allmhuran Posted February 13, 2016 Share Posted February 13, 2016 (edited) On 2/8/2016 at 4:43 AM, Beowolf said: And how many decades have you spent as a professional fulltime developer? Two. Quote It made my head spin that you posted a link to one of Torvalds profanity-laced meltdowns as an example in a discussion of professional standards. I didn't link to it as an example of professional standards, I linked to it as an example of software architecture principles. Whether or not he's pleasant is not relevant to whether or not he's correct. Edited February 13, 2016 by allmhuran Link to comment Share on other sites More sharing options...
Shadoe Posted February 13, 2016 Share Posted February 13, 2016 What I have seen, this Add-on Looks amazing! It's a shame that it's broken..... Link to comment Share on other sites More sharing options...
Hellbrand Posted February 14, 2016 Share Posted February 14, 2016 (edited) yeah... I increased the mass to about 15 Tons per hull section... Everything works perfectly now. little bit of an issue with the ramp hull.. but otherwise it works fine! Edited February 14, 2016 by Hellbrand Link to comment Share on other sites More sharing options...
Penkover Posted February 18, 2016 Share Posted February 18, 2016 Isnt the aircraft carriers too small ? I cant land on it , only with hyperedit. Link to comment Share on other sites More sharing options...
Eskandare Posted February 23, 2016 Share Posted February 23, 2016 (edited) On 2/18/2016 at 11:21 PM, Penkover said: Isnt the aircraft carriers too small ? I cant land on it , only with hyperedit. I have a full size carrier in development but KSP's bbuoyancy physics keep bouncing it 20km in the air. Edit: I recently discovered it is a collider logic issue. Edited February 24, 2016 by Eskandare Link to comment Share on other sites More sharing options...
Beetlecat Posted February 23, 2016 Share Posted February 23, 2016 On 1/31/2016 at 8:42 PM, Beowolf said: The lesson you need to take away from this experience is you perhaps aren't meant to be a developer. That's not intended as an insult; simply a statement of fact that you don't have the temperament for this role just like I don't have the temperament to be an investment banker or basketball player. I'm just not competitive enough for those jobs. While a fair observation--perhaps a better way to think of it is one of pre-managing expectations, and training/preparing one's self for this type of interaction as a norm, not an exception. Being able to maintain that joy of discovery and accomplishment even after the project gets torpedoed (no pun intended) comes naturally for some, but needs a few reminders for the rest of us. Link to comment Share on other sites More sharing options...
Eskandare Posted February 24, 2016 Share Posted February 24, 2016 16 hours ago, Beetlecat said: While a fair observation--perhaps a better way to think of it is one of pre-managing expectations, and training/preparing one's self for this type of interaction as a norm, not an exception. Being able to maintain that joy of discovery and accomplishment even after the project gets torpedoed (no pun intended) comes naturally for some, but needs a few reminders for the rest of us. That's a good perception to have. Personally I'm bullet proof. I made my mod for myself, but chose to share the project with the community because I thought it was cool. If something happens where the game gets changed or the community doesn't like it, too bad, I did something for myself. This is also how I ignore demands with my mod, ie: I demand you do this or make this part. My take on it is, sorry I made this the way I want it, you want to pay me a hefty salary instead so I can make the changes you want, I go ahead, I'll do it then. In reality, no. My point is that we modders do this for our own personal satisfaction, and we are master to no one. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted February 25, 2016 Share Posted February 25, 2016 So has there been a new person taking over or is this completely dead now? Link to comment Share on other sites More sharing options...
Combatsmithen Posted February 26, 2016 Share Posted February 26, 2016 Yeah. Building ships in stock KSP is horrible because it requires tons of parts to make a carrier llarge enough to lland a VTOL on. What is the point of water in KSP if you cant make large useage of it...... Squad used too support modders. Now they are pretty much on their own and squad doesnt give a damn and they just want more money. Link to comment Share on other sites More sharing options...
Hellbrand Posted February 26, 2016 Share Posted February 26, 2016 @Eskandare Any progress on figureing out that logic issue?, or will we have to wait for 1.1? Link to comment Share on other sites More sharing options...
