RoverDude Posted December 24, 2015 Author Share Posted December 24, 2015 Actually, don't list this on CKAN for now. It's just going to cause support issues. Link to comment Share on other sites More sharing options...
DStaal Posted December 24, 2015 Share Posted December 24, 2015 41 minutes ago, politas said: Hi Roverdude! Nice looking mod. I'm just trying to fix up the kerbalstuff ckan submission, and I note that USITools 0.5.5.0 in included in the mod, which hasn't been released on Github yet. Are you planning on holding USITools-0.5.5.0 until you are moving this from WIP to Stable? For anyone else trying out this mod and wondering why KSP stops loading midway through startup - making sure you merge in this version of USITools is the fix. (I tend to manually merge on Mac, and hadn't bothered with the 'common USI files'.) Link to comment Share on other sites More sharing options...
RoverDude Posted December 24, 2015 Author Share Posted December 24, 2015 Or just install this last from the ZIP on KStuff Link to comment Share on other sites More sharing options...
Djolox Posted December 24, 2015 Share Posted December 24, 2015 Hey, awesome mod! Anyways, I would like to see a submarine balance computer. Would be useful, especially when you are a total noob in tweaking, just like me! Link to comment Share on other sites More sharing options...
DStaal Posted December 24, 2015 Share Posted December 24, 2015 (edited) 49 minutes ago, RoverDude said: Or just install this last from the ZIP on KStuff I did - but I hadn't merged the ZIP in correctly. (Trying to unzip over the top will just get me a 'GameData-1' folder, as it doesn't want to overwrite by default. So, unzip, and drag-and-drop. But I hadn't drag-and-dropped everything I needed to. I can merge as part of the unzip as well, but that requires going to the commandline and dropping into Unix mode.) Edited December 24, 2015 by DStaal Addtional info. Link to comment Share on other sites More sharing options...
RoverDude Posted December 25, 2015 Author Share Posted December 25, 2015 Ahh... the joys of Macs Link to comment Share on other sites More sharing options...
Geschosskopf Posted December 25, 2015 Share Posted December 25, 2015 On 12/23/2015 at 11:57 PM, RoverDude said: Very WIP! Introducing the 'Otter' submersible from USI! Cool ;). Guess you'll have to update your catalog page again Link to comment Share on other sites More sharing options...
vardicd Posted December 26, 2015 Share Posted December 26, 2015 were the parts from this supposed to end up in supersonic flight? seems a strange place to me. Link to comment Share on other sites More sharing options...
RoverDude Posted December 26, 2015 Author Share Posted December 26, 2015 Specificity please.... Link to comment Share on other sites More sharing options...
DStaal Posted December 26, 2015 Share Posted December 26, 2015 I believe he means on the tech tree. (CTT) It is a bit odd, but I'm not sure where would make sense, and 'flight' links to 'planetside' in my head, versus most of the tech tree which is for space or airless/waterless environments. Link to comment Share on other sites More sharing options...
Starwaster Posted December 26, 2015 Share Posted December 26, 2015 (edited) On 12/23/2015 at 8:23 AM, Rodger said: The radial impellers don't seem to do... well anything really, besides make cool bubbles lol. Even after I dumped my lead and emptied the water tanks, so vessel mass was around 5T, the tiny thrust from them didn't seem to do anything. My horiz vel was just showing NaN, and my vertical was 1.4m/s, with the radial impellers on or off. On 12/23/2015 at 9:08 AM, RoverDude said: Manual activation is expected - they have to be activated underwater. Regarding engines - you got some jinkiness going on there because the engines have been working perfectly fine throughout development... BTW folks, a good example of 'jinkiness' here would be having your radial thrusters on backwards... and directing against the hull of the ship. That seriously impairs the thrust. I think it even cancels it out entirely. Should be based on angle, not sure it is but whatever; if you have the impellers pointing against your ship then they aren't gonna work. (that's always been the case with engines in KSP)(except RCS) Edited December 26, 2015 by Starwaster Link to comment Share on other sites More sharing options...
vardicd Posted December 26, 2015 Share Posted December 26, 2015 7 hours ago, vardicd said: were the parts from this supposed to end up in supersonic flight? seems a strange place to me. 2 hours ago, RoverDude said: Specificity please.... 2 hours ago, DStaal said: I believe he means on the tech tree. (CTT) It is a bit odd, but I'm not sure where would make sense, and 'flight' links to 'planetside' in my head, versus most of the tech tree which is for space or airless/waterless environments. yes, this exactly, I meant the parts are showing up in supersonic flight in the techtree. I wasn't complaining or anything, just commenting that it seemed an odd place. I had assumed construction, or advanced construction or something else. sorry I wasn't clearer. Link to comment Share on other sites More sharing options...
landeTLS Posted December 26, 2015 Share Posted December 26, 2015 I must say. That is pretty sexy Link to comment Share on other sites More sharing options...
