somerandompotato Posted August 23, 2016 Share Posted August 23, 2016 Aircraft carrier just blows up as soon as it loads in. Vessel mover doesn't work for me at all for some reason, so I can't do that. Help please Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2016 Share Posted August 23, 2016 2 hours ago, somerandompotato said: Aircraft carrier just blows up as soon as it loads in. Vessel mover doesn't work for me at all for some reason, so I can't do that. Help please Hi, well there is no way you can launch an aircraft carrier to the runway without several dozen launch clamps, it's way too heavy for the runway and will cause the runway to explode and destroy your ship. Vessel mover should work if it's installed correctly, as part of the maintenance team for that mod I know that on the whole it's pretty much trouble free as long as it is installed correctly. Please provide a log from your game in downloadable form. and verify that your installation is correct the file path below is the only correct way for it to be installed "YourDrive:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\VesselMover" OR not using steam "YourDrive:\YourGames\Kerbal Space Program\GameData\VesselMover" You can also use Kerbal Konstructs to launch directly to the water with a suitable spawn point Link to comment Share on other sites More sharing options...
Eskandare Posted August 23, 2016 Share Posted August 23, 2016 For some better immersion, I am building a functional dry dock for use with Kerbal Konstructs. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 23, 2016 Share Posted August 23, 2016 3 minutes ago, Eskandare said: For some better immersion, I am building a functional dry dock for use with Kerbal Konstructs. Thats very smart, does the internal part lift clear of the water? or am i missing something /you not revealing everything? Big fan of KK, must pull out and send you those parts Link to comment Share on other sites More sharing options...
Eskandare Posted August 23, 2016 Share Posted August 23, 2016 19 minutes ago, SpannerMonkey(smce) said: Thats very smart, does the internal part lift clear of the water? or am i missing something /you not revealing everything? Big fan of KK, must pull out and send you those parts The internal part slowly lowers the vessel and the doors open, much simmilar to The Block in Top Secret! I just built the gantry crane, I'm inspired by the Newport News Shipyard. Link to comment Share on other sites More sharing options...
Eskandare Posted August 23, 2016 Share Posted August 23, 2016 Here is the my size test with an early version of the Kuznetsov. Link to comment Share on other sites More sharing options...
somerandompotato Posted August 24, 2016 Share Posted August 24, 2016 (edited) 18 hours ago, SpannerMonkey(smce) said: Hi, well there is no way you can launch an aircraft carrier to the runway without several dozen launch clamps, it's way too heavy for the runway and will cause the runway to explode and destroy your ship. Vessel mover should work if it's installed correctly, as part of the maintenance team for that mod I know that on the whole it's pretty much trouble free as long as it is installed correctly. Please provide a log from your game in downloadable form. and verify that your installation is correct the file path below is the only correct way for it to be installed "YourDrive:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\VesselMover" OR not using steam "YourDrive:\YourGames\Kerbal Space Program\GameData\VesselMover" You can also use Kerbal Konstructs to launch directly to the water with a suitable spawn point Here's the log: http://www.filedropper.com/outputlog_6 As you can see it says MissingMethodException: Method not found: 'Vessel.Translate'. I triple checked that my installation was correct, re-downloaded the mod, still does not work and says the same thing in the alt+f12 menu and the output log. Also I'm too dumb to figure out KerbalKonstructs on my own and a tutorial would be way too long, but is there a water spawn point in Kerbin Side? I could only find "multi-launch centers", which spawns me on a ramp to the water and the ship explodes anyway. btw sorry for the bad english in the previous post, I hadn't slept for like 18 hours when writing that and couldn't be bothered to English properly Edit: just to clarify I'm not sure if that's the correct log haha, it was in Kerbal Space Program>KSP_x64_Data, is that the right one? I'm a bit of a noob at this as you can see Edited August 24, 2016 by somerandompotato Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 24, 2016 Share Posted August 24, 2016 6 hours ago, somerandompotato said: Here's the log: http://www.filedropper.com/outputlog_6 As you can see it says MissingMethodException: Method not found: 'Vessel.Translate'. I triple checked that my installation was correct, re-downloaded the mod, still does not work and says the same thing in the alt+f12 menu and the output log. Also I'm too dumb to figure out KerbalKonstructs on my own and a tutorial would be way too long, but is there a water spawn point in Kerbin Side? I could only find "multi-launch centers", which spawns me on a ramp to the water and the ship explodes anyway. btw sorry for the bad english in the previous post, I hadn't slept for like 18 hours when writing that and couldn't be bothered to English properly Edit: just to clarify I'm not sure if that's the correct log haha, it was in Kerbal Space Program>KSP_x64_Data, is that the right one? I'm a bit of a noob at this as you can see Hi taken a look through the log and i see that before you try to launch, the game is already in trouble, could you remove the KspChromaControl mod and retest, that mod appears to be breaking the plugin loading sequence. It looks like i have very little choice other than to make my personal water spawn points available for download. Although they wont get a thread of their own, they'll be available through this mod thread and the SM Marine thread More new parts Link to comment Share on other sites More sharing options...
