V8jester Posted June 8, 2016 Share Posted June 8, 2016 (edited) Looking good @SpannerMonkey(smce) Edited June 8, 2016 by V8jester Link to comment Share on other sites More sharing options...
TMasterson5 Posted June 8, 2016 Share Posted June 8, 2016 1 hour ago, SpannerMonkey(smce) said: Hi back again with some very good news, thanks to the tip from @TMasterson5 and quick look at his painfully obvious cfg solution I now have a fully and so far hassle free working submarine VLS, capable of launches from 100 mtrs below the surface. This just leaves me to fit LBP's sub with the same system Screenshots or it didn't happen! i know, though have you ever tried to sync a screenshot with a launch of a missile, while submerged, while riding the biggest Kraken bait ever constructed. So the evidence, the pics are big but the Tomahawks are quite small compared to the sub that launched them and the Ocean, but you can clearly see a submerged sub firing missiles, the shots actually cover a ripple launch of three but they scan together nicely, the last shot you can just makes out a vague smoke trails as the missile gets airborne, Reveal hidden contents Reveal hidden contents Reveal hidden contents Here for you sir. Nice work! Look forward to using it. Link to comment Share on other sites More sharing options...
ckirky Posted June 8, 2016 Share Posted June 8, 2016 12 hours ago, SpannerMonkey(smce) said: Hi, I have no prop problem, they always work as intended, after modding this game since 2012 it'd be a pretty poor show if they didn't. I think you have misunderstood .My texturing may be average, my modelling may vary from passable to bleh, but no matter how fugly things are they always work as intended. As for cutting holes, if you use blender there was a nifty tutorial in the modelling and texturing section, I use max and we have have our own double edged ways of cutting holes. VLS in subs,rofl been there tried and died in a million ways. Even built custom missiles and funky launchers, all of which work well anywhere except a sub. Ships easy, sub launches , may actually be one of the trickiest things to achieve successfully 8 of 16 BGM 109 courtesy of LP (now i make my own) , and a little tip be creative with colliders, what it looks like does not have to be what the game see's, you don't need to form each individual tube and all its colliders, you just have to convince the game that is what you have done , the whole bay , not including doors or hull. just the important parts consists of only 8 box colliders. Quite happy launching when surfaced, just don't try it submerged, i actually had a part of a test ship crash into Kerbol (the sun) it's simply a big bit of kraken bait beat me to the VLS system! Good job thought, they look much better than my concept idea. most of the things that i will be "trying" to make will general be with cargo hays, hangars or any kind or interior space, so i may work on the carrier hulls next. Link to comment Share on other sites More sharing options...
ckirky Posted June 8, 2016 Share Posted June 8, 2016 ist in the works but the models is basically finished let me know what your think! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 9, 2016 Share Posted June 9, 2016 18 hours ago, ckirky said: ist in the works but the models is basically finished let me know what your think! It's good, I see what you are trying to do, doors open deck lifts up for deployment, think about splitting the doors in two parts (concertina style) ,so when open they don't extend outside the hull boundary. If you are thinking of attaching another part to the elevating section it will stay put when the object animates, this is because when you attach a part to another part you are despite appearances attaching the part to the root game object, that is the base co-ords for the object. If your part is intended as a deck lift type part it should be fine though as parts sitting on but not attached to an animation will move with the animation, Tip, make the animation really slow, this prevents issues with the part being lifted being shaken around or worse launched(lols) and it conveys some weight meaning that it moves as if it's very heavy( which it would be) For VLS type lifts the whole hull section will in effect have to become a Baha turret (just a module in the cfg) If you want to match existing colors just copy a png from the mod and copy the colors. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 10, 2016 Share Posted June 10, 2016 Done Link to comment Share on other sites More sharing options...
TronX33 Posted June 10, 2016 Share Posted June 10, 2016 I have no idea how to code, but can someone make a MM patch that makes these a bit less OP? Like, able to explode from the broadside of a Yamato replica using the naval weapons BD Armory mod? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 10, 2016 Share Posted June 10, 2016 7 hours ago, TronX33 said: I have no idea how to code, but can someone make a MM patch that makes these a bit less OP? Like, able to explode from the broadside of a Yamato replica using the naval weapons BD Armory mod? Yes i know, there are several things that are about to get a substantial reworking, the indestructibility being the primary issue and then the weight and buoyancy Link to comment Share on other sites More sharing options...
gomker Posted June 14, 2016 Share Posted June 14, 2016 On 6/5/2016 at 7:07 AM, Aditya said: Help!! My ship seems to somersault ( complete 360 degrees) when it spawns. That means when I load it from space center ( its already in water) or when I am flying another vessel ( a fighter jet meant to destroy the ship) and the ship comes in view, the ship somersaults like a seal thus dodging the missiles I fired on it. Every boat mod I every had had some sort of issue similar to this ( like breaking into pieces, sinking and again resurfacing, etc). Is there a way to fix it? BTW I am also using NANA sinking mod and maritime pack config ( required for sinking mod?) Edit: - I tried removing the sinking mod and the maritime config. No luck. The temporary fix is to place the ship in shallow water where part of the hull touches the floor. This fixes it,, idk why. Researching this issue I came across a post claiming that having FAR installed fixed this issue. I tried it and it did indeed work for me, boats and subs of all sizes did not explode during load. Only thing is now I have to tweak the crap out of my planes - I like the idea of FAR but it feels like I need an advanced degree in mathematics to use it right. I wonder if the physics part that affects water/loading could be extracted somehow as a mod just for fixing this issue. Link to comment Share on other sites More sharing options...
