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[1.1.3] Large Boat Parts Pack


Laythe2

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4 minutes ago, Bitrefresh said:

i saw that air park on space dock when i searced large for LBP, gonna try to work with this i guess, 

I haven't had any ships take flight since using the airpark anchor.

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2 minutes ago, Bitrefresh said:

i saw that air park on space dock when i searced large for LBP, gonna try to work with this i guess, 

If you fancied another alternative you could try using Kerbal Konstructs and the part I posted slightly further up the page. personally i never launch with vessel mover, even though i support it's use, I have a much easier time with KK and the custom water spawn.

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On 3/4/2016 at 9:32 AM, Laythe2 said:

About the Kraken, are you talking about when the vessel loads it shoots high up in the air? If so that is not a bug with my mod but a bug with KSP itself. It will get fixed in 1.1. Just increase your loading distance or park the ship on land to let it load in then place it in the water.

I have this issue is there a solution for this bug?

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Just now, Bitrefresh said:

will Tumblehome/Zumwalt Hull peices be added? using the Modern Tumblehome bow bites..looks so bad.

There are a lot of new parts incoming although not specifically those parts you mention, but enough to keep a couple of quality ship builders busy , still working out the things that they can do with all the new parts. 

I've still only scratched the surface as to the things that WILL be tweaked, changed, phased out, improved, remodeled, re textured, or just plain added, I've in some way looked at most of the modern parts, and almost all of the parts required folder has been added since I have taken over maintenance. I've skimmed through the WW2 parts, but as most players and user seem to like the newer style the efforts are better spent making the modern parts the parts they've always had the potential to be.

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4 minutes ago, SpannerMonkey(smce) said:

There are a lot of new parts incoming although not specifically those parts you mention, but enough to keep a couple of quality ship builders busy , still working out the things that they can do with all the new parts. 

I've still only scratched the surface as to the things that WILL be tweaked, changed, phased out, improved, remodeled, re textured, or just plain added, I've in some way looked at most of the modern parts, and almost all of the parts required folder has been added since I have taken over maintenance. I've skimmed through the WW2 parts, but as most players and user seem to like the newer style the efforts are better spent making the modern parts the parts they've always had the potential to be.

thats what i mean. the normal Tumblehome bow is the Proper Zumwalt Replica bow but there are currently no matching hull structures. alas i am looking forward to it and 1.2

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9 minutes ago, SpannerMonkey(smce) said:

There are a lot of new parts incoming although not specifically those parts you mention, but enough to keep a couple of quality ship builders busy , still working out the things that they can do with all the new parts. 

I've still only scratched the surface as to the things that WILL be tweaked, changed, phased out, improved, remodeled, re textured, or just plain added, I've in some way looked at most of the modern parts, and almost all of the parts required folder has been added since I have taken over maintenance. I've skimmed through the WW2 parts, but as most players and user seem to like the newer style the efforts are better spent making the modern parts the parts they've always had the potential to be.

I've got hundreds of suggestions, but most are probably aesthetic changes like adding the helo deck to the med hull stern hangar, adding the helo deck with a stern hangar to the trimaran, bow thrusters/pods/azimuth thrusters, a jump carrier ramp bow for the carrier, etc.

1 hour ago, Bitrefresh said:

quick run down on instructions?

Get air park and KAS, attach the air park anchor to a winch. Launch ship. Right click on anchor and click the button to park the ship.

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2 hours ago, XOC2008 said:

I haven't had any ships take flight since using the airpark anchor.

Mine have gone airborn. They slowly lift into the air, and then fall a few hundred meters to the ocean below. How many radars and missiles do you think are left after that? None lol.

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On 07/09/2016 at 11:35 AM, BF2_Pilot said:

Thank you , Can the '' Modern Medium part '' put from 20 to 40 VLS?

