V8jester Posted August 11, 2016 Share Posted August 11, 2016 Hey @SpannerMonkey(smce) I have noticed some oddities with the Medium hull parts (the ones in my latest video) the boat I built didn't have engines because with the water jet engines installed the boat would either sit in the water properly, and then after about a minute the well deck would seperate from the rest of the boat. Or with my hover craft inside using KF repulsers. The water jets would not go into the water. Leaving the tail up in the air. (This is all using Vessel Mover btw) The other thing I noticed is air park has no positive affect on the medium parts. Ship will belly flop on either loading a parked ship. Or air park, fly away then back. I'm not sure where to attack this one to help you out.... I'm honestly a little confused on this one. I'm not sure if it's a cfg balancing issue or not. Link to comment Share on other sites More sharing options...
Eskandare Posted August 11, 2016 Share Posted August 11, 2016 Some times, when you are building ships, you tend to get screwed (bad pun I know). This screw is a part of my soon to be completed E.H.I. Carrier mod. Maybe I should finish building Kerman Port News for launching ships via KerbinSide. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 11, 2016 Share Posted August 11, 2016 @V8jester Oddly or serendipitously the water jet issue has just come up with @gomker who's playing the role of super tester at present, the trouble is the the parts are buoyant in the current version, don't know why i hadn't spotted it before, a quick fix is to add buoyancy = 0 to the cfg, and that should fix that, you can probably get away with it when they are stock size as they are fairly heavy, but once scaled up the natural buoyancy wins out. A revisions due very soon anyway that should address a lot of small issues. I really don't know whats' going on with airpark, i can't say for sure that the current edition will be happy in 1.05 but I'd guess not, (spotted another airpark oddity today but the dev game is a glitchy as hell after running for over 100 days so that may be my issue) Will check the medium parts and see what could be occurring.. @Eskandare nice looking prop and shaft, but i think you have way too much shaft sticking out of the aft bearing A bracket, usually there's just enough room to allow running clearance when full ahead is engaged, and or a ropecutter if required. Link to comment Share on other sites More sharing options...
V8jester Posted August 11, 2016 Share Posted August 11, 2016 31 minutes ago, SpannerMonkey(smce) said: @V8jester Oddly or serendipitously the water jet issue has just come up with @gomker who's playing the role of super tester at present, the trouble is the the parts are buoyant in the current version, don't know why i hadn't spotted it before, a quick fix is to add buoyancy = 0 to the cfg, and that should fix that, you can probably get away with it when they are stock size as they are fairly heavy, but once scaled up the natural buoyancy wins out. A revisions due very soon anyway that should address a lot of small issues. I really don't know whats' going on with airpark, i can't say for sure that the current edition will be happy in 1.05 but I'd guess not, (spotted another airpark oddity today but the dev game is a glitchy as hell after running for over 100 days so that may be my issue) Will check the medium parts and see what could be occurring.. @Eskandare nice looking prop and shaft, but i think you have way too much shaft sticking out of the aft bearing A bracket, usually there's just enough room to allow running clearance when full ahead is engaged, and or a ropecutter if required. Ah! That makes sense on the buoyancy. And as far as airpark. You can yet again chuck that up to me moving too fast. In 1.1.3 you can park go to the hanger and return with no ill effects..... But on the older version for 1.0.5 you cannot. I've been bouncing between them a lot the last few days so ignore that one. Sorry Link to comment Share on other sites More sharing options...
Eskandare Posted August 11, 2016 Share Posted August 11, 2016 42 minutes ago, SpannerMonkey(smce) said: @Eskandare nice looking prop and shaft, but i think you have way too much shaft sticking out of the aft bearing A bracket, usually there's just enough room to allow running clearance when full ahead is engaged, and or a ropecutter if required. Good point, I'll adjust the mesh. For fun, bubble emission. Link to comment Share on other sites More sharing options...
Bluejay0013 Posted August 12, 2016 Share Posted August 12, 2016 14 hours ago, SpannerMonkey(smce) said: 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 Well, yeah I tried using Airpark, but I kinda need a tutorial on how to use because I put one on it and still breaks apart. Link to comment Share on other sites More sharing options...