Hellbrand Posted June 15, 2016 Share Posted June 15, 2016 Cant seem to get my subs to submerge Nomatter how much ballast on them >_> do i need another supporting mod or... what? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 15, 2016 Share Posted June 15, 2016 5 hours ago, Hellbrand said: Cant seem to get my subs to submerge Nomatter how much ballast on them >_> do i need another supporting mod or... what? Hi, the sub as it stands floats like a cork which is part of the problem, as part of the rework the sub and other parts will be rebalanced to make them perform in a more user friendly and realish fashion. In the meantime you could if you are happy altering the cfg's just double the ballast amount in each section and see how it goes, next release will be much less buoyant , I'm aiming to have most things float at a decent depth rather than sitting on top. Link to comment Share on other sites More sharing options...
Hellbrand Posted June 16, 2016 Share Posted June 16, 2016 alright, Thank you! I look foreward to the release! Link to comment Share on other sites More sharing options...
Themorris Posted June 24, 2016 Share Posted June 24, 2016 (edited) I think I will download this mod and do a VLS section for every hull, so you can place my vls in it... without clipping and correct collisions... EDIT: Can't decompile it with the mu importer... well, thats bad Another EDIT: It worked... working on a prototype now... Edited June 24, 2016 by Themorris Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 24, 2016 Share Posted June 24, 2016 Modern Parts update and additions Update v3.4 This update focuses on the modern ships adding a large superstructure VLS, A full length hangar and VLS for the Corvette, and a spacious VLS for the sub hull. The larger VLS and Sub VLS will take the largest missiles currently available. Also added is a custom drive unit in Z Drive format and a small selection of mast parts with and without nav lighting Changelog Added VLS for small and large modern superstructures Added full length hangar for small modern superstructure Added VLS for Sub hull Reworked buoyancy and weight of small modern hull parts, you will find it floats very differently Added custom drive unit featuring full propeller animation and reverse Added a small selection of mast parts Notes on the VLS parts, as these parts depend on BD Armory for the functionality, the parts are technically missile launchers, they will only work if you have BDA installed. Due to the lack of updated BDA the results can either be as intended or very bad, and in testing sometimes they would only work with clearance disabled then other times they would work perfectly, there are no obstacles to prevent the missiles leaving the tubes, no protruding colliders, in short nothing that should require the clearance check to be disabled. Should it arise that to fire the contents of the tubes does require clearance check to be disabled I have found them to be fairly reliable. I've tested these things for hours in various modded installs with loads of different mods but i can't test for every eventuality, So in the event of an issue or problem with the update PLEASE don't just say "it doesn't work" tell me why, post a link to a log, or at a push post it in a spoiler, i can fix most things fairly quickly ONLY if i have a clue as to what is going wrong for you. In some ways I wish this was a WIP thread as there's a lot of development room, but the fact that everything is needed to be release worthy will and does slow the update and development process quite a bit Notes for the future. I would very much like to reduce the duplication of textures currently in the mod, to do this will mean moving a lot of parts around and is pretty much certain to break a lot of presaved vessels.. While this is not an ideal situation it is the only way to ensure continuous color matches across a hull range and reduce texture load while improving texture quality. Please let me know how you, the user feels about this. Link to comment Share on other sites More sharing options...
volcanicshrimp Posted June 24, 2016 Share Posted June 24, 2016 What missiles are those and where can I get them/other ones to put in the VLS parts? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 24, 2016 Share Posted June 24, 2016 (edited) Hi 28 minutes ago, volcanicshrimp said: What missiles are those and where can I get them/other ones to put in the VLS parts? The missiles are part of the upcoming (half hour or so) Boomsticks update. You should be able to use any surface attachable missile though, (and any missile that has an actual node transform) in tests I used missiles from PEW and BDA , the larger VLS parts will fire the cruise missiles all types available in those mods. There may be an issue finding correct sized missiles for the small VLS, should this be the case I'll make some correctly sized suitable missiles. Spoiler Edited June 24, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
gomker Posted June 25, 2016 Share Posted June 25, 2016 @SpannerMonkey(smce) Is there a way to change the density of a resource? The ballast tank doesn't seem to sink anything I attach it to. Going to go back and just do some tests with other resources. Was toying around with this vessel https://kerbalx.com/jerry/U-boat-typeVll , but it still may be not heavy enough. Also thanks for all your work, I don't know how you find the time maintaining all the mods you contribute to. Link to comment Share on other sites More sharing options...