somerandompotato Posted August 24, 2016 Share Posted August 24, 2016 (edited) 46 minutes ago, SpannerMonkey(smce) said: Hi taken a look through the log and i see that before you try to launch, the game is already in trouble, could you remove the KspChromaControl mod and retest, that mod appears to be breaking the plugin loading sequence. It looks like i have very little choice other than to make my personal water spawn points available for download. Although they wont get a thread of their own, they'll be available through this mod thread and the SM Marine thread More new parts Thanks, will try that now. by the way, could the reason that the ship explodes be that it has too much stress at the joints? I put quite a bit of armament on it, judging by the relative size it's not too heavy compared to the carrier itself, but could it be that? Edit: Nope, did not help. As soon as I either release the launch clamps or they're automatically released by vesselmover, the ship breaks at the "seams" between the middle hull and bow/stern. By the way, I couldn't get it to attach by the, er, what do you call them, those green things for "stacking" attaching and not surface attach so I just attached it to the front of the hull and moved it to the proper position, ensuring no clipping and no spaces. Vesselmover still doesn't work. Edit 2: alright, I'll download that now and reply. Edited August 24, 2016 by somerandompotato Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 24, 2016 Share Posted August 24, 2016 3 minutes ago, somerandompotato said: Thanks, will try that now. by the way, could the reason that the ship explodes be that it has too much stress at the joints? I put quite a bit of armament on it, judging by the relative size it's not too heavy compared to the carrier itself, but could it be that? Are you using KJR Kerbal joint reinforcement? i didn't note it when looking through your log, so I'm guessing not. I strongly suggest that any user of the LBP uses KJR , vessels are known to fail more often if it's not used. I wouldn't even consider using this mod without it, even though this mod uses probably the largest strongest nodes in KSP Link to comment Share on other sites More sharing options...
somerandompotato Posted August 24, 2016 Share Posted August 24, 2016 Alright, so using KJR the ship doesn't break anymore, but with VesselMover still not working it'd be impossible for someone like me get a carrier to the water.I checked the debug menu and there's still the missing Vessel.Translate. Could it be that my download is corrupted? I've redownloaded several times and it's still the same program. By the way, I'd just like to thank you for doing this Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 24, 2016 Share Posted August 24, 2016 2 minutes ago, somerandompotato said: Alright, so using KJR the ship doesn't break anymore, but with VesselMover still not working it'd be impossible for someone like me get a carrier to the water.I checked the debug menu and there's still the missing Vessel.Translate. Could it be that my download is corrupted? I've redownloaded several times and it's still the same program. By the way, I'd just like to thank you for doing this Thats very odd , you do have the latest download of vessel mover from here https://github.com/PapaJoesSoup/VesselMover/releases. No problems as I'm sort of involved with VM's development I'm a little beholden to help out with issues arising. That aside my whole reason for doing this is so players can have fun, and errors aren't fun for anyone Link to comment Share on other sites More sharing options...
somerandompotato Posted August 24, 2016 Share Posted August 24, 2016 2 minutes ago, SpannerMonkey(smce) said: Thats very odd , you do have the latest download of vessel mover from here https://github.com/PapaJoesSoup/VesselMover/releases. No problems as I'm sort of involved with VM's development I'm a little beholden to help out with issues arising. That aside my whole reason for doing this is so players can have fun, and errors aren't fun for anyone Yeah that's the one I had, oddly redownloading it for the 4th time fixed the issue haha. Thanks Link to comment Share on other sites More sharing options...
cavilier210 Posted August 25, 2016 Share Posted August 25, 2016 I had a few questions. Is there a good way to guess how many engines would be needed for a given size of vessel? Does tweakscale still cause the hull parts to act strange? Also, a request! Could we get rounded sterns that are similar to the way the Iowa Class BB's stern curved? Originally the mod had something like that, but the original author removed and replaced those. I tried using the method of installing FAR to fix the ships flying into the stratosphere upon loading, but that caused the ships to get stuck in place upon placement with vesselmover. If the ship does move, it then goes wildly out of control, and then leads to a lot of smashy smashy in the end. I was thinking it may be because of the water density? Is that affected by what that community resource mod sets it at, as was mentioned previously in someone else's post? I would try the other mentioned fix of the anchor, but getting mods downloaded and to my computer is a long process due to not having internet at the moment. Removing FAR fixed the issue, but now I'm back to the stratosphere, lol. Thanks Link to comment Share on other sites More sharing options...