Strangely 40 was a number that worked, two banks of 20 though  it's actually 80 nodes as it will hold the Half length quad tubes also. so a double set of nodes, having done one at 40 I'm going to say thats the maximum size, as placing and naming all the nodes, and then entering them in all in a cfg is just absolutely thrilling. (over 90% of the 600 ish cfg lines are related to the mounting nodes alone)

This is the first version and will likely make the update, although it's likely to be replaced soon after,  converted from the round tube VLS, the dimensions are not perfect but perfectly serviceable, Don't scale it unless you want a major headache with the nodes, and placement of missiles.  I robustly advise building one up and making it a sub assembly , as placing the tubes is something you don't want to have to do every time.

qZ8bznD.gif

u6hTcVK.png?1

vDPRGHV.png?1

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20 hours ago, XOC2008 said:

I've got hundreds of suggestions, but most are probably aesthetic changes like adding the helo deck to the med hull stern hangar, adding the helo deck with a stern hangar to the trimaran, bow thrusters/pods/azimuth thrusters, a jump carrier ramp bow for the carrier, etc.

Get air park and KAS, attach the air park anchor to a winch. Launch ship. Right click on anchor and click the button to park the ship.

@Bitrefresh I am maintaining Airpark now here No need for KAS anymore, there is a surface attach part. 

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Showing off the carrier progress, running model tests. I'll be opening up the release soon for the first vessel. This has been a very complex model.

kPU7a7F.png

UBDUhP1.png

2vpUExq.png

The landing lights are an emissive texture with an animation. All the blast deflectors and lifts work. 

ESUhxa2.png

 

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Weld, Burn Together, Airpark, LBP, SM Marine, MTW, Malfunc...

Helo deck is a stern hangar with the SM Marine 2x2 deck plates. The whole hull minus weapons is 3 parts thank to Ubio weld. (Still over 100 parts in total)

Need more hulls...

MvlRKO6.png

 

zxdJR5f.jpg

 

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14 minutes ago, XOC2008 said:

Helo deck is a stern hangar with the SM Marine 2x2 deck plates. The whole hull minus weapons is 3 parts thank to Ubio weld. (Still over 100 parts in total)

Hi nice ships, good to know there are more than two users who know how to make a pretty ship. some of the parts you've made are actually in the update, there are quite a few new and varied layout of hull,  a couple with FS texture switch helidecks so you can switch it on or off depending on where you fit the part,  new bridges too as the current set are a bit 1980's, the new ones have been previewed in screenies over the past week.

I feel that the testing has turned into procrastination so regardless pf the current state, I'm putting out a flurry of updates this weekend, it's ll keep me quiet while the Mrs is away :)

I'm wondering how a welded hull responds to be wailed on by large guns, and very curious to know what happens when it gets to sinking, if i understand the welding process (didn't know it still worked)  it turns a collection of parts into one part and one cfg?. It's been a long long time since i last tinkered with that mod. If that is the case, a custom patch will be needed for sinking as all the current part rules are practically nullified by the merging

and a random pic of the helideck on the tri LCS hull, well a bit of it anyway

DkJcXBt.png

Edited by SpannerMonkey(smce)
piccy
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5 minutes ago, SpannerMonkey(smce) said:

Hi nice ships, good to know there are more than two users who know how to make a pretty ship. some of the parts you've made are actually in the update, there are quite a few new and varied layout of hull,  a couple with FS texture switch helidecks so you can switch it on or off depending on where you fit the part,  new bridges too as the current set are a bit 1980's, the new ones have been previewed in screenies over the past week.

I feel that the testing has turned into procrastination so regardless pf the current state, I'm putting out a flurry of updates this weekend, it's ll keep me quiet while the Mrs is away :)

I'm wondering how a welded hull responds to be wailed on by large guns, and very curious to know what happens when it gets to sinking, if i understand the welding process (didn't know it still worked)  it turns a collection of parts into one part and one cfg?. It's been a long long time since i last tinkered with that mod. If that is the case, a custom patch will be needed for sinking as all the current part rules are practically nullified by the merging

Thanks! I actually ended up firing on one ship with the other. After 5-10 shots, the entire front section (two medium hulls, revised bow, and some superstructures all welded together) blew up as one piece. Then the hangar went, and finally the stern piece exploded. But yes, the weld makes one cfg and calls for all the pieces to be loaded in as one.

