SpannerMonkey(smce) Posted August 5, 2016 Share Posted August 5, 2016 11 hours ago, Eskandare said: 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. Something like this? 16 mounting points fits both sizes of launcher. Link to comment Share on other sites More sharing options...
Eskandare Posted August 5, 2016 Share Posted August 5, 2016 4 hours ago, SpannerMonkey(smce) said: Something like this? 16 mounting points fits both sizes of launcher. I was thinking of a regular hull section. Link to comment Share on other sites More sharing options...
Acea Posted August 5, 2016 Share Posted August 5, 2016 16 hours ago, Eskandare said: 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. A short carrier hull should also be nice since existing carrier parts are way too long Link to comment Share on other sites More sharing options...
InfiniteAtom Posted August 5, 2016 Share Posted August 5, 2016 On 3/3/2016 at 4:21 PM, 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 Can you please give me the craft files? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 5, 2016 Share Posted August 5, 2016 1 minute ago, InfiniteAtom said: Can you please give me the craft files? H sorry no i can't and i doubt if Laythe2 has any after all this time, another thread reader may be able to supply some craft files, the trouble is that although the parts are limited in variety, the list of mods players use to make the ships is pretty much endless. Not to mention the half dozen weapon packs that get used. All that being said, the ships are not difficult to build , if you just use the correct sized parts for each type of ship they come out, less weapons pretty much as you see them in the image. Link to comment Share on other sites More sharing options...
Matuchkin Posted August 6, 2016 Share Posted August 6, 2016 1. Is it possible to add some kind of crane system to this mod? For transporting payloads. 2. How many times can one of the larger ship sets circumnavigate kerbin? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 6, 2016 Share Posted August 6, 2016 (edited) 10 hours ago, Matuchkin said: 1. Is it possible to add some kind of crane system to this mod? For transporting payloads. 2. How many times can one of the larger ship sets circumnavigate kerbin? Hi, yes and no, I have dummy cranes but never saw the point in including them in a mod. You couldn't have a functional animated crane as KSP doesn't work that way. You can make one with custom Infernal robotics parts, and I have those too, (snag is for some reason that i don't fully understand they're all broken and attempts to fix have failed dismally) So yeah a crane is possible, you could have a two part assembly with a KAS winch and there you go insta crane. Spoiler As for how many times a creation from the LBP can circumnavigate Kerbin, with the (ludicrous) amount of fuel they have in the current release using a pair of suitably sized engines, somewhere between 42 and whatever time it takes for you to give up playing KSP. The fuel quantity is just an easy way of adding and adjusting mass, I'm pretty certain that most users of the LBP never use more than a tiny fraction of the available fuel. A heads up for the near future, as these are not spacecraft and don't need rocket motors I will be removing all the oxidizer from the parts, the storage capacity will remain but you have to add the oxidizer yourself if you want to use rocket motors. This is part of the process of removing some of the parts mass and using other available methods to achieve correct(ish) buoyancy and stability Edited August 6, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 6, 2016 Share Posted August 6, 2016 A little preview of some parts that are about to be tested and all being well turn up in the next LBP Update. The Parts Carrier hangar deck section and attachable working elevators, up to six in large and small sizes Carrier short bow section Carrier short stern section Carrier short hull section Cruiser short (5mtr) hull section The two previously advertised VLS tube holding hull sections A couple of Ventilator style Air intakes So it will finally be possible to build a carrier that's not quarter of a mile long Spoiler http://i.imgur.com/qQwRmFd.gifv Link to comment Share on other sites More sharing options...
Wolf123 Posted August 6, 2016 Share Posted August 6, 2016 @SpannerMonkey(smce) Hey! I was wondering how progress was on updating the sinking mod, anyways nice new parts! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 6, 2016 Share Posted August 6, 2016 18 minutes ago, Wolf123 said: @SpannerMonkey(smce) Hey! I was wondering how progress was on updating the sinking mod, anyways nice new parts! Hi not had any response from the Author @kimiko and as it's ARR I'm unable to (for the purposes of you lot) touch it as of yet Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 7, 2016 Share Posted August 7, 2016 20 hours ago, SpannerMonkey(smce) said: Hi not had any response from the Author @kimiko and as it's ARR I'm unable to (for the purposes of you lot) touch it as of yet Nothing stopping me showing you an image or two though The final stages of the first proper sinking, balancing these to not be indestructible and yet not too fragile is a lot harder than i expected Spoiler Link to comment Share on other sites More sharing options...