Shumihazai Posted August 27, 2016 Share Posted August 27, 2016 Hi. Nice work here! Just a suggestion though. Is there a way to implement a damage system where damaged hulls act as a ballast and take water in? Sinking ship after being torpedoed looks awesome!! Link to comment Share on other sites More sharing options...
Kerbal01 Posted August 27, 2016 Share Posted August 27, 2016 Would you be interested in making a Offshore Resupply Vessel for this mod? Link to comment Share on other sites More sharing options...
Eskandare Posted August 29, 2016 Share Posted August 29, 2016 I know you guys may not get though all your fuel, but for those who explore Kerbin via the high seas, here is a refueling station courtesy of Eskandare Heavy industries. Link to comment Share on other sites More sharing options...
V8jester Posted August 29, 2016 Share Posted August 29, 2016 2 hours ago, Eskandare said: I know you guys may not get though all your fuel, but for those who explore Kerbin via the high seas, here is a refueling station courtesy of Eskandare Heavy industries. When will us mortals have access to such madness!!! Still think you should start a thread for all this. I'd sub most definitely. Link to comment Share on other sites More sharing options...
RocketSquid Posted August 29, 2016 Share Posted August 29, 2016 Is the carrier all one piece, or is the carrier deck its own part? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted August 29, 2016 Share Posted August 29, 2016 42 minutes ago, RocketSquid said: Is the carrier all one piece, or is the carrier deck its own part? Depends who you're asking, If you're asking the maintainer of the LBP, then the upcoming LBP carrier parts are separate sections as are all the hulls in this pack , currently the shortest sensible build is only 3 parts for the hull, minus lifts and propulsion etc, while the largest can be way to0 big to practically build even with hangar extender. see basic example image below Link to comment Share on other sites More sharing options...
Eskandare Posted August 30, 2016 Share Posted August 30, 2016 5 hours ago, V8jester said: When will us mortals have access to such madness!!! Still think you should start a thread for all this. I'd sub most definitely. Progress for all ship related bases are in the Top Secret! thread. I'm just posting teasers as it is relative to this mod. Link to comment Share on other sites More sharing options...
Eskandare Posted September 1, 2016 Share Posted September 1, 2016 @SpannerMonkey(smce) @V8jester, and everyone else following the LBP thread, here is the near final version of the Shipyard. Soon you'll be launching ships in style. More testing is being done to ensure ships don't explode. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 1, 2016 Share Posted September 1, 2016 Just now, Eskandare said: More testing is being done to ensure ships don't explode. That looks fantastic, I trust you'll be including a KK spawn point so players don't need to mess around getting there. Looks like it's time to learn how to modify the terrain (PQS map decal stuff) around KSC to allow for a proper harbor. The location in the screen shot is a fair bit up the coast to the left of KSC i believe (if standing facing the sea) Link to comment Share on other sites More sharing options...
Eskandare Posted September 1, 2016 Share Posted September 1, 2016 Just now, SpannerMonkey(smce) said: That looks fantastic, I trust you'll be including a KK spawn point so players don't need to mess around getting there. Looks like it's time to learn how to modify the terrain (PQS map decal stuff) around KSC to allow for a proper harbor. The location in the screen shot is a fair bit up the coast to the left of KSC i believe (if standing facing the sea) Yes it has a spawn point per dry dock, each section fits together like Tetris pieces. The animation is painfully slow about 6 minutes, this is to ensure minimum physics bounce. I put indicator lights on the end of the dry dock to indicate when the animation has completed cycle. The shipyard is across the bay north from KSC, you can just about see it from the shipyard and visa-versa. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 1, 2016 Share Posted September 1, 2016 12 minutes ago, Eskandare said: Yes it has a spawn point per dry dock, each section fits together like Tetris pieces. The animation is painfully slow about 6 minutes, this is to ensure minimum physics bounce. I put indicator lights on the end of the dry dock to indicate when the animation has completed cycle. The shipyard is across the bay north from KSC, you can just about see it from the shipyard and visa-versa. I know that animation issue well, it's surprising how well a 1000 tonnes hangs in the air in ksp (floating in the air the same way bricks don't) I even tried starting the animation very slowly then once the part/object is actually moving increase the animation speed but even that brings only the tiniest benefit and still takes forever. Will you be leaving a dock with a default position being elevated? why?, well that way players could leave a ship usable but not actually just kraken bait, as if the default animation is in the lowered position it will return to that position at game restart and so drop the ship back in the sea (kraken bait) Link to comment Share on other sites More sharing options...
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