SpannerMonkey(smce) Posted October 6, 2016 Share Posted October 6, 2016 1 minute ago, Eskandare said: ooooooh my 700 ton command island is going to become a Bouncy Castle! very likely, but the real annoyance is that it's unpredictable. Early days though so things may yet improve, but i think for these heavyweights, I'm including yours in this, need to have rigid attachment as default on, I cant see any reason why it should be off, as even my LLL sxt heavy transport plane bends like a banana on the runway without it. Must have a word with @gomker about a little plugin for that,( having rigid connection on at all times) should be fairly simple given that aslains advanced tweakable switch is 24 lines of code. Link to comment Share on other sites More sharing options...
Eskandare Posted October 6, 2016 Share Posted October 6, 2016 (edited) 7 minutes ago, SpannerMonkey(smce) said: very likely, but the real annoyance is that it's unpredictable. Early days though so things may yet improve, but i think for these heavyweights, I'm including yours in this, need to have rigid attachment as default on, I cant see any reason why it should be off, as even my LLL sxt heavy transport plane bends like a banana on the runway without it. Must have a word with @gomker about a little plugin for that,( having rigid connection on at all times) should be fairly simple given that aslains advanced tweakable switch is 24 lines of code. Is KJR discontinued or do you think there will be an update? Edit: for fun and maybe accuracy, I added a new resource for my carrier, it no longer runs on EC but KSteam (since they're really steam turbines) Edited October 6, 2016 by Eskandare Link to comment Share on other sites More sharing options...
gomker Posted October 9, 2016 Share Posted October 9, 2016 On 10/6/2016 at 8:44 AM, SpannerMonkey(smce) said: about a little plugin for that, Lets do it - I'll add it to AirPark to start - its kinda a "vessel stabilizer" mod now. I am starting to see more of these issues as I up the tonnage on my test vessels. Where is this " advanced tweakable switch" code Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 9, 2016 Share Posted October 9, 2016 9 hours ago, gomker said: Lets do it - I'll add it to AirPark to start - its kinda a "vessel stabilizer" mod now. I am starting to see more of these issues as I up the tonnage on my test vessels. Where is this " advanced tweakable switch" code Don;t actually know if it's going to be of any help now i've looked at the code as it only ref's the system rather than the specific item. Link to comment Share on other sites More sharing options...
gomker Posted October 9, 2016 Share Posted October 9, 2016 @SpannerMonkey(smce) I assume we want this true all the time or something we can toggle? bool Part.rigidAttachment Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 9, 2016 Share Posted October 9, 2016 Just now, gomker said: I assume we want this true all the time or something we can toggle? Hiya, I've yet to find a reason for not having it rigid all the time. I genuinely cannot even comprehend why anyone would want jelly ships, with flexible joints between parts, the issue even extends to other long craft like Airships, i had to switch rigid attachment to stop it bending around the landing gear. At this point I'm all in favour of it being permanently on, with no toggle, but perhaps its would be wise to include a toggle as we have yet to explore every avenue, and may yet find a case when it is better to have rigid off. Regarding the other issue of vessels coming apart, I'm just testing the newest build 1576 and things provisionally, don't seem as bad, but I'm running literally enough parts to build the DG and squad so it's not a full game by any stretch, going to swap over to a more mod infested install and see how it's working there before i can say one way or the other Link to comment Share on other sites More sharing options...
gomker Posted October 9, 2016 Share Posted October 9, 2016 Well this is frustrating - Part.rigidAttachment does not seem to be something I can set in a PartModule but it is a Public Attribute. Popped a question in the 1.2 thread see if anyone can point out what I'm doing wrong Link to comment Share on other sites More sharing options...