Wolf123 Posted August 7, 2016 Share Posted August 7, 2016 That looks really cool! What do you mean by its "ARR", will you not be able to publicly update it? @SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 7, 2016 Share Posted August 7, 2016 12 minutes ago, Wolf123 said: That looks really cool! What do you mean by its "ARR", will you not be able to publicly update it? @SpannerMonkey(smce) That's about the size of the problem yes, All Rights Reserved! it's certainly not due to any reluctance on my part, I know enough now to fix a broken plugin, but still not enough to write a complete sinker module from scratch, and this works so well with these parts it's a shame not to be able to use it. The game however must be played within the rules, and I have ARR mods of my own so I fully understand the reason for it. I could go with a simple yes or no answer right now, as i really want these things to sink and by hook or crook they will. If turns out to be a big fat no from kimiko , I'll set up some resource convertors in a balanced flood /pump situation, so that losing a pump due to damage would cause the vessel to take on water and eventually sink. Link to comment Share on other sites More sharing options...
Wolf123 Posted August 8, 2016 Share Posted August 8, 2016 @SpannerMonkey(smce) Thats a shame . Hopefully you can contact him, as I think he's been inactive for some time. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 9, 2016 Share Posted August 9, 2016 Is this a KSP bug? >>> Whenever you spawn a new craft with a boat on water, they go to the bottom of the ocean and break apart? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 9, 2016 Share Posted August 9, 2016 3 minutes ago, Bluejay0013 said: Is this a KSP bug? >>> Whenever you spawn a new craft with a boat on water, they go to the bottom of the ocean and break apart? Hi, well thats novel I've spent the last few days trying to make them do just that thing, and here you are saying it's a stock feature But more seriously I've not heard of these parts sinking spontaneously. TO clarify , which parts are affected?? are you using the latest version of this mod? do you have the community resource pack installed? what other mods do you use? IF needs be can you remove all of the not boat parts parts from the vessel and post a craft file Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 9, 2016 Share Posted August 9, 2016 Hey all, just a few more screenies from the balancing trials (tribulations expected soon) Spoiler Link to comment Share on other sites More sharing options...
Wolf123 Posted August 9, 2016 Share Posted August 9, 2016 @SpannerMonkey(smce) Is that sinking I see !!! Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 9, 2016 Share Posted August 9, 2016 (edited) 10 hours ago, SpannerMonkey(smce) said: Hi, well thats novel I've spent the last few days trying to make them do just that thing, and here you are saying it's a stock feature But more seriously I've not heard of these parts sinking spontaneously. TO clarify , which parts are affected?? are you using the latest version of this mod? do you have the community resource pack installed? what other mods do you use? IF needs be can you remove all of the not boat parts parts from the vessel and post a craft file That's the thing it just happens, yes I am using the latest version, of both KSP and LBB, do I really need CRP? (Legitimate Question), Mod List: Airplane Plus, Aviator Arsenal, Vessel Switcher, BD Armory, L Ship Parts Modern and WW2, NAS, Old School Turrets, and Vessel Mover. I remember this happening before in an older version, even with other boat mods, but I'm not sure if that is supposed to be fixed now or not. Thanks! Edited August 9, 2016 by Bluejay0013 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 9, 2016 Share Posted August 9, 2016 1 hour ago, Bluejay0013 said: That's the thing it just happens, yes I am using the latest version, of both KSP and LBB, do I really need CRP? (Legitimate Question), Mod List: Airplane Plus, Aviator Arsenal, Vessel Switcher, BD Armory, L Ship Parts Modern and WW2, NAS, Old School Turrets, and Vessel Mover. I remember this happening before in an older version, even with other boat mods, but I'm not sure if that