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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]


Eskandare

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5 minutes ago, siklidkid said:

There is another bug! All the parts of the ship fall off!

 

Did you read this?

On 9/19/2016 at 11:48 AM, Eskandare said:

The new current problem is the stock joint system, where even rigid attachment will allow parts to separate, KSP's attachment nodes weren't designed for such heavy masses. I recommend using the cheats for both inserting into the water and operation until Kerbal Joint Reinforcement is updated.

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So I've noticed it seems you have really big plans for this mod, and already have a ton of models for new vessels to be added. But we haven't seen an update in a really long time. When can we expect an update, and compatibility with versions beyond 1.3.1?

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5 hours ago, Jimmy Firyh said:

and compatibility with versions beyond 1.3.1?

It's compatible with 1.8 and 1.9 There used to be a bug with colliders since 1.4 but it was a Unity bug and it has gone after Unity update.

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  • 2 months later...
  • 5 months later...

Something does seem to be broken as when it was installed  my KSP wouldn’t load past the dlcs. 
I don’t currently have a log but with how long it take for my install to load I’m currently too lazy to reload with the mod loaded.

Going to snoop around the configs and see if I can’t see something amiss 

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  • 7 months later...
  • 5 months later...

The carrier is still operational in 1.12.2

cStm1Wf.png

TMpj2Go.png

6dVaTSu.png

AbKQjMl.png

Yes, M.A.S.A.M.U.N.E. engines also work well.

P.S. I wrote a cfg for Kerbal Konstructs to use Nimitz as KK statics. Tried to place this into the atmosphere of Jool but KK doesn't allow to place statics on Jool.

Spoiler

STATIC
{
    mesh = nimitz.mu ///Eskandare_Heavy_Industries/Carrier_Vessel_Expansion/Parts/Nimitz/
    module = Part
    scale = 1
    static = true
    DefaultLaunchPadTransform =
    author = Eskandare
    title = Nimitz
    category = Airbases
    cost = 0
    manufacturer = Eskandare Heavy Industries, Pallas Cat Aerospace
    description = Named after a famous Kerbal admiral, this CatoBar style carrier hull will serve as a mobile airfield while traversing Kerbin's oceans.
    name = PCA_Nimitz_Static
    DefaultFacilityType = none
    keepConvex =  True
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = lift1guard
        animationName = nLift1
        
        playSound = True // should also a sound be played
        soundFile = KerbinSideRemastered/Statics/Sounds/large_door_motor
        soundMinDistance = 100 // distance until the sound is heared in full volume
        soundMaxDistance = 300 // maximum distance until its heared
        soundPlayAsLoopDuringAnimation = false // should the sound be played in a loop or once (until the animation is finished)
    }
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = lift2guard
        animationName = nLift2
        
        playSound = True // should also a sound be played
        soundFile = KerbinSideRemastered/Statics/Sounds/large_door_motor
        soundMinDistance = 100 // distance until the sound is heared in full volume
        soundMaxDistance = 300 // maximum distance until its heared
        soundPlayAsLoopDuringAnimation = false // should the sound be played in a loop or once (until the animation is finished)
    }
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = lift3guard
        animationName = nLift3
        
        playSound = True // should also a sound be played
        soundFile = KerbinSideRemastered/Statics/Sounds/large_door_motor
        soundMinDistance = 100 // distance until the sound is heared in full volume
        soundMaxDistance = 300 // maximum distance until its heared
        soundPlayAsLoopDuringAnimation = false // should the sound be played in a loop or once (until the animation is finished)
    }
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = lift4guard
        animationName = nLift4
        
        playSound = True // should also a sound be played
        soundFile = KerbinSideRemastered/Statics/Sounds/large_door_motor
        soundMinDistance = 100 // distance until the sound is heared in full volume
        soundMaxDistance = 300 // maximum distance until its heared
        soundPlayAsLoopDuringAnimation = false // should the sound be played in a loop or once (until the animation is finished)
    }
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = blastDeflector1
        animationName = nBlast1
        
        playSound = False  // should also a sound be played

    }    
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = blastDeflector2
        animationName = nBlast2
        
        playSound = False // should also a sound be played

    }    
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = blastDeflector3
        animationName = nBlast3
        
        playSound = False // should also a sound be played

    }    
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = blastDeflector4
        animationName = nBlast4
        
        playSound = False // should also a sound be played

    }

    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = ordnanceLift11
        animationName = ordnanceLift1
        