gomker Posted August 12, 2016 Share Posted August 12, 2016 9 hours ago, Bluejay0013 said: Well, yeah I tried using Airpark, but I kinda need a tutorial on how to use because I put one on it and still breaks apart. What has been working for me is the following VAB - attach KAS winch and the Airpark Anchor I launch vessel - move with VesselMover Right click Airpark Anchor Auto-Park - On Air-Park - On From things I've read on forums the if Autopark is on and the vessel gets loaded it will stay parked. I have seen issues when using VesselMover in Ludicrous mode , already landed vessels load too quickly, they don't dolphin flip, but are all disjointed. Suggest moving slowly into any already landed vessels at 5KM and be patient. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 16, 2016 Share Posted August 16, 2016 (edited) On 12/08/2016 at 2:07 PM, gomker said: VAB - attach KAS winch and the Airpark Anchor AH no , you don't have to do that, (I should really have said something sooner) the anchor, all the anchors, are surface attach and the anchor top node can be plugged into any other node that will connect and it will function purely as an AIrpark anchor, no need for winches, unless of course you really want to try and stop a ship with the measly 50mtrs of default cable on a KAS winch (tested cfg edits for cables of 500mtrs, only issue is it takes a while to wind back in) The KAS part of the cfg was intended more like icing on the cake (and those (anchor) parts have been around since KAS was a baby) Dev News It's been busy behind the scenes, the small group of testers ( a great bunch of creatively destructive kerbonauts they are too) and I are part way through the part balancing act, trying to find the middle ground between indestructible and eggshells (as well as a bit of work tying the parts all in to the NANA sinking plugin, in the hope that one day the author will return) All this and new parts too, recently I've become rather enamored with the LCS (Freedom) class ships so apart from the dozens of small tweaks there are a few new parts to bring the modern parts into the 21st century So have a look at a couple of piccies and lets play "whats that part" (apologies to mobile users for the image fest, imgur albums are still chopping a third of the image ) (The first image, dedicated to all those with sea time, is entitled " a crappy night to be on watch") If you've stayed with me until this point, we get to the bad news or the inevitable broken eggs. With this coming update i strongly suggest that you recall any vessels currently on patrol and store safely in the facility of your choice, with all the recent work on the carrier and medium modern hull parts a lot of models have been rotated so that they face the correct way in the SPH so not upside down or back to front. The aim is to ultimately make the mod easier to use and assemble decent ships without spending hours rotating parts etc . The downside is that any ships that have these rotated (fixed) models may load with parts inverted. This i know is a pain ( i have a dozen broken, well, deranged ships) but if it doesn't discourage you, I'm sure you'll agree that it makes sense to at least have models appearing as they should, and while they are never going to be stock-alike it is my intention to make this pack at least as easy as vanilla parts to use. Cheers all. Spoiler http://i.imgur.com/eBrmkbL.gifv Edited August 18, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
CaptainOvbious Posted August 19, 2016 Share Posted August 19, 2016 I honestly adore this mod, but id love to see more done in terms of Aircraft carriers and military transport ships, especially the introduction of a hangar inside of the carrier with lifts to take the aircraft to the flight deck, it would really help me complete my fleet and allow for air defenses of my battle group. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 20, 2016 Share Posted August 20, 2016 13 hours ago, CaptainOvbious said: I honestly adore this mod, but id love to see more done in terms of Aircraft carriers and military transport ships, especially the introduction of a hangar inside of the carrier with lifts to take the aircraft to the flight deck, it would really help me complete my fleet and allow for air defenses of my battle group. On 06/08/2016 at 8:36 PM, SpannerMonkey(smce) said: 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 The Carrier parts mentioned above and all the LCS parts are currently being tested, this is taking a lot longer than I'd have hoped as finding reliable testers who can give accurate and sensible reports is not that easy, the couple of guys who help out are doing sterling work, but my output exceeds what any normal person can deal with. They do the testing currently for LBP, SM Marine, Boomsticks, BD FPS, PEW, OST, NED, and just added to the list is the recent Stryker Aerospace and Armory acquisition. Just testing that lot is pretty much a full time job, sadly people have real world lives to deal with first. I'm not expecting it to be much longer, but I'm sure you rather have a decent update than a halfassed one I would post a gif of the carrier lifts doing there thing, but with imgur embedding begin U/s and the forum doesn't like gifs in posts so it'll be still Link to comment Share on other sites More sharing options...
Eskandare Posted August 21, 2016 Share Posted August 21, 2016 Last one of my new Carrier models for KSP, the Landing Helicopter Dock, LHD Link to comment Share on other sites More sharing options...
Mordecai_Ender Posted August 21, 2016 Share Posted August 21, 2016 I had a problem with my boat I think it wants to go in space when i load a plane to land on my carrier it decided to jump very high Link to comment Share on other sites More sharing options...
Combatsmithen Posted August 21, 2016 Share Posted August 21, 2016 Yeah its a common problem, for me they are unusable. I load one, vessel move it into the water right at the shoreline, then go to space center and spawn a chopper. when the chopper loads in my boat is either flying, or explodes at the bottom of the ocean Link to comment Share on other sites More sharing options...
Mordecai_Ender Posted August 21, 2016 Share Posted August 21, 2016 6 minutes ago, Combatsmithen said: Yeah its a common problem, for me they are unusable. I load one, vessel move it into the water right at the shoreline, then go to space center and spawn a chopper. when the chopper loads in my boat is either flying, or explodes at the bottom of the ocean so i can't fix it .-. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 21, 2016 Share Posted August 21, 2016 1 hour ago, Mordecai_Ender said: I had a problem with my boat I think it wants to go in space when i load a plane to land on my carrier it decided to jump very high Hi you are no alone, there are many reasons why this is happening, but please read below, I have made other comments regarding this throughout the thread since i took over, there are steps you can take to make it much more bearable. I seem to having anomalously good luck, been quite a while since I've had an airborne ship, and i build a lot. I will say this though, that any others errors you may have in your game due to mod problems will, it seems make things so much worse. so check out your log, check and rectify if poss any errors and try the things outlined below. On 21/07/2016 at 3:40 PM, 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 Link to comment Share on other sites More sharing options...