is supposed to be fixed now or not. Thanks! Hi still no closer to recreating you troubles this end, as for CRP it has been known for values to be overwritten by that mod, so it's more a case of not needing it. AT the moment LBP has the same resource name as CRP so it has caused an issue or two, but as it's not installed it's not relevant. Can you next time before you restart the game, have a look in your main Kerbal Space program folder and find and delete the Part Database.cfg you find there, and if you use module manager(who doesn't) In your GameData folder find and delete the following ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree This will ensure that all previous values for LBP are purged from your game, and when you restart, the game will rewrite those files with the relevant up to date data. If that doesn't help, I'm going to need to see a log file, initially just the KSP.log from the main KSP folder. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 10, 2016 Share Posted August 10, 2016 21 hours ago, SpannerMonkey(smce) said: Hi still no closer to recreating you troubles this end, as for CRP it has been known for values to be overwritten by that mod, so it's more a case of not needing it. AT the moment LBP has the same resource name as CRP so it has caused an issue or two, but as it's not installed it's not relevant. Can you next time before you restart the game, have a look in your main Kerbal Space program folder and find and delete the Part Database.cfg you find there, and if you use module manager(who doesn't) In your GameData folder find and delete the following ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree This will ensure that all previous values for LBP are purged from your game, and when you restart, the game will rewrite those files with the relevant up to date data. If that doesn't help, I'm going to need to see a log file, initially just the KSP.log from the main KSP folder. OK I will do that, here's hoping we will fix this issue, I just want to build a carrier lol. I will also try to post a video with a link to provide more in depth explanation. Details will follow soon Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 10, 2016 Share Posted August 10, 2016 Here is my Log File for that current area it happened: Spoiler [LOG 10:36:07.269] [UIApp] OnDestroy: ResourceDisplay [LOG 10:36:07.271] ScaleModList: listSize 123 maxListSize 788 [LOG 10:36:07.279] [UIApp] OnDestroy: KSPedia [LOG 10:36:07.281] ScaleModList: listSize 123 maxListSize 788 [LOG 10:36:07.284] KbApp.OnDestroy Unowned Info [LOG 10:36:07.290] [PlanetariumCamera]: Focus: Kerbin [LOG 10:36:07.297] KbApp.OnDestroy Vessel Info [LOG 10:36:07.300] KbApp.OnDestroy Planet Resources [LOG 10:36:07.305] KbApp.OnDestroy NullName [LOG 10:36:07.314] KbApp.OnDestroy Planet Info [LOG 10:36:07.318] KbApp.OnDestroy Vessel Crew [LOG 10:36:07.322] KbApp.OnDestroy Planet Parameters [LOG 10:36:07.610] UIMasterController: HideUI [LOG 10:36:07.633] AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret' [LOG 10:36:07.638] AddonLoader: Instantiating addon 'DepthContorllerApplicationLauncher' from assembly 'ASW' [LOG 10:36:07.640] AddonLoader: Instantiating addon 'ModUIManager' from assembly 'ASW' [LOG 10:36:08.246] == BDArmory : Loading settings.cfg == [LOG 10:36:08.253] start load DepthChargeSettings [WRN 10:36:08.254] File 'GameData/ASWeapon/settings.cfg' does not exist [EXC 10:36:08.256] NullReferenceException: Object reference not set to an instance of an object AntiSubmarineWeapon.DepthChargeSettings.Load () AntiSubmarineWeapon.DepthContorllerApplicationLauncher.Start () [WRN 10:36:09.037] The referenced script on this Behaviour is missing! [WRN 10:36:09.038] The referenced script on this Behaviour is missing! [WRN 10:36:09.039] The referenced script on this Behaviour is missing! [WRN 10:36:09.040] The referenced script on this Behaviour is missing! [WRN 10:36:09.041] The referenced script on this Behaviour is missing! [WRN 10:36:09.042] The referenced script on this Behaviour is missing! [WRN 10:36:09.042] The referenced script on this Behaviour is missing! [WRN 10:36:09.043] The referenced script on this Behaviour is missing! [WRN 10:36:09.044] The referenced script on this Behaviour