JewelShisen Posted May 28, 2017 Share Posted May 28, 2017 2 hours ago, Angel-125 said: Heisenberg wouldn't fly without Hooligan Labs, glad you got HL updated too. As am I. Now to just wait for BDA to update so I can build my Airships OF DEATH!! Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 29, 2017 Share Posted May 29, 2017 Hmm... Do I post some images here or no? Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 29, 2017 Share Posted May 29, 2017 Ok so I keep getting a note on startup that Kerbal Actuators is not updated to 1.3 and I have crashed out twice now. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 29, 2017 Author Share Posted May 29, 2017 2 hours ago, JewelShisen said: Ok so I keep getting a note on startup that Kerbal Actuators is not updated to 1.3 and I have crashed out twice now. Ok, I'll post another patch in the morning. It's definitely working for me, I probably didn't add the new version into the build. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 29, 2017 Share Posted May 29, 2017 9 hours ago, Angel-125 said: Ok, I'll post another patch in the morning. It's definitely working for me, I probably didn't add the new version into the build. That sounds likely really. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 29, 2017 Author Share Posted May 29, 2017 2.6.1 should fix the problem. I recompiled the dll, repackaged the release, and downloaded and tested it without issues on my end. - Recompiled Kerbal Actuators. - Community Resource Pack Update Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 29, 2017 Share Posted May 29, 2017 2 hours ago, Angel-125 said: 2.6.1 should fix the problem. I recompiled the dll, repackaged the release, and downloaded and tested it without issues on my end. - Recompiled Kerbal Actuators. - Community Resource Pack Update Wonderful! Quote Link to comment Share on other sites More sharing options...
Kerbal Idiot Posted May 29, 2017 Share Posted May 29, 2017 I get how epic this mod is, and ive been trying to make it work since 11:00 AM (its 5:50 PM now)and when I launch KSP, it just don't work. please gimme some info if im doing it wrong I installed Firespitter 7 and it still don't work. help. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 29, 2017 Author Share Posted May 29, 2017 15 minutes ago, Kerbal Idiot said: I get how epic this mod is, and ive been trying to make it work since 11:00 AM (its 5:50 PM now)and when I launch KSP, it just don't work. please gimme some info if im doing it wrong I installed Firespitter 7 and it still don't work. help. Did you download 2.6.1? Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 30, 2017 Share Posted May 30, 2017 Once I add engines the newest Science ship in the Jewel Shisen Industries fleet will be ready to sail! (Showing off the size of the new mini probe airship parts that I have been working on~) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 30, 2017 Author Share Posted May 30, 2017 1 hour ago, JewelShisen said: Once I add engines the newest Science ship in the Jewel Shisen Industries fleet will be ready to sail! (Showing off the size of the new mini probe airship parts that I have been working on~) Looks cool! Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted May 30, 2017 Share Posted May 30, 2017 23 hours ago, Kerbal Idiot said: I get how epic this mod is, and ive been trying to make it work since 11:00 AM (its 5:50 PM now)and when I launch KSP, it just don't work. please gimme some info if im doing it wrong I installed Firespitter 7 and it still don't work. help. Did you read the OP? You also need Hooligan Labs - not the parts, but the dll to get this mod to run. Quote Link to comment Share on other sites More sharing options...
Jebthemaster Posted May 31, 2017 Share Posted May 31, 2017 I have downloaded the newest version of the Heisenberg airship parts pack, installed the newest versions of Hoolagain labs and Firespitter. For some reason, the rudders and flags load but the actual Heisenberg parts do not load. Can someone help me? What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 31, 2017 Share Posted May 31, 2017 5 hours ago, Angel-125 said: Looks cool! Glad you like it! I added nodes to the sides and bottoms of one of the new parts so no need to surface attach them either. Quote Link to comment Share on other sites More sharing options...