gomker Posted June 25, 2016 Share Posted June 25, 2016 Couple of notes on the VLS - Is there a trick to attaching missiles, it was very difficult to get the attachment nodes to activate - I was testing with PEW Tomahawk missile (which fits nicely - it has bottom and side attachment nodes and it took me quite sometime to trick it into place - The Tomahawk doesn't activate the VLS doors - Other missiles I tested with did Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 25, 2016 Share Posted June 25, 2016 UPDATE 3.4.1 BugFix Apologies to all I've got an update to the update, dl'd and tested the update in isolation and found a couple of things i didn't like. Fixed alignment of nodes on sub VLS Reworked sub cfg's to add water pumps, intake air, electric charge, liquid fuel in preparation for the new engines Altered buoyancy on sub hull parts, it will sink now Added water pump and resources to sub tower Reworked buoyancy on small hull parts PLEASE NOTE ALL structural (non hull ) parts will now sink, buoyancy reduced to 0 (any I've missed will be sorted next update). Heat tolerance reduced to more sensible levels (no more drifting hulks due to hull indestructibility) Spoiler 8 hours ago, gomker said: @SpannerMonkey(smce) Is there a way to change the density of a resource? The ballast tank doesn't seem to sink anything I attach it to. Going to go back and just do some tests with other resources. Was toying around with this vessel https://kerbalx.com/jerry/U-boat-typeVll , but it still may be not heavy enough. Also thanks for all your work, I don't know how you find the time maintaining all the mods you contribute to. Reworked the ballast tank, added fill and empty functions and doubled the water quantity to 200K , seems to be a bit a on the heavy side but if that's what it takes. As for increasing the mass of the resource, find the resources.cfg RESOURCE_DEFINITION { name = Water density = 2.00// change this unitCost = 0.01 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true } 7 hours ago, gomker said: Couple of notes on the VLS - Is there a trick to attaching missiles, it was very difficult to get the attachment nodes to activate - I was testing with PEW Tomahawk missile (which fits nicely - it has bottom and side attachment nodes and it took me quite sometime to trick it into place - The Tomahawk doesn't activate the VLS doors - Other missiles I tested with did Yes i Know it a royal pain, I now use editor extensions redux and that allows you to disable the surface attachment, then it's just a matter of rotating the missile into the right position, the only other way to make things easier would be to make the VLS node attach only, but that limits what you could fire. If the doors don't activate on deploy it's usually because BD hasn't properly detected the missile, I have noticed this on occasion with some of the other launchers I'm working on as well. I'll re-check whats going on with that tomahawk. And thanks for the thanks, Link to comment Share on other sites More sharing options...
njmksr Posted June 25, 2016 Share Posted June 25, 2016 (edited) Hold on a second, is this LBP or [REDACTED] now? If install this mod, do I replace the [REDACTED] folder? Edited June 26, 2016 by njmksr Link to comment Share on other sites More sharing options...
SpaceMouse Posted June 25, 2016 Share Posted June 25, 2016 On 3/3/2016 at 5:21 PM, Laythe2 said: If I add any other texture than a flat one then the texture would look very stretched. It's probably been mentioned before but, at least in Blender It's not terribly hard to tile a texture. Did it with my large centrifuge ring-thing. Figured it was worth mentioning. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 25, 2016 Share Posted June 25, 2016 (edited) 50 minutes ago, njmksr said: Hold on a second, is this LBP or SM Marine now? If install this mod, do I replace the SM Marine folder? Hi Nim, nope this is not SM Marine, It is a separate entity, while ideas have transferred from that mod and will continue , this is still and always will be (by agreement ) The large boat parts pack not some mix of both (plus the fact you're one of only 10 players who know that SM Marine exists) Edited June 25, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
njmksr Posted June 25, 2016 Share Posted June 25, 2016 46 minutes ago, SpannerMonkey(smce) said: Hi Nim, nope this is not SM Marine, It is a separate entity, while ideas have transferred from that mod and will continue , this is still and always will be (by agreement ) The large boat parts pack not some mix of both (plus the fact you're one of only 10 players who know that SM Marine exists) Sorry that I accidentally became a whistleblower (oops) Link to comment Share on other sites More sharing options...
cavilier210 Posted June 25, 2016 Share Posted June 25, 2016 6 hours ago, njmksr said: Hold on a second, is this LBP or SM Marine now? If install this mod, do I replace the SM Marine folder? Wait, there's another mod? I'm confused. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted June 25, 2016 Share Posted June 25, 2016 Just now, cavilier210 said: Wait, there's another mod? I'm confused. Hi, No need for any confusion the LBP is all this thread is concerned about. The other mod mentioned is an entirely separate entity and not yet available ( some bits from it have featured in the screenshots posted here recently) ( @njmksr now look what you've done ) Link to comment Share on other sites More sharing options...
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