        playSound = True // should also a sound be played
        soundFile = KerbinSideRemastered/Statics/Sounds/large_door_motor
        soundMinDistance = 100 // distance until the sound is heared in full volume
        soundMaxDistance = 300 // maximum distance until its heared
        soundPlayAsLoopDuringAnimation = false // should the sound be played in a loop or once (until the animation is finished)
    }
    MODULE
    {
        namespace = KerbalKonstructs
        name = AnimateOnClick
        collider = ordnanceLift21
        animationName = ordnanceLift2
        
        playSound = True // should also a sound be played
        soundFile = KerbinSideRemastered/Statics/Sounds/large_door_motor
        soundMinDistance = 100 // distance until the sound is heared in full volume
        soundMaxDistance = 300 // maximum distance until its heared
        soundPlayAsLoopDuringAnimation = false // should the sound be played in a loop or once (until the animation is finished)
    }

    MODULE
    {
    namespace = KerbalKonstructs
    name = AnimateOnSunRise

    animationName = nDeckLights

    // Optional
    reverseAnimation = False // Play the animation in reverse
    timeWarpAnimation = True // Animation speed scale to timeWarp
    mathHorizontalAngle = True // "Precise" math for the horizon angle, instead of 90°. Probably useful only for static on top of a peak
    horizonAngleOffset = 0 // Offset the horizon angle, can be postive or negative. Can be used alone or with mathHorizontalAngle

    // Very optional :
    //delayLowTimeWarp = 2f // delay between check of the sun position when in physical timeWarp, divided by the current timeWarp rate
    //delayHighTimeWarp = .1f // delay between check of the sun postion when in on-rails timeWarp (x5 and more)
    }

}

STATIC
{
    mesh = nimitzBridge.mu
    module = Part
    scale = 1
    static = true
    DefaultLaunchPadTransform =
    author =  Eskandare
    title = Nimitz Bridge
    category = Airbases
    cost = 0
    manufacturer = Eskandare Heavy Industries, Pallas Cat Aerospace
    description = Named after a famous Kerbal admiral, this CatoBar style carrier hull will serve as a mobile airfield while traversing Kerbin's oceans.
    name = PCA_nBridge_Static
    DefaultFacilityType = none
    keepConvex =  True
}

STATIC
{
    mesh = nimitzRadar.mu
    module = Part
    scale = 1
    static = true
    DefaultLaunchPadTransform =
    author = Eskandare
    title = Nimitz Radar
    category = Airbases
    cost = 0
    manufacturer = Eskandare Heavy Industries, Pallas Cat Aerospace
    description = Named after a famous Kerbal admiral, this CatoBar style carrier hull will serve as a mobile airfield while traversing Kerbin's oceans.
    name = PCA_nRadar_Static
    DefaultFacilityType = none
    keepConvex =  True
}

For those who want to use it: create a cfg file in "Eskandare_Heavy_Industries/Carrier_Vessel_Expansion/Parts/Nimitz/ " directory and copy the config above. You will be able to spawn hull, bridge and radar tower using the KK menu.  Aircraft lifts can be activated by doubleclicking the safety net  on each lift, ordnance lifts and blast deflectors can also be activated.

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  • 9 months later...
On 10/19/2022 at 5:12 PM, Kerbal410 said:

any new update for this mod?

I'll be getting to it hopefully soon. I've been working a lot lately with my interim job (reads BS survival job) and trying to change fields back to aviation or computer information systems. I have been tinkering with the new models. they are just very complex to work with. 

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On 10/21/2022 at 10:10 AM, Eskandare said:

I'll be getting to it hopefully soon. I've been working a lot lately with my interim job (reads BS survival job) and trying to change fields back to aviation or computer information systems. I have been tinkering with the new models. they are just very complex to work with. 

ok. one more question. for the wasp, do you plan on making the well deck at the bottom useable, for LCACs, LCU/LCMs, AAVs, vehicles like those?

Edited by Kerbal410
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On 10/28/2022 at 11:44 AM, Blackfoxexo said:

im having a issue with the premade one not loading due to a missing catapult part

do you have aircraft carrier accessories? this mod, the way I see it, at least, is meant as an extention for it. also, how about a San Antonio class LPD? if not, Kiev-class carrier? or the more ludicrous Interdiction Assault Ship, meant to turn the decommisioned iowa-class battleships into aircraft cruisers?

Edited by Kerbal410
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  • 5 weeks later...
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Posted (edited)

If anyone is curious this mod is still in development, but it has been on pause as my development computer is still down. I hope I can get it working again soon. Weather in the SF Bay Area killed the MoBo and my video card. Since I now live in the desert this should be a thing of the past (as long as the AC keeps going).

Edited by Eskandare
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