Muffinman840 Posted March 16, 2016 Share Posted March 16, 2016 4 hours ago, Azimech said: I'd like some feedback on how to proceed. For example, how would the community feel the creation of a contracts pack and tech tree for use in career mode? What do you feel should have my focus? I'd like to see these parts put in their own tab, like BDArmory has their own tab, if that's possible. Also, It would keep part count and clutter down if you managed to make the plates scaleable, not sure how feasable that is. Link to comment Share on other sites More sharing options...
Azimech Posted March 16, 2016 Author Share Posted March 16, 2016 1 minute ago, Muffinman840 said: I'd like to see these parts put in their own tab, like BDArmory has their own tab, if that's possible. Also, It would keep part count and clutter down if you managed to make the plates scaleable, not sure how feasable that is. Yes, having the parts in their own tab is very high on my wishlist. However part count is the very core of this mod, together with it's damage system. It makes it easier to build ships of any class, mass and size. It's better to have many parts in the editor than needing even more parts in the simulation to make up for it. I've thought of making parts scalable but then I'd depend on Tweakscale, making a future less certain and tweakscale often has problems with conversions of parameters and my parts have many, many different parameters. Link to comment Share on other sites More sharing options...
Azimech Posted March 17, 2016 Author Share Posted March 17, 2016 (edited) WW2 escort carrier. These carriers were small, light, slow, ugly and had minimal armor yet were fast and cheap to build. US Navy designation: CVE ... among crews known as "Combustible, Vulnerable, Expendable". Same with this one but ... only 97 parts. Without guns and airplanes and without elevator. This ship has 8 cells which can flood due to combat damage. With 2 cells filled on one side, it will capsize. With 4 cells filled it will sink to the bottom, regardless of location. Tonnage: 12.200. Length: 163m. Width: 32m. Height: 25m. Flank speed: 22 knots (11.5 m/s). Airplane capacity on hangar deck: probably around 20, more if folding wings are used. While size and speed are comparable with the Casablanca class, it's a bit heavier. Download: https://kerbalx.com/Azimech/WW2W-Escort-Carrier-type-1 Edited March 17, 2016 by Azimech Link to comment Share on other sites More sharing options...
USER_NAME Posted March 17, 2016 Share Posted March 17, 2016 The download link for me wont work, kerbal stuff is down Link to comment Share on other sites More sharing options...
Azimech Posted March 17, 2016 Author Share Posted March 17, 2016 48 minutes ago, USER_NAME said: The download link for me wont work, kerbal stuff is down I thought I had already updated the link ... anyway, it works now. Link to comment Share on other sites More sharing options...
Azimech Posted March 18, 2016 Author Share Posted March 18, 2016 (edited) Testing a more realistic building style for a next version of Big Ships and WW2W. In the future it will be possible for ships to break in two or more chunks. Edited March 21, 2016 by Azimech Link to comment Share on other sites More sharing options...
Azimech Posted March 21, 2016 Author Share Posted March 21, 2016 For a next version the dock parts will be expanded and be part of both WW2W and Big Ships! Create docks, runways, roads, floating bases and even cities with only a few parts from within the editor! Be the envy of mad scientists and evil princes! Link to comment Share on other sites More sharing options...
Lord_Potato Posted March 21, 2016 Share Posted March 21, 2016 Very cool! Can you spawn planes and stuff directly onto the dock? Link to comment Share on other sites More sharing options...
SaturnianBlue Posted March 22, 2016 Share Posted March 22, 2016 I attempted to conduct a battle with the CVE having two bombers, and the Bismarck. Unfortunately because of the kraken, and because of pure lag, the battle sort of ended weirdly and not really decisively. Link to comment Share on other sites More sharing options...
Azimech Posted March 22, 2016 Author Share Posted March 22, 2016 12 hours ago, Lord_Potato said: Very cool! Can you spawn planes and stuff directly onto the dock? Yes, you can :-) 9 hours ago, SaturnianBlue said: I attempted to conduct a battle with the CVE having two bombers, and the Bismarck. Unfortunately because of the kraken, and because of pure lag, the battle sort of ended weirdly and not really decisively. I really want to test the Bismarck! Link to comment Share on other sites More sharing options...