Astradd Posted June 7, 2017 Share Posted June 7, 2017 (edited) Oh, great. I think I might've deleted my other post on this page. If you see it, I'm not trying to spam. I just am new to using the forums, and might've just messed it up. Anyways, I was playing, and wanted to make something, sorta like the USS Shenandoah, or something like that. I noticed that on the USS Shenandoah The USS Shenandoah had the fins smaller than the Mid-hull of the airship. I saw the other post about the bottom fin being flat, and how the user that made that post thught it would be a good Idea. I am somewhat on the same page, thinking that maybe making a longer tail cone and shorter fins. Speaking of HL-10 parts, I was wondering if we could make them a bit bigger. I did note that JewelShisen had made some parts That were about 15 m. I really do like these parts and wanted to know if you'd be able to fabricate some parts about this size, or bigger, while keeping them looking like the HL-10 parts you designed. I also realized that you said that you weren't planning on making bigger parts, but I do think that this might just be something to consider. I realize I might sound a bit picky, and if I do a apologize. Here's what I mean by the fins being smaller than the hull. But I do really like this mod the way it is! I loved the concept of Airships That JewelShizen had created, and I also really loved the concept of Airships you had created. I really liked the thought of having zeppelins in KSP, and this was sorta like a dream come true. So, Keep up the good work and thanks for your time! Sincerely ~ Astradd Edited June 7, 2017 by Astradd I just wanted to add a sincerely, thats all Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 7, 2017 Share Posted June 7, 2017 @Angel-125 - I remember seeing this mod initially some time ago, and thinking it was really cool. I served in the US Navy, and like you, I am a fan of the US Navy airships Akron and Macon. (I had a minor obsession with them for a while) US Navy flight deck enlisted personnel are called Aviation Boatswain's Mates - the aircraft handlers on flight and hangar decks are Aviation Boatswain's Mate - Handlers (ABH), and the ABH school is at Lakehurst, NJ, within sight of the dirigible hangars that once stored those airships. I was an ABH on the carrier USS America (CV-66) more than 20 years ago, and worked on the flight deck - so I've always loved mods like this. I hadn't looked at Heisenberg for a while, though, so I was amazed and thrilled to see the flight deck / hangar deck pieces, and 1.3 was just released (yes, this was only a week ago), so I downloaded it, installed into a new KSP install, and started building airships. I learned a few things: 1. Building airships is REALLY cool and fun! 2. I really suck at landing on carriers without a landing aid or a proper joystick 3. Those are really small decks to land on Reading the thread helped me design some better carriers, especially some of @Shnyrik's posts - and my new designs have incorporated Shnyrik's suggestions to use KAS to anchor planes, and ACA catapults and arresting gear resized to 27% normal size. So, I started kicking out some designs like this: AS-01 Amelia Kerman: This ship can carry up to 9 aircraft, and has a maximum (unloaded) service ceiling of 6,300m. Empty, it can attain about 60m/s. I haven't fully loaded it yet to get an idea of its loaded performance. The AS-01 has a single long gondola underneath, and while it does have landing stabilizers, they can't support the full weight of the ship if buoyancy is set to minimum. AS-02 Lindy Kerman ("Lucky Lindy"): The first "pocket carrier" holds 2 aircraft on the hangar deck and 5 topside, for a total of 7. This assumes that at least some of the aircraft are VTOL models like the Kestrel. Only has a 5,100m service ceiling due to the small size. (and ergo, lift capacity) Unlike the AS-01, the Lindy has fore and aft gyros. AS-03 Yaeger Kerman (not pictured) - the first "supercarrier" in the Kerbal fleet, unfortunately the hull was not stable and it was never successfully launched. Rumor has it that there are still some pieces scattered on the grounds of the KSC2 launchsite. AS-04 Eugene Kerman (named for the first US Navy pilot - Eugene Ely): The second "pocket carrier", though much larger in actual hull size. AS-04 has a service ceiling (empty) of 8,700m. The hangar deck can only hold one aircraft, plus the center deck elevator and a cargo lift. The ship has fore and aft gyros, and tops out at nearly 65m/s. The Eugene Kerman was the first carrier built with catapult and arresting gear - the AS-01 and AS-02 were retrofitted later after successful testing on AS-04. AS-04 currently carries the KV-8N Kestrel (naval variant), shown below: The KV-8N has a shorter wingspan, allowing the craft to be stored in the narrow variant hangar. Overall length has been shortened to fit in the center deck elevator. Handling characteristics are virtually unchanged. The hangar deck inventory space holds an ample supply of KAS connectors and wrenches to hold aircraft to the flight deck. A flight deck / hangar deck tractor is currently under design. After putting together some carriers, I started thinking about what actual flight operations would look like. I've started putting together some notes, because I'm planning to try to do a little writeup on my personal website about flight operations on