is missing! [LOG 10:36:09.999] UIMasterController: HideUI [LOG 10:36:16.635] AddonLoader: Instantiating addon 'CustomConfigsManager' from assembly 'ModuleManager' [LOG 10:36:16.638] AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret' [LOG 10:36:16.642] AddonLoader: Instantiating addon 'DepthContorllerApplicationLauncher' from assembly 'ASW' [LOG 10:36:16.645] AddonLoader: Instantiating addon 'ModUIManager' from assembly 'ASW' [LOG 10:36:16.648] [PlanetariumCamera]: Focus: Kerbin [LOG 10:36:16.838] == BDArmory : Loading settings.cfg == [LOG 10:36:16.844] start load DepthChargeSettings [WRN 10:36:16.846] File 'GameData/ASWeapon/settings.cfg' does not exist [EXC 10:36:16.848] NullReferenceException: Object reference not set to an instance of an object AntiSubmarineWeapon.DepthChargeSettings.Load () AntiSubmarineWeapon.DepthContorllerApplicationLauncher.Start () [LOG 10:36:17.793] Loading Depletion Nodes [LOG 10:36:17.795] DepNodeCount: 0 [LOG 10:36:17.797] Loading Biome Nodes [LOG 10:36:17.800] BiomeNodeCount: 0 [LOG 10:36:17.802] Loading Planet Nodes [LOG 10:36:17.810] PlanetNodeCount: 0 [LOG 10:36:17.828] [ScenarioDestructibles]: Loading... 0 objects registered [WRN 10:36:17.834] [UiApp] Awake: KSPedia [LOG 10:36:17.837] [ApplicationLauncher] OnSceneLoadedGUIReady: scene SPACECENTER ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop True [LOG 10:36:17.840] [ApplicationLauncher] SpawnSimpleLayout: HorizontalRightLeft [LOG 10:36:17.852] ScaleModList: listSize 82 maxListSize 1804 [LOG 10:36:17.856] ScaleModList: listSize 41 maxListSize 1795 [LOG 10:36:17.872] [UIApp] OnDestroy: ContractsApp [LOG 10:36:17.910] [MessageSystem] Reposition 0.02 13029 [LOG 10:36:19.759] [UIApp] Adding KSPedia to Application Launcher [LOG 10:36:19.887] UIMasterController: ShowUI [LOG 10:36:24.650] Flight State Captured [LOG 10:36:24.651] Saving Achievements Tree... [LOG 10:36:24.652] Saving Achievements Tree... [LOG 10:36:24.653] [MessageSystem] Save Messages [LOG 10:36:24.686] Game State Saved to saves/default/persistent [LOG 10:36:24.690] UIMasterController: HideUI [WRN 10:36:24.692] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) ===================== [LOG 10:36:25.535] [UIApp] OnDestroy: KSPedia [LOG 10:36:25.739] UIMasterController: HideUI [LOG 10:36:25.754] AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret' [LOG 10:36:25.757] AddonLoader: Instantiating addon 'DepthContorllerApplicationLauncher' from assembly 'ASW' [LOG 10:36:25.758] AddonLoader: Instantiating addon 'ModUIManager' from assembly 'ASW' [LOG 10:36:26.530] == BDArmory : Loading settings.cfg == [LOG 10:36:26.539] start load DepthChargeSettings [WRN 10:36:26.542] File 'GameData/ASWeapon/settings.cfg' does not exist [EXC 10:36:26.545] NullReferenceException: Object reference not set to an instance of an object AntiSubmarineWeapon.DepthChargeSettings.Load () AntiSubmarineWeapon.DepthContorllerApplicationLauncher.Start () [WRN 10:36:27.597] The referenced script on this Behaviour is missing! [WRN 10:36:27.641] The referenced script on this Behaviour is missing! [WRN 10:36:27.649] The referenced script on this Behaviour is missing! [WRN 10:36:27.651] The referenced script on this Behaviour is missing! [LOG 10:36:28.270] UICanvasPrefabSpawner FlightUI spawning Flight [WRN 10:36:28.317] [UiApp] Awake: ResourceDisplay [LOG 10:36:28.569] UIMasterController: HideUI [LOG 10:36:28.585] AddonLoader: Instantiating addon 'AeroGUI' from assembly 'KSP' [LOG 10:36:28.596] AddonLoader: Instantiating addon 'BDArmorySettings' from assembly 'BahaTurret' [LOG 10:36:28.598] AddonLoader: Instantiating addon 'ParticleTurbulence' from assembly 'BahaTurret' [LOG 10:36:28.601] AddonLoader: Instantiating addon 'BDATargetManager' from assembly 'BahaTurret' [LOG 10:36:28.605] AddonLoader: Instantiating addon 'BDACompetitionMode' from assembly 'BahaTurret' [LOG 10:36:28.607] AddonLoader: Instantiating addon 'LoadedVesselSwitcher' from assembly 'BDALoadedVesselSwitcher' [LOG 10:36:28.610] AddonLoader: Instantiating addon 'CamTools' from assembly 'CameraTools' [LOG 10:36:28.615] attempting to parse vector: --13.40305,-16.60615,-4.274539-- [LOG 10:36:28.617] attempting to parse vector: --14.48815,-13.88801,-4.26651-- [LOG 10:36:28.619] attempting to