Azimech Posted March 22, 2016 Author Share Posted March 22, 2016 Together with a new, more realistic way of shipbuilding, I'm thinking of fusing Big Ships and WW2 Warships back together. The difference between the two was merely the mechanic to make them sink, Big Ships just relying on buoyancy while WW2W relies on water management. The new system will make it far easier to balance a ship, structural plates are no longer needed for this job and their buoyancy will be set to zero. The only parts providing buoyancy are indestructible frame segments, and these are the ones that can flood. In theory one needs less parts to get the job done. Hull Plating B will continue to prevent flooding while Hull Plating A will be reduced to fuel tank/ballast tank. Armoring will be a case of adding more segments. Modern combat ships hardly have armor, WW2 ships had big, heavy belts around the water line. With the new style it seems only logical to have one mod. Now I'd like to have some help from the community in choosing a new name. Some people don't like WW2, some people don't like combat. Others want modern combat. But the mod is aimed at creating ships as realistic as possible with the current tools we have, even if it suffers from a high part count and large editor inventory. Part count will become less of an issue as people buy more powerful computers over time, the large inventory is just something people get used to. I understand it might be painful to have another big change and some ships need a partial rebuild. The end result will be much better and more aimed at the future. Link to comment Share on other sites More sharing options...
Azimech Posted March 22, 2016 Author Share Posted March 22, 2016 Quick & dirty test. Raw & unpolished. Further more: 105mm Howitzers as cannons are very much OP. Link to comment Share on other sites More sharing options...
Azimech Posted March 22, 2016 Author Share Posted March 22, 2016 Still learning to build them and certainly WIP, it's my first woody. I like where this is going. Link to comment Share on other sites More sharing options...
Azimech Posted March 23, 2016 Author Share Posted March 23, 2016 (edited) Mass: 17169t. Length: 191m. Beam: 24.7m. Height: 31m. Flank speed: 29 knots (54km/h, 15m/s). Engine room: 8 medium boilers, 4 large electrical generators, 4 medium propulsion turbines. Instructions: AG1 = activate water displacement. Do this directly after KJR stabilizes physics. AG2 = toggle the boilers. AG3 = toggle the electrical generators. AG4 = toggle propulsion turbines. AG5 = toggle forward/reverse. The boilers take time to heat up. Full power is not directly available. Download Edited March 23, 2016 by Azimech Link to comment Share on other sites More sharing options...
Azimech Posted March 24, 2016 Author Share Posted March 24, 2016 (edited) I've decided to combine WW2 Warships and Big Ships and the new name will be Real Ships, aimed at creating the most realistic surface vessels in KSP, both for combat and commercial vessels. Part of the to do list: Custom category. Multiple material types, all with their own unique properties (wood, steel, iron). Armor/strength modifier, will affect part mass. Deck, structural and hull plating A classes will be combined to a single one in the editor. Modified buoyancy/damage system. More custom 3D models aimed at reducing part count, with a more realistic appearance. Adapt some of Infernal Robotics so docks and ships can have working cranes, elevators, doors etc. If possible, a custom version of Procedural Parts and Procedural Wings. The primary goal is to reduce editor part clutter and hopefully craft part count. After KSP 1.1 has arrived and Firespitter/B9 have been updated, I'll be looking at adapting the plugins to work with Real Ships. Edited March 24, 2016 by Azimech Link to comment Share on other sites More sharing options...
Toonu Posted March 24, 2016 Share Posted March 24, 2016 (edited) On 16. 3. 2016 at 9:40 PM, Azimech said: Yes, having the parts in their own tab is very high on my wishlist. However part count is the very core of this mod, together with it's damage system. It makes it easier to build ships of any class, mass and size. It's better to have many parts in the editor than needing even more parts in the simulation to make up for it. I've thought of making parts scalable but then I'd depend on Tweakscale, making a future less certain and tweakscale often has problems with conversions of parameters and my parts have many, many different parameters. It's easy to do. I use Mod Filter Extensions and there I made many cfg files to make my own categories fro everything. I have custom category for BDA where I have categories for turrets/missiles/utilities/etc. Have category for firespitter, b9 and other mods....I have category for LargeShipParts too, because this mod crash my KSP too much with high part count and etc. So I decided to use that mod where I have ship from 4 parts... But I can do cfg for your mod for FilterExt so you can have your own tab.... I did in few minutes basic config for FilterExt for your category. I'll now work on subcathegories for some parts. Download soonTM+you can of course put it in your first post with big bold name FilterExt config for my mod! EDIT: Photos Spoiler Main category Utilities Structural parts(keels, decks...) Engines(Boilers, El. Generators, Turbines) Done Added category for your mod and few subcategories: Engines - Boilers, El. generators, turbines Structural - all decks, keels, etc. Utility - utility, pumps, orientation fixer, etc. Turrets&Bridges - as name Rudders&Funnels - as name Reinforcements - strut + mega launch claps Download: https://www.dropbox.com/s/br4q6vo5547x4tb/Mod_Ships.cfg?dl=0 You can put it in your first post. Yeah and...tutorial: put it in your GameData/FilterExt_configs(/default) Edited March 24, 2016 by Toonu Link to comment Share on other sites More sharing options...
