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


Eskandare

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1 minute ago, iplayksp said:

space shuttle mod off topic i know but yeah its supposed to be for 1.0.5

Lets try and keep the thread on topic. If you have more question on other mods feel free to either drop me a PM or go that respective mods thread.

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3 hours ago, iplayksp said:

air park wont work when i right click the module any help

 

On 11/21/2016 at 6:10 PM, V8jester said:

Lets try and keep the thread on topic. If you have more question on other mods feel free to either drop me a PM or go that respective mods thread.

and now the carrier is just sinking

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@Eskandare - I have seen page or two back someone mentioned low manuverability of your carrier at low speed. Why not use this:
80918.jpgpodrulivayuchie_ustroystva.JPG
It can be simply configured as RCS, SpannerMonkey has already done this in some of his hulls in SMmarine. Just transforms, no additional parts needed.

I ve checked images and blueprints on google - there seems no this device on aircraft carriers strangely... I wonder, why....

Edited by Warro
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On 11/25/2016 at 3:30 PM, Warro said:

@Eskandare - I have seen page or two back someone mentioned low manuverability of your carrier at low speed. Why not use this:
80918.jpgpodrulivayuchie_ustroystva.JPG
It can be simply configured as RCS, SpannerMonkey has already done this in some of his hulls in SMmarine. Just transforms, no additional parts needed.

I ve checked images and blueprints on google - there seems no this device on aircraft carriers strangely... I wonder, why....

In real life carrier rely on their fighters, they don't need to maneuver as much. With that said, I have seen tight turns done by carriers I belive this is performed though the hydro dynamics of the bulbous hull/keel and the rudder.

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5 hours ago, Eskandare said:

In real life carrier rely on their fighters, they don't need to maneuver as much. With that said, I have seen tight turns done by carriers I belive this is performed though the hydro dynamics of the bulbous hull/keel and the rudder.

And I guess - they can always find tugs in harbour :) But in KSP it can be handy to have RCS style to aid steering - it's not so hard to implement - just 4 transform plus a bit of config and you're done.

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47 minutes ago, iplayksp said:

how do you install into ksp thanks 

Unzip in downloads or wherever you have the ZIP.

Structure after Unzip : AirPark-master > AirPark-master > GameData

Copy all that is in the GameData into your KSP GameData folder.

! It is an old version. The AirPark Device is under the form of an airbrake.

I would like to add that I didn't test it because I don't have 1.0.5/4

Edited by Wolfair corp.
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2 hours ago, Wolfair corp. said:

Unzip in downloads or wherever you have the ZIP.

Structure after Unzip : AirPark-master > AirPark-master > GameData

Copy all that is in the GameData into your KSP GameData folder.

! It is an old version. The AirPark Device is under the form of an airbrake.

I would like to add that I didn't test it because I don't have 1.0.5/4

the carrier still wants to shoot up but airpark makes it spazz out but not fly away sadly it turns the vessel on its side 

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17 minutes ago, iplayksp said:

the carrier still wants to shoot up but airpark makes it spazz out but not fly away sadly it turns the vessel on its side 

Well at this point I am not enough experienced to help you. You should ask someone like Eskandrake or V8Jester that knows how to help you, with screenshots and log files.

Edited by Wolfair corp.
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On 11/21/2016 at 5:32 PM, V8jester said:

It works fine. It will launch into the air if you fly away from it beyond physics distance (like 5km I think) then fly back to it. The way around that is Air Park

 

ok

2 minutes ago, Wolfair corp. said:

Well at this point I am not enough experienced to help you. You should ask someone like Eskandrake or V8Jester that knows how to help you, with screenshots and log files.

ok

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1 hour ago, iplayksp said:

the carrier still wants to shoot up but airpark makes it spazz out but not fly away sadly it turns the vessel on its side 

Hi you're using a very old version of Airpark if you are using the one from the smelly bootrash repo ideally you need the latest available version which is this one http://spacedock.info/mod/936/AirPark Continued/download/v0.1.5.5  

Perhaps @gomker who is maintaining it and has done a lot of work on this and vessel mover to make them a lot more ship friendly, will pop in and clarify which is the appropriate version.  However if you are using pre 1.2.1 you are doomed to suffer exploding/flying ships and there's very little that can alleviate the base problems. Pre 1.2.1 was so bad for ships and boats in general  that i pretty much called a halt to dev on LBP and SMM, the correct version of Airpark can make it less painful but on the whole it's nothing more than a bandaid.