Edited by XOC2008
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Just now, Bitrefresh said:

thanks, never was a fan of KAS

  Reveal hidden contents

i'm not very good at this game :( 

 

There are some bugs right now in Airpark I am working on as I type this. Look for an update soon.

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6 minutes ago, Bitrefresh said:

how does she look so far :3

 

Nevermind, i dont know how to post images.

If you have an imgur account you can paste the image link straight into the post and it will display the image, In your imgur album, click the image and from the sidebar select the direct link, copy and paste, simples  :)

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52 minutes ago, SpannerMonkey(smce) said:

If you have an imgur account you can paste the image link straight into the post and it will display the image, In your imgur album, click the image and from the sidebar select the direct link, copy and paste, simples  :)

um, i was about finished with her superstructure after about an hour..and my game crashes. and now im back to 1/3 completion of it..

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Is there a good description of how the ballast tanks work somewhere?

It has been a while, but shortly after I first installed the mod I fiddled around with making various "Land Shark" vehicles: low tech buggies comprising a couple Mk1 pods, girder framework, with airplane landing gear, a rudder on the top stern, jet engine for propulsion . . . 

I expected that you could use the ballast tank to selectively angle the craft: put one along midline on belly in front, one in back (or even to tilt by quarter: two adjacent in front, two in back) but it seems this is not how they really work? Seems like just one ballast tank toward the middle of the crafts center line and of course along its central axis are the way to go?

Also, the functionality of the "In" "Out" buttons was a bit obscure and how the ballast tank relates to the "universal water" thing wasn't clear.

I was able to get good results, but I suspect I wasn't getting full functionality out of the ballasts as it was more a matter of: click on stuff until you see descent, leave it alone, okay, you're deep now, see if you can turn it off << click, click, click << ah okay, seems like the tanks are starting to sit at equilibrium now . . .

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45 minutes ago, Diche Bach said:

Is there a good description of how the ballast tanks work somewhere?

 

Hi nope, but I thought it was self explanatory. At the same time though i shouldnt take things for granted so  an explanation..

The ballast tanks are just like any other tank in the game and governed by the same rules, the resource in this case Water is a virtual substance having n mass that is defined in a cfg. 

The waters only function is to provide mass, and could just as easily been called "weighydownstuff" but waters easier to write over and over again.  

The controls on my tanks are "very fast fill on and off" and " very fast empty on and off"   Very fast fill on fills them up fast and very fast fill off stops them filling up. and likewise, Very fast empty on starts emptying the tank, and very fast empty off stops the emptying procedure .

  If you are using them to trim a vessel or on a submarine the technique for use is the same, place them where you think you'll want the weight, and add water , water will add mass and therefore the vessel will lower into the water. 

If you want to trim a vessel at a particular angle you need to fill 1 tank a small amount  while having the rest locked shut, right click the tank and click the little arrow at the end of the resource bar to close tank transfer.

The  in and out buttons you mention  they are from Claw bugfixes and while can be very effective for balancing and tuning , the user does need to have a basic feel for balancing the tanks all the same.

There have been many attempts at making a sub diving and balancing plugin over the years and every one without exception has not been able to cope with the variety of different things players want to use as subs and so always in the end it comes to down to YOU the user. Nothing so far beats a load of ballast of any type(edit stock subs for instance usually use ore tanks and ore as ballast), and a bit of time spent learning how best to get the results you want.

I've got several subs unpublished and without exception they all took time to learn, and never forget we are playing at something that was never intended as a feature of the game, so a lot of the time results may not be as we initially expect.

Edited by SpannerMonkey(smce)
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