Heisenberg-style airborne carriers - with pictures. (this is likely to take a while) On USN carriers, while there is an enormous amount of space by Kerbal standards, it's not a lot of space by human "normal" standards. There is 4.5 acres of desk to store as many as 92 aircraft. The space is managed through the use of a scale model of the deck in Flight Deck Control affectionately referred to as the ouija board. (U.S. Navy photo by Mass Communication Specialist Seaman Justin E. Yarborough/Released) Aircraft being landed are parked at the front of the ship. Once they've all landed, aircraft are "re-spotted" to the back of the ship, serviced, rearmed, and refuelled, and then launched off the catapults in order. The move order and locations are carefully planned in advance on the ouija board, and written onto small cards that aircraft handlers carry with them on the flight deck for reference. I cooked up something similar but a LOT simpler, since well, this is Kerbal, and also, there just isn't much side space to move anything into. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted June 7, 2017 Share Posted June 7, 2017 @panarchist While I am not the one that maintains the Heisenberg parts pack, I do maintain the Hooligan Labs mod that lets them get airborne. That said I must say that I love your aircraft carrier designs! Also thank you for your service. My mom retired from the USN as a CMT1 when she had me. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 7, 2017 Share Posted June 7, 2017 Here's what I came up with: This is for AS-02. Basically, AS-02 has enough flight deck space for 5 aircraft, plus one on the elevator, and another 2 in the hangar, for a total of 8 "slots". At least one has to be kept open in order to swap out aircraft, so the maximum number of aircraft AS-02 can carry is 7. This is because the catapult is 2 slots in length, and one slot is holding the plane to be launched. It also presumes that at least one of the last craft to land is a VTOL, since with 6 aboard, any plane hitting the arresting cables can't stop before hitting other aircraft. Also, any aircraft missing the arresting cables could (and probably would) hit other aircraft on the deck. Not an ideal situation, so in actuality, the number of aircraft would likely be less. Here's something quick and dirty for all my carrier designs so far: AS-05 Essex is my huge supercarrier (see below) - it can hold at least 20 aircraft, though only 6 on the hangar deck. It would likely have the most complex flight operations. It has a cavernous hangar bay, which was a challenge due to the way flight deck pieces add "walls" to the sides. I created the open spaces by using side elevators with the elevator deployed. The two elevators overlap each other underneath the deck plate that holds the island. (the superstructure) Anyway, that's what I've been up to with this mod, and when I get the flight ops writeup done, I'll post it. Just now, JewelShisen said: @panarchist While I am not the one that maintains the Heisenberg parts pack, I do maintain the Hooligan Labs mod that lets them get airborne. That said I must say that I love your aircraft carrier designs! Also thank you for your service. My mom retired from the USN as a CMT1 when she had me. Which I greatly appreciate - thanks so much! Without the mod maintainers, HL would have died several versions back and before Angel-125 created these awesome parts. Also, thanks to your mom! I always appreciate the Navy folks. I only did one tour and out - but I did get to serve on 2 carriers and go on both a North Atlantic and a Mediterranean/Indian Ocean cruise. I loved working the flight deck, and this is my opportunity to spend some time working on something that clearly shows I have too much spare time on my hands right now. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted June 7, 2017 Share Posted June 7, 2017 @panarchist Hey if you want I would be happy to give you a beta version of the new Mini Airship Drone parts I have been working on. They make for good and cheap targets for live fire practice! Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 7, 2017 Share Posted June 7, 2017 4 minutes ago, JewelShisen said: @panarchist Hey if you want I would be happy to give you a beta version of the new Mini Airship Drone parts I have been working on. They make for good and cheap targets for live fire practice! That would be awesome - I have a shortage of suitable aircraft to fly at the moment since my small plane design skills kind of suck. (I am working on that) - I'd love to build something like @Shnyrik's aircraft but that skillset isn't there yet. Also hoping that @Angel-125 is going to release that Osprey at some point, because the folding rotors are too cool. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted June 7, 2017 Share Posted June 7, 2017 2 minutes ago, panarchist said: That would be awesome - I have a shortage of suitable aircraft to fly at the moment since my small plane design skills kind of suck. (I am working on that) - I'd love to build something like @Shnyrik's aircraft but that skillset isn't there yet. Also hoping that @Angel-125 is going to release that Osprey at some point, because the folding rotors are too cool. Sent you a Dropbox link to it~ Let me know what you think of it over on the HL thread. Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 7, 2017 Share Posted June 7, 2017 7 minutes ago, JewelShisen said: Sent you a Dropbox link to it~ Let me know what you think of it over on the HL thread. Will do, thanks! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 7, 2017 Author Share Posted June 7, 2017 (edited) @panarchist First of all, thank you for your service! Having someone who worked in the Navy, and on aircraft carriers, gives a great perspective to mods like the Heisenberg. I hadn't even considered a Flight Deck Control, that would've been a cool display to have in one of the gondola parts. I did at least think of the pilot's ready room, each hangar deck has one, and it has pictures of the first flying aircraft carrier, by @Shnyrik, on the walls. And you can make nuclear powered flying carriers via the electric fans (which reminds me, I need to make a version for @JewelShisen), and the S.A.F.E.R. nuclear reactor. You could stick a bunch in one of the cargo gondolas... I love the carriers you created, and especially like how you used your planning sheets to keep track of aircraft positions. Using aircraft elevators as side corridors is a nice touch too. As for the Osprey... All you need is the Buffalo MSEV system. @Astradd Right now I find the 10m HL-10 parts a bit unwieldy in the SPH, which is why I've shied away from making larger versions. What I have considered though, are some airship-styled panels- somewhat like the flight deck panels- and half-cylinder nose and tail cones so that you can make some truly massive airships (with alternate texturing for really big spaceships). I did think of making corridor pieces and elevator parts that let you make huge elevators, but I haven't gotten around to it yet. So many projects to do! One of the big reasons I made the Heisenberg is so that I could do something I haven't done before- go explore Kerbin! I'm currently flying my airship, the KSNS Akron, around the planet and investigating anomalies along the way. I also have a sister ship, the KSNS Fulton, for unrep (I'm going to attempt that as soon as I know that I can fly two airships at once using HL). The details are in the Kerbin Elcano Exploration Project (K.E.E.P.) if you're interested. Edited June 7, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
panarchist Posted June 7, 2017 Share Posted June 7, 2017 (edited) 49 minutes ago, Angel-125 said: @panarchist First of all, thank you for your service! Having someone who worked in the Navy, and on aircraft carriers, gives a great perspective to mods like the Heisenberg. I hadn't even considered a Flight Deck Control, that would've been a cool display to have in one of the gondola parts. I did at least think of the pilot's ready room, each hangar deck has one, and it has pictures of the first flying aircraft carrier, by @Shnyrik, on the walls. And you can make nuclear powered flying carriers via the electric fans (which reminds me, I need to make a version for @JewelShisen), and the S.A.F.E.R. nuclear reactor. You could stick a bunch in one of the cargo gondolas... I love the carriers you created, and especially like how you used your planning sheets to keep track of aircraft positions. Using aircraft elevators as side corridors is a nice touch too. As for the Osprey... All you need is the Buffalo MSEV system. I am totally going to install the Buffalo and start looking around. The flight ops writeup I'm working on will talk about the major features of aircraft carriers: the island, flight deck control, Pri-Fly (Primary Flight Control), the LSO platform, the deck itself, and aircraft operations. Heisenberg-class vessels probably would operate similar to pre-angled deck carriers like the Lexington, the Essex, or the Midway before its conversion. Basically I want to have a comprehensive writeup on why those things were instituted, what their purpose is, and how they might look in KSP+HL+Heisenberg+Aircraft Plus, from the perspective of someone who actually worked as a deck monkey, moving aircraft around and observing flight operations. I mean, there's no such thing as "real" flight operations in KSP - but I can provide one option for people who want to emulate something that resembles actual USN flight ops. (and I'm sure others who served might have alternate views, and I hope if any of them are around, that they will post something as well - it only makes the hobby of playing KSP richer) I may have sold short my plane design ability, because I cooked this up last night, and other than a high approach speed (50-60m/s), it seems to work great so far: The F/A-4N Tigerhawk Here's what it looks like on the deck of the AS-02 Lindy Kerman Time for carrier trials! I haven't successfully trapped anything onboard a carrier yet in KSP, so I expect I'll blow up a couple of airships before I get the hang of it. Edit: Oh yeah, and I love the squadron ready rooms you built - the IVAs are great, and the hatches are well-located. Mine have the gear to secure aircraft and hold a couple of pilots and a couple of engineers. Edited June 7, 2017 by panarchist Quote Link to comment Share on other sites More sharing options...
Benjamin Kerman Posted June 7, 2017 Share Posted June 7, 2017 Is there any way you would be able to make a airship hull peice specificly for hanger bays with a wall on only one side or none at all? Quote Link to comment Share on other sites More sharing options...
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