination problem. 

  12. bksTJs9.pnglQxNQAn.png

    Aircraft Carrier Accessories

    Download: SpaceDock

                       Curseforge
     

    Now including test carriers: CVN-65 Enterprise and Type001 Liaoning. 

    Also a .craft file included for training purpose.

    Spoiler

    fZZu7Ql.png

    Carrier for training purpose only, warranty void after launch.

    The pack including 3 system at the moment.

    Spoiler

    zvb0B1c.png

    Arresting wire

    include a hook and a wire. Mount wire to the deck and hook on the plane. Drop hook to hook the wire and retract hook to release from wire.

    Install guide: Place the arresting wire on the deck and perpendicular to the runway. Hide the white line under the deck after proper place.

    Spoiler

    3VSwZu1.png

    Catapult

    is the white block, drive the front landing gear to the white block, the block turns blue after grab the wheel, the block will turn yellow after brake indicate it is prepared. Release the brake to launch. You can brake during the launch to terminate the launch. Switch to the carrier and right click the catapult to change the target velocity.

    Install guide: Place the white block on the runway, the white line indicate the moving route, hide the line under the deck after proper place.

     

    Spoiler

    BfdmFoI.jpg

    dTX8V8L.jpg76U6GLd.gif

     

    Optical landing system and Long-Range Lineup System

    Activated automatically after install. Including relative velocity indicator (cyan line)and relative position indicator (red line).

    Also, the OLS and LRLS indicator appear at the front of the plane.

    Install guide: Aircraft is designed fly through the green window and land on the white block. Hide the white block under the Deck (after the 1st arresting wire) and place the green window at the edge of the deck.

    Spoiler

    CYnGP95.png

    Carrier Launching and Landing System 

    Lights form the launching/Land Arresting zone. Right click menu to activate and deactivate system/switch between system.

    When you start entering the launching zone, it will try to locate you in the middle of the launching zone, the arrows start extend and all the light turn blue. As soon as the ARROW extend to the end, press brake. All light turns yellow, and release the brake will start launch. Press brake again during launch will cancel the launch. Switch to carrier to modify the acceleration in right click menu.

    When you entering the landing zone, keep your brake down will have you catch by the deceleration system, and release the brake will terminate the deceleration system and deactivate the system.

    System will consume electrical charge to work. Drain rate is 1EC = 1ton*1m/s. Reaction force is also included.

    Install guide: Hide the white block behind the back of the launching zone.

    Spoiler

    hmjn8cc.pngfRZzjzY.png

    Tie Down System

    Includes Tie down point Fixed point. Fixed point can link to Tie down point while speed is lower than 0.2m/s. Press "brake" while green chain appear, chain will turn pink and form a rigid link. Each Tie down point could link to multiple fixed point. Adjust Fixed point wire length to get larger sensing range.

    Spoiler

    IVcji4V.gif

    Refuel/Reload System

    Includes Fuel Cap, Fuel Nozzle and Reloadable Rail. Fuel Cap can link to Fuel Nozzle while speed is lower than 0.2m/s. Press "brake" and pipe will appear and form a rigid link. Each Fuel Nozzle could link to multiple Fuel Cap. Adjust Fuel Nozzle length to get larger sensing range. While refueling, Reloadable Rail will be reload too.

    Tutorial video from KottabosGames

    Recommended Mods:

    Thanks to @KospY for the part creation code, @Kernowden Kerbinfor modeling of missile rail and Liaoning, @Icecovery for modeling tail hook.

    Source:Github

  13. 4 hours ago, riocrokite said:

    @lo-fi FYI when you're back - about that off-road wheels in asset store - it seems that most of the magic comes from the fact that each wheel uses about 20 (to up to 100) raycasts along its base to create desired effect so I'm afraid it doesn't solve physx/unity problems:

    f4KODxx.png

    source:

    https://forum.unity3d.com/threads/wip-released-wheelcontroller-realistic-three-dimensional-alternative-to-wheelcollider.425443/

    Raycast to the ground in KSP sometimes give ridiculous readings, do you know how to solve this?

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