panarchist Posted January 7, 2022 Share Posted January 7, 2022 15 hours ago, Angel-125 said: Right, no OP electrics. I'd expect a single GTG-250-H Gas Turbine Generator to produce enough lift for a single WB-50 "Jet Stream" Electric Prop or a single WB-51 "Monsoon" Ducted Fan. A single GTG-250-H Gas Turbine Generator should be enough for 4 WB-21 "Tornado" Ducted Fans or 2 WB-25 "Twister" Electric Props. Yeah, I am aiming for something like how it floats now. The problem I have is that 1) the airship bobs up and down as its lift capacity changes with altitude for the current envelope volume, and 2) trim is horrible. I want something that'll fly straight and level. So, like a submarine, I may end up with lift envelopes and trim envelopes. Is there a beta or pre-release somewhere in one of your GitHub branches? I'd love to check that out. Quote Link to comment Share on other sites More sharing options...
panarchist Posted January 7, 2022 Share Posted January 7, 2022 On 12/20/2021 at 12:04 PM, Angel-125 said: No, sorry. But you will find all the Bison bits in WildBlueIndustries/Heisenberg/Parts/Gondola and WildBlueIndustries/Heisenberg/Parts/Wheel. You can delete all the other parts. Also, quick check in- is Hooligan Labs' plugin still working in 1.12.3? Finally got around to testing in an instance without 130+ mods. Yes, HL is working in 1.12.3. Quote Link to comment Share on other sites More sharing options...
Baker_02 Posted January 13, 2022 Share Posted January 13, 2022 When I use a dirigible section it tells me that lift is 0.00kN and my lift capacity is empty and lift multiplayer doesn't seems to do anything. I tried witch cheat menu to put my vessel into different altitudes like 100m 500m 1000m but no change, I tried to put on engines or wings but no change either. And nothing in flight operation toolbar menu seems to do anything either. Can someone please tell me what I am missing Quote Link to comment Share on other sites More sharing options...
Chladic88 Posted January 14, 2022 Share Posted January 14, 2022 @Baker_02 do you have installed Hooligan Lab Airship? It contains a module for correct working of Heisenberg Airship. Btw, i have send balanced config files to Angel-125. Now waiting for the feedback or update :-) Quote Link to comment Share on other sites More sharing options...
Baker_02 Posted January 14, 2022 Share Posted January 14, 2022 (edited) 4 hours ago, Chladic88 said: @Baker_02 do you have installed Hooligan Lab Airship? It contains a module for correct working of Heisenberg Airship. I didn't have it, now when I put it there both lift option and lift capacity displaying options are gone, but there is a new gui that makes blimp fly (somewhat). Thanks for the advice Edited January 14, 2022 by Baker_02 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 14, 2022 Author Share Posted January 14, 2022 3 hours ago, Baker_02 said: I didn't have it, now when I put it there both lift option and lift capacity displaying options are gone, but there is a new gui that makes blimp fly (somewhat). Thanks for the advice Right now you still need Hooligan Labs' plugin to fly, so your lack of lift option makes sense. The built-in solution is still in development. Quote Link to comment Share on other sites More sharing options...
Chladic88 Posted January 14, 2022 Share Posted January 14, 2022 You are welcome :-) You should have there now two icons for Airships. One is from Hooligan - you can use it for control of your engines from Heisenberg or control the airparking mode. Airparking mode is really useful as you can land your airship in the air And the second icon is for controls of the lift. Dont forget to use auto-pitch, which will help balance your airship. Quote Link to comment Share on other sites More sharing options...
Chladic88 Posted February 15, 2022 Share Posted February 15, 2022 Something new about the new version? :-) Cannot wait for it Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 14, 2022 Author Share Posted April 14, 2022 Heisenberg 2.18.0 is now available: - Added stock inventory support to all HL-10 dirigible parts with KIS inventories. - Added power systems rebalance- thanks Chladic! Quote Link to comment Share on other sites More sharing options...
RB101 Posted April 18, 2022 Share Posted April 18, 2022 (edited) I keep setting airship modules to battery in the VAB/SPH , but they change back to inventory when i launch the vehicle? Has anyone else experienced this bug? I haven't found a fix as of yet, EDIT: I have a found that I can reconfigure the storage to a battery after launch by setting the container to "Equipment" and having an engineer on the craft. HOWEVER. switching to another vessel that is out of physics range resets the airship part to default inventory again.... Edited April 18, 2022 by RB101 Quote Link to comment Share on other sites More sharing options...