parse vector: --14.48839,-13.88819,-4.267331-- [LOG 10:36:28.621] attempting to parse vector: --15.52922,-14.25925,-4.280066-- [LOG 10:36:28.623] AddonLoader: Instantiating addon 'FlamingJoints' from assembly 'DestructionEffects' [LOG 10:36:28.627] AddonLoader: Instantiating addon 'DepthContorllerApplicationLauncher' from assembly 'ASW' [LOG 10:36:28.629] AddonLoader: Instantiating addon 'ModUIManager' from assembly 'ASW' [LOG 10:36:28.632] AddonLoader: Instantiating addon 'VesselMove' from assembly 'VesselMover' [LOG 10:36:28.635] AddonLoader: Instantiating addon 'VesselSpawn' from assembly 'VesselMover' [LOG 10:36:28.638] AddonLoader: Instantiating addon 'VesselMoverToolbar' from assembly 'VesselMover' [LOG 10:36:28.642] [PlanetariumCamera]: Focus: Kerbin [LOG 10:36:28.728] ------------------- initializing flight mode... ------------------ [LOG 10:36:28.846] Target vessel index: 6 vessel count: 9 [LOG 10:36:28.853] [FLIGHT GLOBALS]: Switching To Vessel Experiment 9K ---------------------- [LOG 10:36:28.856] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 10:36:28.860] Reference Frame: Rotating [WRN 10:36:28.924] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'. [WRN 10:36:28.966] [Part]: PartModule TransferDialogSpawner at Mark2Cockpit, index 7: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 10:36:28.969] ...no TransferDialogSpawner module found on part definition. Skipping... [WRN 10:36:28.971] PartModule is null. [LOG 10:36:29.938] Parsing ripple options [LOG 10:36:29.939] Ripple data is empty. [LOG 10:36:30.038] [Experiment 9K]: landed - waiting for ground contact to resume physics... [LOG 10:36:30.044] Camera Mode: AUTO [LOG 10:36:37.060] all systems started [LOG 10:36:37.067] == BDArmory : Loading settings.cfg == [LOG 10:36:37.074] start load DepthChargeSettings [WRN 10:36:37.076] File 'GameData/ASWeapon/settings.cfg' does not exist [EXC 10:36:37.078] NullReferenceException: Object reference not set to an instance of an object AntiSubmarineWeapon.DepthChargeSettings.Load () AntiSubmarineWeapon.DepthContorllerApplicationLauncher.Start () [LOG 10:36:37.144] StartupRoutine: AN/APG-63 Radome enabled: False [LOG 10:36:37.148] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part Mark2Cockpit (Experiment 9K) on vessel Experiment 9K [WRN 10:36:37.288] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'. [WRN 10:36:37.396] [Part]: PartModule TransferDialogSpawner at LBPsmBridge2, index 7: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 10:36:37.399] ...no TransferDialogSpawner module found on part definition. Skipping... [WRN 10:36:37.401] PartModule is null. [WRN 10:36:37.436] [Part]: PartModule TransferDialogSpawner at LBPsmBridge3, index 7: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 10:36:37.439] ...no TransferDialogSpawner module found on part definition. Skipping... [WRN 10:36:37.441] PartModule is null. [LOG 10:36:37.497] Parsing ripple options [LOG 10:36:37.498] Ripple data is empty. [WRN 10:36:37.789] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'. [LOG 10:36:37.821] [Carrier Debris]: landed - waiting for ground contact to resume physics... [LOG 10:36:38.028] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part carriermbow (Carrier) on vessel Carrier [LOG 10:36:38.031] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part structuralIBeam2 (Carrier Debris) on vessel Carrier Debris [LOG 10:36:38.697] Loading Depletion Nodes [LOG 10:36:38.698] DepNodeCount: 0 [LOG 10:36:38.699] Loading Biome Nodes [LOG 10:36:38.701] BiomeNodeCount: 0 [LOG 10:36:38.702] Loading Planet Nodes [LOG 10:36:38.704] PlanetNodeCount: 0 [LOG 10:36:38.711] [ScenarioDestructibles]: Loading... 