Azimech Posted March 24, 2016 Author Share Posted March 24, 2016 (edited) 1 hour ago, Toonu said: It's easy to do. I use Mod Filter Extensions and there I made many cfg files to make my own categories fro everything. I have custom category for BDA where I have categories for turrets/missiles/utilities/etc. Have category for firespitter, b9 and other mods....I have category for LargeShipParts too, because this mod crash my KSP too much with high part count and etc. So I decided to use that mod where I have ship from 4 parts... But I can do cfg for your mod for FilterExt so you can have your own tab.... Interesting ... I'll take a look. Thanks for the offer :-) Edit: I see you've updated your post, thanks again! Edited March 24, 2016 by Azimech Link to comment Share on other sites More sharing options...
Toonu Posted March 24, 2016 Share Posted March 24, 2016 (edited) Yeah, hope it will work for all. As I said, I have totally configured all types of mods and weapons in all sorts of categories and subcategories. It really helps when I want build something. Maybe I suggest to add FilterExt to suggested mods+ my config of course. I've updated the file. But if you want some changes like remote subcategory for rudders, remote category for funnels, etc. etc. just say it. I made them together because there wasn't much parts of this type, so that parts can/should be even within 1 cathegory for better building maybe(rudders, funnels, turrets hardpoints and bridges). Ave! Toonu Edited March 24, 2016 by Toonu Link to comment Share on other sites More sharing options...
InfiniteAtom Posted March 29, 2016 Share Posted March 29, 2016 Azimech, how do you manage to build this stuff? I cant build a ship without it instantly breaking into a million pieces when it hits the water. Also, how do I build good looking bridges on ships? Link to comment Share on other sites More sharing options...
Azimech Posted March 31, 2016 Author Share Posted March 31, 2016 On 23-3-2016 at 2:40 PM, Toonu said: Yeah, hope it will work for all. As I said, I have totally configured all types of mods and weapons in all sorts of categories and subcategories. It really helps when I want build something. Maybe I suggest to add FilterExt to suggested mods+ my config of course. I've updated the file. But if you want some changes like remote subcategory for rudders, remote category for funnels, etc. etc. just say it. I made them together because there wasn't much parts of this type, so that parts can/should be even within 1 cathegory for better building maybe(rudders, funnels, turrets hardpoints and bridges). Ave! Toonu Thanks again! I'll PM you with some details. On 29-3-2016 at 11:04 PM, InfiniteAtom said: Azimech, how do you manage to build this stuff? I cant build a ship without it instantly breaking into a million pieces when it hits the water. Also, how do I build good looking bridges on ships? Have your read the FAQ and installed KJR? Building a good looking bridge is not the easiest thing on the planet, it's a matter of trial and error. Link to comment Share on other sites More sharing options...
Azimech Posted March 31, 2016 Author Share Posted March 31, 2016 Real Ships development thread: Link to comment Share on other sites More sharing options...
SaturnianBlue Posted April 2, 2016 Share Posted April 2, 2016 My next warship project! So excited! The mighty Das UberBoot! Equipped with 4 500/5 MM guns, and 3 AA 120/3 MM Guns! Very effective! Spoiler April Fools! And yes, this boat is somewhat based off the April Fools thing in World Of WarShips. Link to comment Share on other sites More sharing options...
Linkdeous Posted April 4, 2016 Share Posted April 4, 2016 (edited) Could you post the 1.1 version of the mod ? The 1.1 beta had been released, so i really can't wait to see my ship with no bug ( Physics range, i really dislike when my ship just explode for no reason into airs XD) And keep up the good works, this mod is really amazing Edited April 4, 2016 by Linkdeous Link to comment Share on other sites More sharing options...
Azimech Posted April 4, 2016 Author Share Posted April 4, 2016 4 hours ago, Linkdeous said: Could you post the 1.1 version of the mod ? The 1.1 beta had been released, so i really can't wait to see my ship with no bug ( Physics range, i really dislike when my ship just explode for no reason into airs XD) And keep up the good works, this mod is really amazing Thank you! There's only one small problem: ferram4 won't update Kerbal Joint Reinforcement until the final 1.1 has been released. Without that mod WW2W is useless. And actually he has a good reason for it. Link to comment Share on other sites More sharing options...
Linkdeous Posted April 5, 2016 Share Posted April 5, 2016 17 hours ago, Azimech said: Thank you! There's only one small problem: ferram4 won't update Kerbal Joint Reinforcement until the final 1.1 has been released. Without that mod WW2W is useless. And actually he has a good reason for it. Ah hum, i saw .... That really too bad, but anyway, thanks for the response at least ^^ By the way, my game is always laggy, even with the DELTA Time Viewer mod, but i have a really good computer, got any ideas ^^? Link to comment Share on other sites More sharing options...
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