Chladic88 Posted April 22, 2022 Share Posted April 22, 2022 Strange, i dont have this issue. By which modules it happend? Quote Link to comment Share on other sites More sharing options...
RB101 Posted May 3, 2022 Share Posted May 3, 2022 @Angel-125 Hi, I'm not sure if this is the correct place to post about this (please point the correct thread out to me if not, sorry in advance!) I've got a contract that is asking me to do a "Temperature Study on Kerbin" There are no location markers in the tracking station, and using a thermometer does nothing towards completing the experiment... I did a short search on google, and stumbled upon this github repository related to "wildblue industries" Link: https://github.com/Angel-125/WildBlueTools/blob/master/GameData/WildBlueIndustries/000WildBlueTools/Experiments/BasicExperiments.cfg The github repository contained this code, which I was hoping would help me understand what I needed to do... but has only left me more confused...CODE: Spoiler EXPERIMENT_DEFINITION { id = WBITemperatureStudy title = Temperature Study baseValue = 12 scienceCap = 36 dataScale = 1 situationMask = 63 biomeMask = 3 tags = basic mass = 0.01 description = The DStaal Institute of Technology (DIT) came up with this study to learn how temperatures change in space. Does being in the sun help? We're not sure yet - go find out. requiredResources = LabTime,18 requiredPart = 2HOT Thermometer requiredPart = Univ. Storage - PresMat / 2Hot requiredPart = CA-SC100 Thermometer requiredPart = LDEF Temperature Study situations = ORBITING;LANDED;SPLASHED techRequired = spaceExploration RESULTS { default = Sometimes the temperature goes up, and sometimes it goes down. We're not sure why, although the sight of Kerbol seems to have something to do with it. KerbinSrfLanded = Daytime temperatures are somewhat higher than nighttime temperatures here. KerbinSrfLandedTundra = Temperatures go down if you put the thermometer underground. Of course, the thermometer is designed to be operated in space... KerbinSrfSplashed = The presence of water seems to mitigate the day/night temperature shifts. KerbinSrfLandedDeserts = We expected the temperature to be remain very high, but it seems the desert cools off quite a bit at night. KerbinInSpace = Measuring the temperature of space appears to be very hard - we are getting the temperature of our ship, not the surrounding vacuum. KerbinInSpace = Temperature readings appear to be largely dependent on whether the thermometer is exposed to Kerbol at the time of the reading. KerbinInSpace = Experimental readings were disrupted by Bill trying to bake a cake. Where he found an oven we're not sure. The cake was delicious though. KerbinInSpace = Temperatures inside the ship are largely as set by the life support system. Wait, you wanted us to measure the *outside* temperature changes? MunSrfLanded = Temperature changes appear to be extreme on the Munar surface - dependent largely on the position of the sun. MinmusSrfLanded = Temperatures here are a bit warm - for ice cream. Any help would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 3, 2022 Author Share Posted May 3, 2022 25 minutes ago, RB101 said: @Angel-125 Hi, I'm not sure if this is the correct place to post about this (please point the correct thread out to me if not, sorry in advance!) I've got a contract that is asking me to do a "Temperature Study on Kerbin" There are no location markers in the tracking station, and using a thermometer does nothing towards completing the experiment... I did a short search on google, and stumbled upon this github repository related to "wildblue industries" Link: https://github.com/Angel-125/WildBlueTools/blob/master/GameData/WildBlueIndustries/000WildBlueTools/Experiments/BasicExperiments.cfg The github repository contained this code, which I was hoping would help me understand what I needed to do... but has only left me more confused...CODE: Hide contents EXPERIMENT_DEFINITION { id = WBITemperatureStudy title = Temperature Study baseValue = 12 scienceCap = 36 dataScale = 1 situationMask = 63 biomeMask = 3 tags = basic mass = 0.01 description = The DStaal Institute of Technology (DIT) came up with this study to learn how temperatures change in space. Does being in the sun help? We're not sure yet - go find out. requiredResources = LabTime,18 requiredPart = 2HOT Thermometer requiredPart = Univ. Storage - PresMat / 2Hot requiredPart = CA-SC100 Thermometer requiredPart = LDEF Temperature Study situations = ORBITING;LANDED;SPLASHED techRequired = spaceExploration RESULTS { default = Sometimes the temperature goes up, and sometimes it goes down. We're not sure why, although the sight of Kerbol seems to have something to do with it. KerbinSrfLanded = Daytime temperatures are somewhat higher than nighttime temperatures here. KerbinSrfLandedTundra = Temperatures go down if you put the thermometer underground. Of course, the thermometer is designed to be operated in space... KerbinSrfSplashed = The presence of water seems to mitigate the day/night temperature shifts. KerbinSrfLandedDeserts = We expected the temperature to be remain very high, but it seems the desert cools off quite a bit at night. KerbinInSpace = Measuring the temperature of space appears to be very hard - we are getting the temperature of our ship, not the surrounding vacuum. KerbinInSpace = Temperature readings appear to be largely dependent on whether the thermometer is exposed to Kerbol at the time of the reading. KerbinInSpace = Experimental readings were disrupted by Bill trying to bake a cake. Where he found an oven we're not sure. The cake was delicious though. KerbinInSpace = Temperatures inside the ship are largely as set by the life support system. Wait, you wanted us to measure the *outside* temperature changes? MunSrfLanded = Temperature changes appear to be extreme on the Munar surface - dependent largely on the position of the sun. MinmusSrfLanded = Temperatures here are a bit warm - for ice cream. Any help would be greatly appreciated! If I recall correctly, you can't just run the experiment for temperature study. You need to recover the part with the experiment. Quote Link to comment Share on other sites More sharing options...