gomker Posted October 9, 2016 Share Posted October 9, 2016 @SpannerMonkey(smce) I think I have it set - can you tell me what type of vessel you are testing with, i.e. what part sizes. I was assuming the Carrier size, I have not been seeing too many issues with Small or Medium hulls with the exception of the Hangars always fall off. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 9, 2016 Share Posted October 9, 2016 @gomker did I send you the latest LBP test? Hope so.. anyway anything above DG size so above 2500tonnes and i run into trouble, but it's all a bit odd right now, chasing the swinging yoyo is not fun. As right now i have 4 active DG's within 1km BUT the frame rate has gone down to a slideshow. Which was not the case for all the multiple ship shots i did in 1.1.3.# I for one will be quite happy when the builds don't stage 5 times a week Link to comment Share on other sites More sharing options...
gomker Posted October 9, 2016 Share Posted October 9, 2016 (edited) 5 minutes ago, SpannerMonkey(smce) said: latest LBP Yep, I am using them now, I have been doing up to 2 ships at a time so far in my unit tests with a DG build and a few smaller ships. I will try and do 4 and see what happens. I haven't been seeing any issues on load with the DG's they seem to come in and out of physics range without exploding or jumping for my tests so far. I wanted to make sure I am executing a similar scenario as you are. Building a Carrier now to see what happens with the rigidAttachement set to true, I added it to HullBreach code for each call for FixedUpdate() Edited October 9, 2016 by gomker Link to comment Share on other sites More sharing options...
gomker Posted October 10, 2016 Share Posted October 10, 2016 I think I made it worse. Vessels I was able to land normally are flying apart I had not tested that much with latest build so not sure if it was more the build or more the rigidAttachment modifier. One thing is for sure we got more problems in 1.2 than we had previously, the loading was fixed somewhat but now the physics are much more hostile overall to larger parts. Off to debug more. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 10, 2016 Share Posted October 10, 2016 @gomker try PHYSICS_EASE = False in settings.cfg. or change in general game settings, ease in gravity off. It changed my build from not being able to launch without instant destruction, but had other effects, that I'm trying to pin down. Link to comment Share on other sites More sharing options...
OddFunction Posted October 15, 2016 Share Posted October 15, 2016 Is that awesome Buoy included in the current version on CKAN as of 10-15? Link to comment Share on other sites More sharing options...
colmo Posted October 15, 2016 Share Posted October 15, 2016 39 minutes ago, OddFunction said: Is that awesome Buoy included in the current version on CKAN as of 10-15? It needs Kerbal Konstructs to be updated first. Link to comment Share on other sites More sharing options...
OddFunction Posted October 15, 2016 Share Posted October 15, 2016 3 hours ago, colmo said: It needs Kerbal Konstructs to be updated first. I see. In the meantime Vessel Mover shall suffice. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 15, 2016 Share Posted October 15, 2016 (edited) 14 minutes ago, OddFunction said: I see. In the meantime Vessel Mover shall suffice. Get the latest vessel mover when it's released, we ship types have been at it and you'll find it fantastic to use with some ship specific features, I may never go back to KK for launching...... And as i haven't posted a pic to keep you all entertained while you wait, for a few days , the shape of things to come.... All of the ships are active and crewed with engines running, no Airpark, 1.2 it can be done by the brave and the cheaters (that'll be us for the foreseeable future btw) Below 28ms diverging gun fight 1.2 dev testing Edited October 15, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 17, 2016 Share Posted October 17, 2016 Hi, Just a quick note made now so you can adjust your brains rather than it being a shock. Hence force no marine propulsion unit included in LBP or SMM will push any large vessel faster than 30 ms, doesn't matter how many you put on it will always stay the same, the only thing that will change is how fast you get to 30ms, likely a bit slower for high drag vessels but within a couple either way. This is to reduce the evil torque effects on ships with massively powerful engines noticed in 1.2 and to form a baseline for future related developments. Thank you for your time Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2016 Share Posted October 18, 2016 Hi all , interesting developments today, I spent some time setting up a few hull parts to use allista's hangar plugin. So now if you'd want to you can store a stupid amount of aircraft in the CV hangar , how many? don't know but 15 aircraft used less than 3% of the space. Serious transportation potential is now a reality Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2016 Share Posted October 18, 2016 PSA There is now a new dev version of KJR available for 1.2 NOTE it's a dev version, and may not be at all stable . But if it looks like a good one I'll release LBP for 1.2 at present it's too explodey without it. Link to comment Share on other sites More sharing options...
