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This is a 350 meter, 56000 tons aircraft carrier, and I just landed on it.


Azimech

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Click the album for more info!
[imgur]zcNUd[/imgur]

[URL="https://kerbalstuff.com/mod/1308/WW2%20Warships"]Download link to the mod, not the carrier[/URL]

[URL="http://forum.kerbalspaceprogram.com/threads/139625-WW2-Warships-0-1-Finally-online!"]Main topic[/URL] Edited by Azimech
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And here I am trying to land planes on pathetic little 50m by 10m Mk3 tank island things and getting annoyed when they slide off into the ocean. This mod looks awesome, are you planning to add some kind of arrestor gear/catapult system? Although I guess catapults weren't really used that much in WWII. Still, one of those seaplane catapult things they had on battleships would be so cool.
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I've flown the IL2 series for years and AFAIK: there were no catapults in use. They just aimed the bow into the wind and went at flank speed to aid taking off and landing.

I might consider some kind of catapult but it's too early for that. This mod really pushes KSP's physics system to it's limits. I've had numerous catastrophic explosions while building multiple types of ships.
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[quote name='Azimech']I've flown the IL2 series for years and AFAIK: there were no catapults in use. They just aimed the bow into the wind and went at flank speed to aid taking off and landing.

I might consider some kind of catapult but it's too early for that. This mod really pushes KSP's physics system to it's limits. I've had numerous catastrophic explosions while building multiple types of ships.[/QUOTE]

Yeah, there were some catapults but they weren't at all common. I think although they experimented with using them on carriers they mainly just used them for things like [URL="https://en.wikipedia.org/wiki/CAM_ship"]this[/URL]. Arrestor gear was used a lot though, are you planning anything like that? I think InfiniteDice's mod had it implemented to some extent but it never really worked properly IIRC.
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247 parts at 56,000 tons is like 227 tons per part average. How did you get individual parts that heavy? Is one of those numbers is wrong? 8) (I'm assuming this isn't stock then.)

And why would you keep it all to yourself?! Edited by Arugela
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[quote name='Arugela']247 parts at 56,000 tons is like 227 tons per part average. How did you get individual parts that heavy? Is one of those numbers is wrong? 8) (I'm assuming this isn't stock then.)

And why would you keep it all to yourself?![/QUOTE]

He has built a mod that's why, it's no use you downloading the craft unless you have the mod, this is his announcement thread because he is here more than anywhere else.

Well done Azimech, I wish I could build a mod, and the part count on the carrier is amazing.
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[quote name='selfish_meme']He has built a mod that's why, it's no use you downloading the craft unless you have the mod, this is his announcement thread because he is here more than anywhere else.

Well done Azimech, I wish I could build a mod, and the part count on the carrier is amazing.[/QUOTE]

Azimech what is the mod? If you made it why not make it something like two parts? Or one? Don't you have full control over parts when modding?
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There are ship mods which give you complete hulls. A few hits with a torpedo or shell and it's bye bye, or the hulls are unrealistically strong. I wanted something different.
Since some people like BDArmory and the Naval Artillery System, I wanted to give them something to use in strategic battles. And since the largest gun has a mass of 1400 tons and the Yamato had 4 of them, you need a heavy base for mounting them.

These ships can sink, but you have tools to prevent that and in the future damage control will be able to stop leaking and pump out water.

Energy management is key, you work with boilers which need to heat up, and must be prevented from overheating. Steam is made out of burning liquid fuel but the pressure is finite and needs a constant buildup, which means you cannot power you propulsion, bilge pumps, fire hoses and electrical generators at full power or only for short bursts, and thus have to prioritize. I'm also working on fire that spreads and consumes the ship if not contained.

So far I haven't written a single line of code and only created part configuration files and adapted a single texture.


Fans of the old game Star Trek Klingon Academy will love this concept.
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For the non-warlike, that part count is going to hurt - I think I once built a Boat Parts carrier with 16 parts. (I think this one had under 23 [url]http://steamcommunity.com/sharedfiles/filedetails/?id=311461353[/url])

Fortunately, my new rig is almost built so it should handle it!
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[quote name='colmo']For the non-warlike, that part count is going to hurt - I think I once built a Boat Parts carrier with 16 parts. (I think this one had under 23 [url]http://steamcommunity.com/sharedfiles/filedetails/?id=311461353[/url])

Fortunately, my new rig is almost built so it should handle it![/QUOTE]

Part count is something that can be reduced further with the creation of even more parts.
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[quote name='More Boosters']Why not just mod in a proper looking carrier rather than parts you can't use for anything else? I mean it's not like you made an interior.

Part count: 1[/QUOTE]

That gives you no control over what the carrier looks like, how big it is, anything. It also means in a crash it's either all destroyed, or not at all destroyed. Azimech's mod gives you much more options, and I can see the parts being useful for lots of other things too - giant bases, other kinds of ships, plenty of stuff.
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[quote name='BlueCanary']That gives you no control over what the carrier looks like, how big it is, anything. It also means in a crash it's either all destroyed, or not at all destroyed. Azimech's mod gives you much more options, and I can see the parts being useful for lots of other things too - giant bases, other kinds of ships, plenty of stuff.[/QUOTE]

So what is the 'mod' he made then?? He ignored my previous question..
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[quote name='Majorjim']So what is the 'mod' he made then?? He ignored my previous question..[/QUOTE]

I might be wrong but I think it's going to be part of [URL="http://forum.kerbalspaceprogram.com/threads/139625-WW2-Warships-0-1-Finally-online!"]this one[/URL], but it might not be fully implemented yet. It looks like it has/will have some really nice features - boilers that produce steam to power engines and pumps and stuff, flooding, properly sinking ships.
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Majorjim, is Imgur blocked at your location? The info and the link are album, and a link to the mod is there in the OP.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='BlueCanary']That gives you no control over what the carrier looks like, how big it is, anything. It also means in a crash it's either all destroyed, or not at all destroyed. Azimech's mod gives you much more options, and I can see the parts being useful for lots of other things too - giant bases, other kinds of ships, plenty of stuff.[/QUOTE]

True, giant buildings are possible too, low count Borg cube etc. And while it's true Tweakscale can do the same with the sizes, it's not very suitable for BDArmory.
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[quote name='Azimech']Majorjim, is Imgur blocked at your location? The info and the link are album, and a link to the mod is there in the OP.

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]



True, giant buildings are possible too, low count Borg cube etc. And while it's true Tweakscale can do the same with the sizes, it's not very suitable for BDArmory.[/QUOTE]

Nope not blocked, thanks for checking though.

The parts you have shown on the carrier are resized stock parts right? Can you do that? Take Squads parts, resize them and release them as your work?

You might want to check that man, if that is indeed the case.
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[quote name='Azimech']I've done it before, and the rule is you don't change the original author. I might include something of my own but my modeling skills are almost non-existent.[/QUOTE]

OK, its always good to check these things. i have seen people lose months of work due to copyright laws..

I look forward to seeing the final mod working, it's a nice idea and deserves to succeed.
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