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[1.1.3] Large Boat Parts Pack


Laythe2

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2 hours ago, Eskandare said:

@SpannerMonkey(smce) This is the project I've been working on, of and on, for the last few months. It's a simple ship hull mod for laptops and other smaller systems, or reduction of part clutter, or... whatever. :D  I have made 2 carriers and a frigate. 

 

Y6L0mXd.png

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1a2infi.png

Holy moly looks awesome!!

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KSP_1-1920x1013.png

Why i got this?

The attach point direction of Small Modern VLS HULL is flipped up side down. All attached weapon can only attach in inverse direction.

 

Edited by YauS
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1 hour ago, YauS said:

Why i got this?

No idea apart from you put it there! , what did you want instead? 

NO LOGS NO SUPPORT      NO DESCRIPTION OF ISSUE NO SUPPORT         IMAGE AND USELESS TEXT NO SUPPORT

@Eskandare   

They are very smart looking vessels, i bet the colliders for the light carrier are interesting, especially the ski jump.

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2 minutes ago, SpannerMonkey(smce) said:

@Eskandare   

They are very smart looking vessels, i bet the colliders for the light carrier are interesting, especially the ski jump.

The Ski ramp sure does, it has a collider per face, plus separate series of hull coliders on both carriers because of the hangers and aircraft lifts.

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8 minutes ago, Eskandare said:

The Ski ramp sure does, it has a collider per face, plus separate series of hull coliders on both carriers because of the hangers and aircraft lifts.

Oh? You have a hanger and working lifts? I'm very interested in seeing this develop. Once you get it in game be sure to post some pics. Curious of the scale you're going for.

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@gomker Re sub not sinking. see image for default, no additions of fuel or water ballast, natural waterline and floating position. Launched via KK.   Have noticed some vessel hanging when launching or moving with VesselMoverCont.  With the vessel  being placed but not actually reaching the landed or splashed point and remaining at some point between. You can check if this is what is happening by activating engines and seeing if the vessel moves, if it does move it is landed/splashed , If it remains fixed no matter how much thrust is applied, it is hanging in that null zone.

ctbIxvH.png

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Can you maybe add an arresting hook and wire? You can add it on one of the carrier parts. Someone did it before in a boat mod.

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1 minute ago, V8jester said:

Oh? You have a hanger and working lifts? I'm very interested in seeing this develop. Once you get it in game be sure to post some pics. Curious of the scale you're going for.

Scale is full scale to compensate for aircraft size and BD Armory weapons. The ski lift carrier used to be in my defunct KerbinSide Oceania addon. My ships will be a remaking of the vessels that were in that pack.

 

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7 hours ago, SpannerMonkey(smce) said:

You can check if this is what is happening by activating engines and seeing if the vessel moves, if it does move it is landed/splashed

@SpannerMonkey(smce) I currently use the latest VesselMover to deploy everything.  The boat does move, gets up to 30 m/s as it skims atop the water :)

Sending you a PM with log download link.

22 hours ago, TMasterson5 said:

Yay for my parts! lol

@TMasterson5

I have been two timing on sub parts :) they are both so great. I would like to use the Polaris missile with both, but I cannot get the attachment nodes to work right on the LBP Sub VLS.   Not sure if its the Nodes on the VLS or the Nodes on the Polaris.

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1 hour ago, gomker said:

@SpannerMonkey(smce) I currently use the latest VesselMover to deploy everything.  The boat does move, gets up to 30 m/s as it skims atop the water :)

Sending you a PM with log download link.

@TMasterson5

I have been two timing on sub parts :) they are both so great. I would like to use the Polaris missile with both, but I cannot get the attachment nodes to work right on the LBP Sub VLS.   Not sure if its the Nodes on the VLS or the Nodes on the Polaris.

It was the nodes, I've just spent  happy  evening rotating all the nodes in all the vls parts and testing with every missile i have, all pews, and bd's  and a few randoms, also created mm patch to add VLS nodes to any missile that didn't have them.  I can say now with some certainty  which missile fits where, the small superstructure vls will take mavericks,  hellfires and a couple of similar sized custom random ones,  the large and sub vls  pretty much take anything you want to put in there

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5 hours ago, Vonnmillard said:

Link to the Nimitz Class Carrier?

I post a new ship of some kind every week or two between the forums and my YouTube videos. Keeping that many crafts up to date started becoming far too cumbersome (this ship uses an older version of LBP for example ) there were also too many people that didn't understand how to operate some of my more complex crafts. And I just don't have the available time to troubleshoot people's games. So I really don't post them for download anymore. Besides only a handful of my builds even work in 1.1.3 currently. But thanks for the interest.

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@SpannerMonkey(smce) Our conversation about resource density gave me an aha! moment.  Not sure what mod installed it, but Community Resource Pack somehow made it into my GameData folder (CKAN Be damned! , even though I do like it)

It had a "water" resource conflicting with your "water" resource, it was set to 

density = 0.0010000000

Thus causing my Sub to float like a dainty butterfly, removed and all is well again.

I know I was the only one reporting this issue, but I would suggest to change the resource to something less common in your pack to not conflict, maybe something like "BallastWater" or "SeaWater"

Thanks for putting up with my bug reporting.

