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[1.0.4] Maritime Pack - 0.1.4


Fengist

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right when I was working on this one 1.0.5 came out....and it float nicely too, but encounter a small problem, the suspended highway becomes soft for my aircraft wheels, that plane it's stuck right when he was about to take off...

rnVaJFv.png

well, I only wish you the best and good luck in your real life and when you will be a grandpa, to come and continue this nice mod too;.;

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right when I was working on this one 1.0.5 came out....and it float nicely too, but encounter a small problem, the suspended highway becomes soft for my aircraft wheels, that plane it's stuck right when he was about to take off...

http://i.imgur.com/rnVaJFv.png

well, I only wish you the best and good luck in your real life and when you will be a grandpa, to come and continue this nice mod too;.;

Any chance of a craft file? If you want, I'll trade for another design.

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I was getting this error too, and through careful investigation (Read: removing all of my mods and reinstalling them one at a time), I discovered that Kopernicus was the culprit. If you have the 1.0.4 version of Kopernicus installed, I humbly suggest that it might be causing your problem as well. There seems to be an updated Kopernicus.dll available here

Thanks so much! I will try this asap

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I really have to make a ship with this and put some of the BigS Delta wings with maybe some Goliaths and have the wings at a high angle of attack and see if it will fly. I also need to add struts to my ship Space Battlecrusier Amagi. And something to hold it on liftoff so it doesn't do weird things while I hyperedit it to orbit. though I might just need to add struts...The superstructure doesn't seem to be securely fastened to the hull near the back, and the fact that I have the bridge oriented in a logical LOOKING way means controls are messed up...might just have some cupolas facing forwards instead of the mk2 landercan... The guns seem to work fine, but I probably need more RCS, since it is huge! And maybe more engines, though I don't really have room for more and it would mess up the center of thrust, which I made sure was as close to the center of mass as possible. (by which I mean it was lined up with it, not in it.) It has five oerlikon milleniums for a main battery, with three fore mounted in superfiring, the other two mounted the same way on the back. For AA it has three goalkeepers a side, and for AA/point defense it has a large number of vulcan turrets mostly mounted broadside. I have yet to count them. Power comes from a pair of gigantors on the back of the bridge that when extended look rather dashing, as is they're streaming out behind it in the wind. Most of the power, however, comes from a pair of nuclear reactors from the Orion pack in the superstructure. (the orion engines don't work, or more correctly, the magazines don't I think I'll have to reinstall it. I just want nuke propelled spaceships!) Engines are four nuclear engines that I think are called "Masamunes" that can work in atmo with just intake air and in space with just liquid fuel, and have more thrust than the Nerv. It is sluggish to respond to the tiller, and I have yet to test its interstellar/interplanetary capabilities. (I know it's in space and that it doesn't have a tiller. I've been rereading the brotherband chronicles and couldn't help myself.) I also have a WIP version that will be a landship. ALthough I normally use the Abrams turret as a main armament, I felt the Oerlikon Millenniums were cooler and mroe effective, seeing as of how they shoot high explosives far faster than the abrams and are probably just as damaging. True AA capabilities will be tested with the landship version, since I don't currently have nay space fighters in that save and a space test would hardly be fair, plus I don't know how I would due it. Any way, the parts in this mod have now made it into a circular 100km by 100km orbit of kerbin, courtesy of Hyperedit and probably more than an hour of my time.

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Any chance of a craft file? If you want, I'll trade for another design.

click on my signature, are on "my craft on kerbalx"

this carrier I didn't upload it..I was about to fix that 'soft" highway problem..with some hidden..concrete lol, but my PC sucks..and 700 parts for him was to much..so from 20 to 20 minutes a crash..because of not much ram left..squad made this game bad..game load all files in to ram memory..and that's it..they should hire a profesionist programer..

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I just want to confirm, but the parts themselves don't have problems, its just when you want them to float is where the problem comes in?
I haven't tested this yet, but I found this:
[url]https://kerbalstuff.com/mod/1261/Submarine%20Systems[/url]
That may help in some way.
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It did not take much effort to update the carrier parts to be compatible with 1.05.

[IMG]http://i.imgur.com/PQnbf09.png[/IMG]

[IMG]http://i.imgur.com/ISonHuY.png[/IMG]

With a bit of tweaking, they'll perform better than they did pre-1.05. The floatation devices (I forget what the pack calls them) are no longer needed.

Edit: Here's a screenshot of a few F-22s lined up on the deck. :D

[IMG]http://i.imgur.com/NjBfbWL.png[/IMG]
Takeoff!

[img]http://i.imgur.com/VIqGHPV.png[/img] Edited by CrisK
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[quote name='CrisK']It did not take much effort to update the carrier parts to be compatible with 1.05.