Azimech Posted February 27, 2016 Share Posted February 27, 2016 Okay ... it's been more than a month since Fengist replied, it's unknown if this mod will get a new maintainer. So it's shameless but on the other hand people wish to build ships. Links to my topics: WW2 Warships: Big Ships: Couldn't find Eskandare's thread, maybe he doesn't have one yet? Link to comment Share on other sites More sharing options...
Eskandare Posted February 28, 2016 Share Posted February 28, 2016 On 2/26/2016 at 0:28 AM, Hellbrand said: @Eskandare Any progress on figureing out that logic issue?, or will we have to wait for 1.1? We may have to wait till 1.1. I sent the info on the bug to Claw. Hopefully they'll look into this. From what the debug is telling me is that there is an issue with the convex collider and the collider for the water. The issue stems from when the colliders are clipping and on vessel unpack the game wants to treat the water collider like it is a ground collider. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 29, 2016 Share Posted February 29, 2016 hey all, I'm looking for a ship mod that doesn't need a ton of parts, and several hours to complete a ship, this one seems like it would have been a good candidate, sad that it's not alive. If anybody has a broken copy they'd like to share I'd be very interested in getting it working again and sharing as I have done with several other dead mods, I think this is worth saving. Link to comment Share on other sites More sharing options...
colmo Posted February 29, 2016 Share Posted February 29, 2016 52 minutes ago, SpannerMonkey(smce) said: hey all, I'm looking for a ship mod that doesn't need a ton of parts, and several hours to complete a ship, this one seems like it would have been a good candidate, sad that it's not alive. If anybody has a broken copy they'd like to share I'd be very interested in getting it working again and sharing as I have done with several other dead mods, I think this is worth saving. Fengist was talking to someone about a handover but nothing came of it. I suggest you ask yourself. Infinite Dice was going to hand over his carrier mod to Fengist before the latter lost interest. You could ask both of them about that too. It's a mod I miss very much. It still works if you delete the main boat DLL, can cope with inverted nodes, increase the mass so it doesn't float like a lily pad, and replace the disabled engines and controls. Note there's currently a physics bug in 1.0.5 that destroys anything in the water (KJR physics easing sort of stops it), it's been fixed for 1.1. I've also been considering new approaches to hull sections. I'll PM you my thoughts. Link to comment Share on other sites More sharing options...
Eskandare Posted February 29, 2016 Share Posted February 29, 2016 1 hour ago, colmo said: Fengist was talking to someone about a handover but nothing came of it. I suggest you ask yourself. Infinite Dice was going to hand over his carrier mod to Fengist before the latter lost interest. You could ask both of them about that too. It's a mod I miss very much. It still works if you delete the main boat DLL, can cope with inverted nodes, increase the mass so it doesn't float like a lily pad, and replace the disabled engines and controls. Note there's currently a physics bug in 1.0.5 that destroys anything in the water (KJR physics easing sort of stops it), it's been fixed for 1.1. I've also been considering new approaches to hull sections. I'll PM you my thoughts. I am also working on a modular hull mod for frigate shaped hulls to use with BD Armory. It doesn't have to be used with BD Armory, you can build salvage and exploration ships with the mod too. I have plans to support KAS and KIS. I did a buoyancy test last week using a single solid mesh of my project. Sadly I have to report there is a bug involving the convex collider when unpacking the craft file and the collider for the water. Thos happens with stock parts too. Nonetheless, I'm continuing the mod in hopes that the bug is resolved in 1.1. Also I'm republishing my aircraft carrier used in Kerbin Side as a multi part hull. I've partially built the IVAs for this project. Link to comment Share on other sites More sharing options...
BT Industries Posted February 29, 2016 Share Posted February 29, 2016 8 hours ago, colmo said: Fengist was talking to someone about a handover but nothing came of it. I suggest you ask yourself. Something did come out of it! Dont worry its coming back, It may take some time but we will get there Link to comment Share on other sites More sharing options...