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On 11/21/2016 at 5:32 PM, V8jester said:

It works fine. It will launch into the air if you fly away from it beyond physics distance (like 5km I think) then fly back to it. The way around that is Air Park

 

ok ill try that one

 

26 minutes ago, SpannerMonkey(smce) said:

Hi you're using a very old version of Airpark if you are using the one from the smelly bootrash repo ideally you need the latest available version which is this one http://spacedock.info/mod/936/AirPark Continued/download/v0.1.5.5  

Perhaps @gomker who is maintaining it and has done a lot of work on this and vessel mover to make them a lot more ship friendly, will pop in and clarify which is the appropriate version.  However if you are using pre 1.2.1 you are doomed to suffer exploding/flying ships and there's very little that can alleviate the base problems. Pre 1.2.1 was so bad for ships and boats in general  that i pretty much called a halt to dev on LBP and SMM, the correct version of Airpark can make it less painful but on the whole it's nothing more than a bandaid.

ok i will try that one 

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2 hours ago, mechanicH said:

Hey guys i just DL this mod, and the carrier looks great, theres only one thing that i cant find... and it the rudder, Anyone else have this issue ?  I just cant find it from all the parts.  

It's there, but there is a typo in the config that will be fixed next release, which will be hopefully soon once I get a chance to finish some texture changes.

The rudder is available for sandbox but not career.

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Here is an interesting tid-bit I learned from a retired Air Force Colonel who used to work at the Pentagon: Aircraft Carriers (at the time, it would be a Nimitz-Class) are/were faster than their escorts, thanks to the ridiculous amount power they can generate. Now, granted, he'd been retired for a while before I met him, so I expect the information is from the 80's to 90's. He did not tell me their real top speed, but said it was classified, and that the 'official' top speed is a bit below the actual.

 

I was doing some research into the P-1112 Aigaion from the Ace Combat series, because when you say 'Flying Carrier', that is what I think of first. With a wingspan of just shy of a kilometer, I don't think we'll be seeing it in KSP.

I know the helicarrier is a distant project, but what are you drawing inspiration from, one of the many renditions of the SHIELD Helicarrier, from some other source, or is it an entirely new design?

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54 minutes ago, Psyden said:

Here is an interesting tid-bit I learned from a retired Air Force Colonel who used to work at the Pentagon: Aircraft Carriers (at the time, it would be a Nimitz-Class) are/were faster than their escorts, thanks to the ridiculous amount power they can generate. Now, granted, he'd been retired for a while before I met him, so I expect the information is from the 80's to 90's. He did not tell me their real top speed, but said it was classified, and that the 'official' top speed is a bit below the actual.

 

I was doing some research into the P-1112 Aigaion from the Ace Combat series, because when you say 'Flying Carrier', that is what I think of first. With a wingspan of just shy of a kilometer, I don't think we'll be seeing it in KSP.

I know the helicarrier is a distant project, but what are you drawing inspiration from, one of the many renditions of the SHIELD Helicarrier, from some other source, or is it an entirely new design?

Good to know that my "fast" carrier isn't so bad after all. 

 

I'm drawing inspiration from the Marvel movies' SHIELD helicarrier. I only have a rough draft of the hull completed. My submersible carrier is inspired by the Tuatha de Danaan from Full Metal Panic. A fixed wing version is indeed possible but it certainly wouldn't have a place to take off, unless you used the runway at 110011 from the KerbinSide mod. The largest part I ever made for KSP was an O'neil Cylinder, like that from Mobile Suit Gundam, but the load time was atrocious, so if I were to make a flying fixed wing carrier, it would be my own engineering using a blended wing lifting body style design, and players would have to use a current version of AirPark to keep it airborne. Additionally I'd have to make some custom landing gear.

Edited by Eskandare
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Could you not make it a sea-plane? The P-1112 and SHIELD Helicarrier both require water landings. That way, you don't need to make landing gear, and I have seen your carrier blow up a runway just by existing, such is it's majesty.

Also, do you know if Ground Effect is modeled into the game? I know that GEVs can get away with a much smaller wing area than normal aircraft.

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