Edited by gomker
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On 4 March 2016 at 6:21 AM, Laythe2 said:

Large Boat Parts Pack

Get it on SpaceDock

Get it on Curse

This mod gives you a vast assortment of pre made parts you can use to build ships.

Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big.

Textures are easy to edit. They are in .png format and they consist of different flat colors. If I add any other texture than a flat one then the texture would look very stretched.

 

 

A lot of parts are provided to make many different ships

If you use BDArmory plus any of its mods then you are in luck. These parts were designed to take a beating.

They wont explode easily.

Feel free to comment what you think. I can do requests also.

Have fun!

Here are some old videos:

Cruiser Vs Jet

Aircraft Carrier

Corvette Vs Spies

 

Question:Is there a way to sink these ships?

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On ‎7‎/‎30‎/‎2016 at 6:20 AM, SpannerMonkey(smce) said:

 Here you go, this is the Airpark standalone repo https://github.com/dunclaw/AirPark  and although he's quiet I'm sure @dunclaw will work, Good that you mentioned this as I noticed some oddness as well, but couldn't be sure it wasn't just me. There is a version of Airpark also rolled into HL airships, I'll have to see if that is affected also.

Oh man! Where has this been all my life! Thank you Spanner!

20 hours ago, Vonnmillard said:

Question:Is there a way to sink these ships?

This is the only way I know of. But it is not currently up to date

 

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On 03/08/2016 at 3:31 AM, gomker said:

@SpannerMonkey(smce)


density = 0.0010000000

Thus causing my Sub to float like a dainty butterfly, removed and all is well again.

Excellent news. that seems a ridiculously low density for water, having messed around in and on water for most of my life I''m more than aware of the weight of water that being as near as damnit 1tonne per cubic meter, which makes the crp density somewhat ridiculous (esp when you consider that most user of crp are more reality orientated) Changing the name is something i have thought of since day 1, as you may know SM Marine uses waterballast to trim the hulls, the real annoyance with changing the name is that it will break any ship already afloat, I'm thinking it may be poss to switch out the water with a MM cfg.

@V8jester another fine looking ship.

 

On 03/08/2016 at 7:56 AM, Vonnmillard said:

Question:Is there a way to sink these ships?

Aside from pretty complete destruction there's no included way of sinking them, there are some steps i could make to make this a thing though, I could make it so that every hull part has an automatic resource gen that fills the hull, and a pump unit to keep it in balance, so destroying the pump would allow the vessel to sink. Not perfect but workable I think.

I have though messaged kimiko author of the sinking plugin with a view to getting permission to update it.

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@V8jester and @SpannerMonkey(smce), I get a feeling you'll like the progress on the Nimitz-alike mod for KSP. Here is some teaser/progress pics. :P Been trying to keep it as low polly as possible as well as have enough to make it fun. I've been working on this model for well over a year and it was originally meant for KerbinSide much like my Kuznetsov-alike ski ramp carrier (also undergoing heavy changes). Both carriers have been very complex models, and it has been a great challenge to create convex collision meshes for them. Without further adieu, some new fresh paint applied to the Nimitz.

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VQmgZTt.png

Edited by Eskandare
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8 minutes ago, Eskandare said:

@V8jester and @SpannerMonkey(smce), I get a feeling you'll like the progress on the Nimitz-alike mod for KSP. Here is some teaser/progress pics. :P Been trying to keep it as low polly as possible as well as have enough to make it fun. I've been working on this model for well over a year and it was originally meant for KerbinSide much like my Kuznetsov-alike ski ramp carrier (also undergoing heavy changes). Both carriers have been very complex models, and it has been a great challenge to create convex collision meshes for them. Without further adieu, some new fresh paint applied to the Nimitz.

 

That there  is looking very smart,(i actually have those from the Oceania? pack) and can well imagine the work that;s been involved to make them functional, there being a massive difference between the requirements of a static and a functional vessel

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2 hours ago, Eskandare said:

@V8jester and @SpannerMonkey(smce), I get a feeling you'll like the progress on the Nimitz-alike mod for KSP. 

....

Breaks finger hitting like button. Continues smashing like button with nose an face. Breaks keyboard and nose. Will call from ER

Dude that's fantastic! Truely awesome work.

Edited by V8jester
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1 hour ago, SpannerMonkey(smce) said:

That there  is looking very smart,(i actually have those from the Oceania? pack) and can well imagine the work that;s been involved to make them functional, there being a massive difference between the requirements of a static and a functional vessel

Also adding VLS to the Kuznetsov-alike has been a challenge. :P

1 minute ago, V8jester said:

Breaks finger hitting like button. Continues smashing like button with nose an face. Breaks keyboard and nose. Will call from ER

Dude that's fantastic! Truely awesome work.

She's not a 100% Nimitz-Class, she's based off the USS Harry S. Truman of the same class, with elements from prototype and class USS Enterprise.

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1 hour ago, SpannerMonkey(smce) said:

Hi all , next update will feature a couple more parts designed to take the Malfunc weaponry MK 41 vls tubes, the sub part pictured below will hold 16 tubes,  including combinations  of long and short launch tubes.

 

Nice! Could we get a short cruiser hull? There are times I'm building a ship and wished I had a spacer between the big parts and the VLS parts.

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