RoverDude Posted December 26, 2015 Author Share Posted December 26, 2015 3 hours ago, DStaal said: I believe he means on the tech tree. (CTT) It is a bit odd, but I'm not sure where would make sense, and 'flight' links to 'planetside' in my head, versus most of the tech tree which is for space or airless/waterless environments. Odd - they are all set to scienceTech, and there is no separate CTT config. 1 hour ago, landeTLS said: I must say. That is pretty sexy Thanks 1 hour ago, vardicd said: yes, this exactly, I meant the parts are showing up in supersonic flight in the techtree. I wasn't complaining or anything, just commenting that it seemed an odd place. I had assumed construction, or advanced construction or something else. sorry I wasn't clearer. They should not be - all of the configs explicitly state science tech 3 hours ago, Starwaster said: BTW folks, a good example of 'jinkiness' here would be having your radial thrusters on backwards... and directing against the hull of the ship. That seriously impairs the thrust. I think it even cancels it out entirely. Should be based on angle, not sure it is but whatever; if you have the impellers pointing against your ship then they aren't gonna work. (that's always been the case with engines in KSP)(except RCS) Just a standard engine, with the direction shown in the pic at the top of the thread Link to comment Share on other sites More sharing options...
Guest Posted December 26, 2015 Share Posted December 26, 2015 I'm glad to see this released. It's been awesome seeing the development of this on the streams. Link to comment Share on other sites More sharing options...
vardicd Posted December 27, 2015 Share Posted December 27, 2015 4 hours ago, RoverDude said: Odd - they are all set to scienceTech, and there is no separate CTT config. They should not be - all of the configs explicitly state science tech huh, that's odd. I don't think I have any mods that affect where things are in the tech tree... Link to comment Share on other sites More sharing options...
DStaal Posted December 27, 2015 Share Posted December 27, 2015 1 hour ago, vardicd said: huh, that's odd. I don't think I have any mods that affect where things are in the tech tree... I just double-checked, if I remove Community Tech Tree then the parts are in Science Tech. So it appears to be some sort of interaction there. You sure you aren't running CTT? Link to comment Share on other sites More sharing options...
DStaal Posted December 27, 2015 Share Posted December 27, 2015 I believe I have found the issue: in the 'SubPack' folder, there is a file named 'CTT.cfg'. Remove it, and the parts go to Science Tech. (I'm going to assume that file wasn't intended to be there. I double-checked - it's in the download from KerbalStuff.) Link to comment Share on other sites More sharing options...
vardicd Posted December 27, 2015 Share Posted December 27, 2015 2 hours ago, DStaal said: I just double-checked, if I remove Community Tech Tree then the parts are in Science Tech. So it appears to be some sort of interaction there. You sure you aren't running CTT? Oh I was running CTT, I just meant that I wasn't running any other mods that affect the tech tree locations. Tonight has not been my night for being clear. 31 minutes ago, DStaal said: I believe I have found the issue: in the 'SubPack' folder, there is a file named 'CTT.cfg'. Remove it, and the parts go to Science Tech. (I'm going to assume that file wasn't intended to be there. I double-checked - it's in the download from KerbalStuff.) I found that file as well, and I was wrong again, the parts are in subsonic flight, not supersonic flight. Link to comment Share on other sites More sharing options...
DDE Posted December 27, 2015 Share Posted December 27, 2015 So that's what the submarine-related repositories on GitHub were about... Sadly, other than diving, there is nothing to do with subs - yet. It is possible to add suboceanic biomes and a Kerbinside config (or something similar) for a boat dock? Link to comment Share on other sites More sharing options...
Snarfster Posted December 27, 2015 Share Posted December 27, 2015 On 12/23/2015 at 0:11 AM, hraban said: Hello RoverDude,obviously this mod, like almost all your mods and plugins for Windows and KSP in 64bit mode can not be run. Would be very friendly if you could mention that in the post.Beautifully modeled parts and fine textures. Too bad that the mod is not working. Greetings and a happy Christmas time. Why would he need to mention that? There is no official 64 bit windows version at this time. Link to comment Share on other sites More sharing options...
RoverDude Posted December 27, 2015 Author Share Posted December 27, 2015 (edited) @hraban - nothing I do explicitly disallows Win64, but thank you for showing an example of how Win64 users clog up the support process. Don't use it, if you want extra mods, use Linux. Sorry for being a bit harsh, but it's when people spread misinformation (i.e. that I do something to block win64, etc.) caused by their use of a non-supported platform that I get stuck with the support headaches caused by it. RE CTT - that file should not be there - I'll yank it for the next release. Edited December 27, 2015 by RoverDude Link to comment Share on other sites More sharing options...
Snarfster Posted December 27, 2015 Share Posted December 27, 2015 My KSP install is turning into RoverDude Space Program. Link to comment Share on other sites More sharing options...
vardicd Posted December 27, 2015 Share Posted December 27, 2015 1 hour ago, Snarfster said: My KSP install is turning into RoverDude Space Program. Mine went there a long time ago. It's his fault. Has to go off and make most of the best mods available. Link to comment Share on other sites More sharing options...
Snarfster Posted December 27, 2015 Share Posted December 27, 2015 15 minutes ago, vardicd said: Mine went there a long time ago. It's his fault. Has to go off and make most of the best mods available. He makes and shares what he likes, it just happens that a lot of people like the same thing Link to comment Share on other sites More sharing options...
Recommended Posts