RB101 Posted May 3, 2022 Share Posted May 3, 2022 1 minute ago, Angel-125 said: If I recall correctly, you can't just run the experiment for temperature study. You need to recover the part with the experiment. Thanks! Any idea which part has the experiment? I've also just noticed that the github code mentions "lab time" , so i'm assuming it has something to do with the mobile lab? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 3, 2022 Author Share Posted May 3, 2022 18 minutes ago, RB101 said: Thanks! Any idea which part has the experiment? I've also just noticed that the github code mentions "lab time" , so i'm assuming it has something to do with the mobile lab? The science system in Wild Blue Industries was based on transferring experiments to and from stations like in the real world. It's been awhile, but I believe the stock MPL can generate LabTime from ResearchKits. You should be able to load the Temperature Study experiment into the stock Experiment Storage Unit. There should be a button on the part to show the experiment manifest to do that. These screens were made for M.O.L.E. several years ago, but the concept applies to the stock parts as well: https://github.com/Angel-125/MOLE/wiki/Science! Quote Link to comment Share on other sites More sharing options...
RB101 Posted May 3, 2022 Share Posted May 3, 2022 3 minutes ago, Angel-125 said: It's been awhile, but I believe the stock MPL can generate LabTime from ResearchKits. You should be able to load the Temperature Study experiment into the stock Experiment Storage Unit. There should be a button on the part to show the experiment manifest to do that. These screens were made for M.O.L.E. several years ago, but the concept applies to the stock parts as well: https://github.com/Angel-125/MOLE/wiki/Science! Thanks! , just finished the contract! Quote Link to comment Share on other sites More sharing options...
tremonthedgehog Posted May 10, 2022 Share Posted May 10, 2022 Does this work without hooligan labs airship parts? Quote Link to comment Share on other sites More sharing options...
panarchist Posted May 10, 2022 Share Posted May 10, 2022 2 hours ago, tremonthedgehog said: Does this work without hooligan labs airship parts? Yes, but not without the HL dll. Quote Link to comment Share on other sites More sharing options...
RB101 Posted May 25, 2022 Share Posted May 25, 2022 I've got a bug where the airship parts that have reconfigurable storage revert to their default setting when switching vessels, I've been trying to set them to batteries, but the go back to liquid fuel or empty configuration when i switch back to the vessel Anyone else experienced something like this? Quote Link to comment Share on other sites More sharing options...
tremonthedgehog Posted June 8, 2022 Share Posted June 8, 2022 could this be added to CKAN ? On 6/6/2022 at 5:30 PM, tremonthedgehog said: could this be on CKAN? if noy just the HL .dll so this mod could work with: 19 hours ago, JewelShisen said: I'll be adding it later this week. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted June 8, 2022 Share Posted June 8, 2022 Oh hey I found this Its updated to the recent KSP version will you check it out if its compatible? (I am guessing most likely but might do some testing to see if it works) if it works maybe make it as the new dependency Quote Link to comment Share on other sites More sharing options...
tremonthedgehog Posted June 9, 2022 Share Posted June 9, 2022 sure Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 20, 2022 Author Share Posted June 20, 2022 Heisenberg 2.19.0 is now available: - Removed BARIS dependency dll. Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted July 11, 2022 Share Posted July 11, 2022 i cant reconfigure storage on all your mods Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted July 14, 2022 Share Posted July 14, 2022 I click the reconfigure storage and it dose nothing its been like this for awhile Quote Link to comment Share on other sites More sharing options...
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