0 objects registered [WRN 10:36:38.715] [UiApp] Awake: CurrencyWidgetsApp [WRN 10:36:38.716] [UiApp] Awake: ResourceDisplay [WRN 10:36:38.718] [UiApp] Awake: KSPedia [LOG 10:36:38.719] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False [LOG 10:36:38.722] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [LOG 10:36:38.728] ScaleModList: listSize 41 maxListSize 879 [LOG 10:36:38.730] ScaleModList: listSize 82 maxListSize 870 [LOG 10:36:38.733] ScaleModList: listSize 123 maxListSize 870 [LOG 10:36:38.734] ScaleModList: listSize 123 maxListSize 870 [WRN 10:36:38.736] [KnowledgeBase] OnAppLauncherReady 13464 [LOG 10:36:38.831] [UIApp] OnDestroy: ContractsApp [LOG 10:36:38.849] [FlightIntegrator]: Vessel Experiment 9K has been unloaded 5.21999999999503, applying analytic temperature 313.086982417519 [LOG 10:36:38.855] [FlightIntegrator]: Vessel Carrier has been unloaded 5.21999999999503, applying analytic temperature 313.797723387426 [LOG 10:36:38.858] [FlightIntegrator]: Vessel Carrier Debris has been unloaded 5.21999999999503, applying analytic temperature 311.513752313998 [LOG 10:36:38.910] [MessageSystem] Reposition 0.02 13465 [LOG 10:36:39.119] [PlanetariumCamera]: Focus: Experiment 9K [LOG 10:36:39.201] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 10:36:39.206] ScaleModList: listSize 123 maxListSize 829 [LOG 10:36:39.209] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 10:36:39.214] ScaleModList: listSize 123 maxListSize 788 [WRN 10:36:39.252] [ResourceDisplay] OnAppStarted(): id: -465990 [LOG 10:36:39.257] [GenericAppFrame] Reposition 0.18 13469 [WRN 10:36:39.260] [ResourceDisplay] OnAppStarted(): id: 142464 [LOG 10:36:39.262] ResourceDisplay already exist, destroying this instance [LOG 10:36:39.264] [UIApp] OnDestroy: ResourceDisplay [LOG 10:36:39.268] ScaleModList: listSize 123 maxListSize 788 [LOG 10:36:39.585] CURRENCY WIDGET False False False [LOG 10:36:39.595] [UIApp] OnDestroy: CurrencyWidgetsApp [LOG 10:36:39.623] [UIApp] Adding KSPedia to Application Launcher [LOG 10:36:39.628] ScaleModList: listSize 123 maxListSize 788 [LOG 10:36:39.830] UIMasterController: ShowUI [LOG 10:36:39.845] Saved ripple data: [LOG 10:36:39.851] Saved ripple data: [LOG 10:36:39.857] Flight State Captured [LOG 10:36:39.859] Saving Achievements Tree... [LOG 10:36:39.860] Saving Achievements Tree... [LOG 10:36:39.863] Save title: default (SANDBOX) [LOG 10:36:39.866] [MessageSystem] Save Messages [LOG 10:36:39.940] Game State Saved as persistent [LOG 10:36:40.254] Unpacking Carrier [LOG 10:36:40.329] Saved ripple data: [LOG 10:36:40.346] Part Part's explosionPotential: 0.5 [LOG 10:36:40.348] Part Part's explosionPotential: 0.5 [LOG 10:36:40.351] == Flame combined == [LOG 10:36:40.352] == Flame combined == [LOG 10:36:40.354] == Flame combined == [LOG 10:36:40.360] == Flame combined == [LOG 10:36:40.361] == Flame combined == [LOG 10:36:40.363] Part Part's explosionPotential: 0.5 [LOG 10:36:40.365] Part Part's explosionPotential: 0.5 [LOG 10:36:40.366] == Flame combined == [LOG 10:36:40.368] == Flame combined == [LOG 10:36:40.369] == Flame combined == [LOG 10:36:41.868] [Experiment 9K]: ground contact! - error: 0.006m [LOG 10:36:41.872] Unpacking Experiment 9K [LOG 10:36:41.882] Unpacking Carrier Debris [LOG 10:36:56.573] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:56.690] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:56.810] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:56.929] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.052] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.168] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.284] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.401] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.517] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.633] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.749] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.864] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:57.979] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.098] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.213] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.328] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.450] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.565] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.679] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.796] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:58.910] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.033] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.156] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.282] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.402] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.517] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.632] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:36:59.748] Skipped