Azimech Posted February 29, 2016 Share Posted February 29, 2016 You're the one taking over? Link to comment Share on other sites More sharing options...
renoplane Posted February 29, 2016 Share Posted February 29, 2016 2 minutes ago, BT Industries said: Something did come out of it! Dont worry its coming back, It may take some time but we will get there Yay! Glad to hear something "came out of it", I'm sure the wait will be worth it. @Eskandare Your idea sounds really cool too! Link to comment Share on other sites More sharing options...
BT Industries Posted February 29, 2016 Share Posted February 29, 2016 (edited) 6 minutes ago, Azimech said: You're the one taking over? Yes me and my friend are taking over this mod. We are not very experienced modders but this mod was to good to be left to die. 6 minutes ago, renoplane said: Yay! Glad to hear something "came out of it", I'm sure the wait will be worth it. I hope so too I'm not planning on adding any new parts any time soon as Im not a expert with modeling. I'm planning to start releasing this on a boat by boat update starting with the pleasure craft. Still waiting for the files to arrive but it's not long now Edited February 29, 2016 by BT Industries Link to comment Share on other sites More sharing options...
Matuchkin Posted February 29, 2016 Share Posted February 29, 2016 On 11/06/2015 at 0:21 AM, Fengist said: The KSP Maritime Pack … is no longer in development. Thanks to the fact that Squad could give a damn about their modders, who make that game what it is, the Maritime Pack became busted, as of 1.0.5, in order for Squad to have stock aircraft pontoons. InfiniteDice (the creator of Boat Parts, the only other naval pack for KSP) tried to warn me this would happen. He gave up a long time ago after Squad busted his mod on more than one occasion. You don’t need to beat me over the head with a stick twice, it only takes once. I have learned my lesson when it comes to modding for KSP… don’t bother. Squad’s only concern when they update their game is for their precious stock parts. If you like stock parts, you’re in luck. If you like mods, expect them to vanish just like this one did. Thanks to everyone who supported this mod. I had a blast while it lasted. But now, thanks to Squad destroying 5 months worth of intense work, I could give a damn. -Fengist You had the perfect boat parts. I based all my ships around your mod. I mean, don't leave us now. What happens to the parts if, say, you remove their buoyancy and classify them as normal tanks? How will they perform? Some stuff may be gone, but you can adapt, right? Link to comment Share on other sites More sharing options...
BT Industries Posted February 29, 2016 Share Posted February 29, 2016 I'll start a new thread soon for everyone to post ideas/discuss boats and this mod 1 minute ago, Matuchkin said: You had the perfect boat parts. I based all my ships around your mod. I mean, don't leave us now. What happens to the parts if, say, you remove their buoyancy and classify them as normal tanks? How will they perform? Some stuff may be gone, but you can adapt, right? Look at the post above you Link to comment Share on other sites More sharing options...
colmo Posted February 29, 2016 Share Posted February 29, 2016 @BT Industries - are you taking on the Infinite Dice carrier too? I'm looking forward to @Eskandare's effort too - I think i asked about the Kerbinside carrier being made as parts a very long time ago! Due to the nonuniformity of your average hull, there are multiple approaches - Fengist's straightforward section lengths, Azimech's panels, Infinite Dice's semi-modular design, and I've posited the idea of bulkhead cross-sections which use fairing code to extrude the hull. There's surely others. We await the new thread eagerly. Link to comment Share on other sites More sharing options...
Matuchkin Posted February 29, 2016 Share Posted February 29, 2016 4 minutes ago, BT Industries said: I'll start a new thread soon for everyone to post ideas/discuss boats and this mod Look at the post above you Oh, that's amazing! Never mind, I'm very rushed in my thinking. Link to comment Share on other sites More sharing options...
BT Industries Posted March 1, 2016 Share Posted March 1, 2016 5 minutes ago, colmo said: We await the new thread eagerly. No need to wait any longer Link to comment Share on other sites More sharing options...
BT Industries Posted March 1, 2016 Share Posted March 1, 2016 11 minutes ago, colmo said: @BT Industries - are you taking on the Infinite Dice carrier too? I am sorry but I didn't know about the Infinite Dice carrier. If you guys want it I will see what can be done And the new thread is... In cased you missed it Link to comment Share on other sites More sharing options...
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