Combatsmithen Posted August 21, 2016 Share Posted August 21, 2016 1 hour ago, SpannerMonkey(smce) said: Hi you are no alone, there are many reasons why this is happening, but please read below, I have made other comments regarding this throughout the thread since i took over, there are steps you can take to make it much more bearable. I seem to having anomalously good luck, been quite a while since I've had an airborne ship, and i build a lot. I will say this though, that any others errors you may have in your game due to mod problems will, it seems make things so much worse. so check out your log, check and rectify if poss any errors and try the things outlined below. Regardless of my vessel size I still have problems Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 21, 2016 Share Posted August 21, 2016 9 minutes ago, Combatsmithen said: Regardless of my vessel size I still have problems In that case your problem is quite unusual, as most users find that smaller vessels are not so much of a problem, and the Airpark method has proven quite reliable even under extreme abuse. I would definitely be checking logs for NRE (null reference exceptions) and anything that could possibly be a contributory factor. If you'd like to make available a copy of your logs for me to download I'll gladly take a look and see if anything leaps out. Link to comment Share on other sites More sharing options...
Eskandare Posted August 22, 2016 Share Posted August 22, 2016 I get the same problem. I have had decent sucess with air park, but sometimea get rapid unpland disassembly while approaching the ship. A lot of the time I turn off collision damage to prevent unnecessary destruction of the vessel. I'm still working out what is broken to prevent it from happening. Link to comment Share on other sites More sharing options...
gomker Posted August 23, 2016 Share Posted August 23, 2016 @Eskandare Are you making sure to set Airpark "true" and Autopark "true" before going back to SpaceCenter? Also have you adjusted the Physics load distance with BDArmory from the default? These ships are all loaded one by one and moved into place with Vessel Mover Link to comment Share on other sites More sharing options...
gomker Posted August 23, 2016 Share Posted August 23, 2016 @Eskandare One thing I did notice just now is that when I switch vessels it seems to set Airparked to "false" even though I have Autopark set to "true" make sure before you leave the area / ship you set it to true. This does seem to be a bug. Hopefully @dunclaw is around - the issues section on his github fork is not open at the moment. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2016 Share Posted August 23, 2016 (edited) 5 minutes ago, gomker said: @Eskandare One thing I did notice just now is that when I switch vessels it seems to set Airparked to "false" even though I have Autopark set to "true" make sure before you leave the area / ship you set it to true. This does seem to be a bug. Hopefully @dunclaw is around - the issues section on his github fork is not open at the moment. @gomker When you set Autotpark to true the vessel will come off rails when you switch to it or come withing physics range and in doing this Airparked becomes false. To set a vessel so that it remains parked when you switch to it, only set Airparked true, not Autopark, I never use the autopark feature btw Ps nice pics gomker, thanks Edited August 23, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
gomker Posted August 23, 2016 Share Posted August 23, 2016 Got it, I had just assumed Autopark meant keeping it parked. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2016 Share Posted August 23, 2016 I know, slightly confusing, it had me guessing at first too. Link to comment Share on other sites More sharing options...
Eskandare Posted August 23, 2016 Share Posted August 23, 2016 5 minutes ago, SpannerMonkey(smce) said: @gomker When you set Autotpark to true the vessel will come off rails when you switch to it or come withing physics range and in doing this Airparked becomes false. To set a vessel so that it remains parked when you switch to it, only set Airparked true, not Autopark, I never use the autopark feature btw Ps nice pics gomker, thanks That is what I do, but for some reason after the vessel is parked it disassembles itself on load. With my carrier mod I'm making the vessel mass 1/6 of real world mass to see if this helps with the bouncy, space born vessel issue. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2016 Share Posted August 23, 2016 6 minutes ago, Eskandare said: That is what I do, but for some reason after the vessel is parked it disassembles itself on load. With my carrier mod I'm making the vessel mass 1/6 of real world mass to see if this helps with the bouncy, space born vessel issue. I had a touch of this today, while switching between vessels, most of the parts were disjointed, as if the nodes had been turned to an elastic connection. No clue whats going on, never had it happen before, I'll have speaks with dunc and see if he's got any ideas. And this Testing the new elevator and side access hull section for the Large Boat parts mod, this is one of several new parts that will be introduced very soon. The little animation glitch on the ramp deploy is due to the animations getting confused, the ramp has two positions and, as then, sometimes it hooks up between them, ending up at a point somewhere in between. That aside it's all good, a very lightweight craft was used to speed test the elevator, as it's very easy to have it too fast and leave the craft being moved hanging in the air, and light craft show the tendency to hover more than heavier ones. The lift has no weight limit, so if it will fit through the hole it can be lifted and stored. Link to comment Share on other sites More sharing options...
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