XOC2008 Posted October 18, 2016 Share Posted October 18, 2016 I think Eskandare was working on putting the Hangar module in his carrier too. This is gonna be awesome. Spawning them on these carriers instead of moving them into place will be WAY better. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2016 Share Posted October 18, 2016 (edited) 5 minutes ago, XOC2008 said: I think Eskandare was working on putting the Hangar module in his carrier too. This is gonna be awesome. Spawning them on these carriers instead of moving them into place will be WAY better. Hey, carried on with testing and loading and a short carrier set up can hold way in excess of 50 aircraft, don't quite know what you are going to do with more than 50, but you could just keep going, and try and use more than just a tiny portion of the available space (538.000 cubic meters) No problems with stability etc noticed even though the mass is added to the main ship, so all good. Edited October 18, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
XOC2008 Posted October 18, 2016 Share Posted October 18, 2016 2 minutes ago, SpannerMonkey(smce) said: Hey, carried on with testing and loading and a short carrier set up can hold way in excess of 50 aircraft, don't quite know what you are going to do with more than 50, but you could just keep going, and try and use more than just a tiny portion of the available space No problems with stability etc noticed even though the mass is added to the main ship, so all good. 50 or more will be good for practicing carrier launch and landings. (Although I'm getting better with landing using MAF, even more than with a stick.) Link to comment Share on other sites More sharing options...
colmo Posted October 18, 2016 Share Posted October 18, 2016 (edited) 1 hour ago, SpannerMonkey(smce) said: Hey, carried on with testing and loading and a short carrier set up can hold way in excess of 50 aircraft, don't quite know what you are going to do with more than 50, but you could just keep going, and try and use more than just a tiny portion of the available space (538.000 cubic meters) No problems with stability etc noticed even though the mass is added to the main ship, so all good. I've waited years for this to happen! Delighted to finally see fruition (I'm totally claiming credit for the tip-off...:P) How exactly are you going to manage spawning and loading? Will the aircraft suddenly appear/disappear on a lift on the top deck, or will there be some manoeuvring required to get the planes up and down from below deck? Edit: Next idea, a boat for launching exploration subs and and undersea mining rigs... Edited October 18, 2016 by colmo Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2016 Share Posted October 18, 2016 3 minutes ago, colmo said: I've waited years for this to happen! Delighted to finally see fruition (I'm totally claiming credit for the tip-off...:P) How exactly are you going to manage spawning and loading? Will the aircraft suddenly appear/disappear on a lift on the top deck, or will there be some manoeuvring required to get the planes up and down from below deck? Yes indeed the credt is all yours, i wouldn't have taken any notice of that hangar mod if you had not messaged me about it all and your hopes and dreams, but in the end it;s horribly easy to do Well see i know stuff In stock form the craft spawn in the middle of the hangar. if you use vessel mover to move the craft once spawned, it will automagically appear outside the hangar very handy, . But for non vessel mover it is easy and pretty much hassle free to start the engines, drive to the lift , go up to the deck, drive of lift and fly away, there's a gif somewhere a few pages back of me doing just that. Also in this update I've again slowed the lifts down as they were still too fast Link to comment Share on other sites More sharing options...
gomker Posted October 18, 2016 Share Posted October 18, 2016 (edited) 2 hours ago, SpannerMonkey(smce) said: if you use vessel mover to move the craft once spawned, it will automagically appear outside the hangar VesselMover does a hard-coded set altitude at 35 meters by default when move or spawn is called, so it kinda teleports - the new release will have the Altitude adjustment with the Throttle/up down (I know you know this SM, just letting everyone else know ) Gotta send me the test bits when you are ready , would love to give this a test drive. Edited October 18, 2016 by gomker Link to comment Share on other sites More sharing options...
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