[url]http://i.imgur.com/PQnbf09.png[/url]

[url]http://i.imgur.com/ISonHuY.png[/url]

With a bit of tweaking, they'll perform better than they did pre-1.05. The floatation devices (I forget what the pack calls them) are no longer needed.

Edit: Here's a screenshot of a few F-22s lined up on the deck. :D

[url]http://i.imgur.com/NjBfbWL.png[/url]
Takeoff!

[url]http://i.imgur.com/VIqGHPV.png[/url][/QUOTE]

Would you care to share the edits you made to the part CFGs? Not the whole file, that would violate licence I think, just the necessary changes or additions?
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[quote name='colmo']Would you care to share the edits you made to the part CFGs? Not the whole file, that would violate licence I think, just the necessary changes or additions?[/QUOTE]

What he said! :D
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On 26/11/2015, 18:24:01, colmo said:


Would you care to share the edits you made to the part CFGs? Not the whole file, that would violate licence I think, just the necessary changes or additions?

 

On 27/11/2015, 03:47:09, Pricom said:

[quote name='colmo']Would you care to share the edits you made to the part CFGs? Not the whole file, that would violate licence I think, just the necessary changes or additions?

What he said! :D

I asked Fengist for permission to post them on Github. :)

 

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8 hours ago, ThatOneBritishGuy... said:

So I'm assuming thus mod is discontinued then?

It doesn't have to be. I'm hoping Feingst will come back to the table for us, or someone else will inherit this mod and run with it.

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I think that Fengist may have quit KSP for good. I may share my modified version on Github later today.

I consolidated the carrier decks and hulls on my own install because the two pards have a tendency to collide and explode when two crafts enter the physics range.

Here's a minimalist carrier that's 396m long (note: this does not use Tweakscale) and 306 tons. I should scale it down by 15%, but it's fun as is.

ryWnny9.png

B7Q7iSp.png

7414CXQ.png

Edited by CrisK
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Here's a quick retexture of the carrier hull parts. It's a bit tricky to add the deck lines and lights to the bow and stern. I may modify that a bit later and add 2-3 appropriately sized helicopter landing pad textures.

I've also rescaled everything so that it's balanced to real-world sizes.

l0Lzdfg.png

1jFvllJ.png

s6xVFfD.png

J4rov7u.png

Edited by CrisK
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On 11/30/2015, 2:22:17, CrisK said:

 

I asked Fengist for permission to post them on Github. :)

 

Fengist is a great guy, so as long as you give him credit for stuff I doubt he would have a problem with it. Unfortunately,  if you read kerbaltopia, I'm pretty sure he won't be back. It's sad to say, but that's pretty much where this mod is at. Officially discontinued as per fengist's final words. 

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On 10/12/2015 at 8:36 AM, DrMarlboro said:

Fengist is a great guy, so as long as you give him credit for stuff I doubt he would have a problem with it. Unfortunately,  if you read kerbaltopia, I'm pretty sure he won't be back. It's sad to say, but that's pretty much where this mod is at. Officially discontinued as per fengist's final words. 

Edit: Fengist does not want this mod to be continued on Github. The Github files have been removed.

Edited by CrisK
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On 12/10/2015, 10:02:37, CrisK said:

Too bad! I put the version that I modified on Github on Tuesday, and it's available to everyone to download.

I'll fix the old parts and add them to the Github page tonight so that everyone's crafts will still work. Maybe I'll great two forks: Legacy and Realistic.

Anyway, the Github's up and I'll continue to update it. The license remains the same, of course, so Fengist retains complete ownership and credit.

One of my friends fixed the ledacy parts to work in 1.0.5.....  Mods_o_Joy where are you?

Edited by minepagan
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On 12/12/2015 at 2:33 PM, minepagan said:

One of my friends fixed the ledacy parts to work in 1.0.5.....  Mods_o_Joy where are you?

Edit: Fengist does not want this mod to be continued on Github. The Github files have been removed.

 

 

Edited by CrisK
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On 19/12/2015 at 4:44 PM, ThatOneBritishGuy... said:

@CrisK Could you post a download link in the thread? I cannot seem to locate this mystical Github page :)

Edit: Fengist does not want this mod to be continued on Github. The Github files have been removed.

Edited by CrisK
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So sad this isn't working anymore and it's no longer in dev! I really like this mod, I went to check on one of my carriers I was about to launch and saw this: http://imgur.com/gr6tQ1L That's not supposed to happen! :0.0: The ones I had launched already still float, it just seems like they don't register as solid anymore. Did I see someone's working on a new version though??!

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