frame because GfxDevice is in invalid state (device lost) [LOG 10:37:17.480] UIMasterController: ShowUI [LOG 10:37:17.482] Game Paused! [LOG 10:37:18.744] UIMasterController: ShowUI [LOG 10:37:18.746] Game Paused! [LOG 10:37:18.749] UIMasterController: ShowUI [LOG 10:37:18.751] Game Unpaused! [WRN 10:37:18.753] Can not play a disabled audio source [LOG 10:37:26.446] Launcher here(in write): False [LOG 10:37:32.809] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 10:38:07.705] [PlanetariumCamera]: Focus: Kerbin [LOG 10:38:07.826] KbApp.OnDestroy Unowned Info [LOG 10:38:07.845] [UIApp] OnDestroy: ResourceDisplay [EXC 10:38:07.876] NullReferenceException PQSCity.OnSphereReset () PQS.Mod_OnSphereReset () PQS.ResetSphere () PQS.OnDestroy () [LOG 10:38:07.923] KbApp.OnDestroy Planet Parameters And Here is the link to the video of it happening, but that time it didn't happen as bad as it usually does: I recommend turning down your audio before hand though, I'm not that good with video editing. Link to comment Share on other sites More sharing options...
gomker Posted August 10, 2016 Share Posted August 10, 2016 (edited) @Bluejay0013 What you are seeing is due to known issues in the way KSP works. It's been discussed a few times, here is the most relevant part of the discussion so far : On 7/21/2016 at 9:40 AM, SpannerMonkey(smce) said: As to the issues with ships being launched into the air, I've addressed this elsewhere in this thread and if the set up used by Themorris does not work for you then the only solution is to build smaller lighter ships. The smaller hulls and parts in the SM Marine mod very rarely suffer from physics issues. Another solution is to use Airpark (Dunclaws fork is very stable and available) To use in multiple ship situations, in SPH select the Anchor part from the utility section and fit it to your vessel, the anchor carries the part module to activate the plugin, the anchor will also work as an anchor when used with a KAS winch. Launch your ship and once in position select the anchor option from the gui, right click the anchor to display the gui as usual. Once you select anchor the ship will effectively become landed, this means that the ship is frozen in place. This also means that Kerbals can now walk around on the ship. Switch back to sph and repeat the same process. With care and a little bit of planning you can easily have two or more ships afloat in close proximity and switch between them as needed. But once again the heavier your vessel is the more likely you are to run into problems. With lighter vessels and Airpark I've had 10 ships afloat in the same scene and staged 6 ship battles. BDA will still work in a lot of cases you'll have to try it and see I use Airpark myself on my carriers and it works OK so far. Also be aware VesselMover will do some interesting clipping as well if you try and put a plane on the deck - I opened an issue for that in Git as well here Edited August 10, 2016 by gomker format Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 10, 2016 Share Posted August 10, 2016 1 hour ago, gomker said: @Bluejay0013 What you are seeing is due to known issues in the way KSP works. It's been discussed a few times, here is the most relevant part of the discussion so far : I use Airpark myself on my carriers and it works OK so far. Also be aware VesselMover will do some interesting clipping as well if you try and put a plane on the deck - I opened an issue for that in Git as well here THANK YOU SO MUCH, I can finally use boats for their actual purpose Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 11, 2016 Share Posted August 11, 2016 17 hours ago, Bluejay0013 said: THANK YOU SO MUCH, I can finally use boats for their actual purpose I watched your video and thought hang on, that's the boat kraken, not LBP, then read down. SO glad you've sorted it by adopting Airpark There are some other things i've discovered related to this, I'm just trying to pin down how I've got to this point and more importantly which of my many re-compiles is having the effect of removing aforementioned kraken Link to comment Share on other sites More sharing options...
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