Khantemplation Posted November 10, 2016 Share Posted November 10, 2016 15 hours ago, Angel-125 said: I suspect though it's an issue related to ModuleManager. My apologies, I'm so used to having it downloaded already I didn't even notice neither HL or Heisenberg redistributes it. The lack of any MM at all was the issue. You may want to add it to the dependencies list. Quote Link to comment Share on other sites More sharing options...
akron Posted November 11, 2016 Share Posted November 11, 2016 Wait... KSNS Akron? We share a name! Very nice work. Love the gondolas Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 11, 2016 Share Posted November 11, 2016 19 hours ago, Khantemplation said: My apologies, I'm so used to having it downloaded already I didn't even notice neither HL or Heisenberg redistributes it. The lack of any MM at all was the issue. You may want to add it to the dependencies list. ??? WHO uses mods at all, who doesnt already have ModuleManager installed? Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 11, 2016 Share Posted November 11, 2016 shouldn't it be HeisenKERB? also nice Bison Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted November 12, 2016 Share Posted November 12, 2016 On 11/5/2016 at 4:48 PM, CobaltWolf said: Judging from the design, I'd say that these are dirigibles, rather than blimps. Dirigibles have an outer structural frame with a skin stretched over it, and the light-than-air bladders are located inside. Dirigible comes from a French word meaning "steerable." It is because it can be flown around rather than being blown by the wind that makes it a dirigible. Quote Link to comment Share on other sites More sharing options...
Railgunner2160 Posted November 14, 2016 Share Posted November 14, 2016 You know I'm getting flashbacks to Crimson Skies from all the discussion, damn that was a fine game. Crimson Skies: High Road to Revenge was a decent game, but sadly lacking in some of the things that made the first one great. Really wish someone would get the rights to the IP and make a third installment... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 15, 2016 Author Share Posted November 15, 2016 Small update to the parts pack, get the latest here. - Removed ModuleManager dependency. - Moved name tag decals on the HL-10L and HL-10M to the lower part of the hull. Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 16, 2016 Share Posted November 16, 2016 OMG THANK YOU! I HATE THE HOOLIGAN LABS TEXTURES! Your my god now! Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 17, 2016 Share Posted November 17, 2016 Im getting an odd glitch where my airship just randomly explodes, I think it has to do with your parts clipping with other parts. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 18, 2016 Author Share Posted November 18, 2016 6 hours ago, Deizelpunk said: Im getting an odd glitch where my airship just randomly explodes, I think it has to do with your parts clipping with other parts. Huh? I'm not doing anything out of the ordinary. Quote Link to comment Share on other sites More sharing options...
Deizelpunk Posted November 18, 2016 Share Posted November 18, 2016 36 minutes ago, Angel-125 said: Huh? I'm not doing anything out of the ordinary. Ok, i was just bug reporting. Is there a spot i should do that? also i dont know why, it doesn't seem to happen when parts are clipped its completely random. And only with yours. (as in not with just hooligan labs parts) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 18, 2016 Author Share Posted November 18, 2016 2 hours ago, Deizelpunk said: Ok, i was just bug reporting. Is there a spot i should do that? also i dont know why, it doesn't seem to happen when parts are clipped its completely random. And only with yours. (as in not with just hooligan labs parts) Can you define clipped? Do you have an example? Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted November 18, 2016 Share Posted November 18, 2016 9 hours ago, Angel-125 said: Can you define clipped? Do you have an example? I can say, that I had some explosions, when I tried to attach airship parts side by side. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 18, 2016 Author Share Posted November 18, 2016 1 hour ago, Shnyrik said: I can say, that I had some explosions, when I tried to attach airship parts side by side. Ok, I need more information then. What version of the mod are you using? How are you building your craft, when your airships explode, do you have logs? And did you paint your airships with rocket fuel? Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted November 18, 2016 Share Posted November 18, 2016 (edited) 1 hour ago, Angel-125 said: Ok, I need more information then. I'll try to reproduce that on clean install. 1 hour ago, Angel-125 said: How are you building your craft, when your airships explode, do you have logs? I think that it was the large multi-part airstrip between two connected dirigibles that caused explosions in my case %) UPD. Well, I've made a test and have nothing to report. I didn't manage to reproduce any explosions except when connected side by side dirigibles broke on start just because they were too heavy and I used too little launch clamps. Edited November 18, 2016 by Shnyrik Quote Link to comment Share on other sites More sharing options...
Red Dwarf Posted November 19, 2016 Share Posted November 19, 2016 So I won't get to play KSP for another month or so, but I can't stop making plans for when I get back. Knowing that these parts don't explode when they're clipped together is good. I'm looking forward to making custom airframes. Quick question, though. What's the lifting force of these parts? If I clipped three or four full airship frames together into one super-airship, how much weight could I hang off the bottom? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 19, 2016 Author Share Posted November 19, 2016 Not sure what the units are in terms of, but the largest hull is rated for 2500 lifting force. I can take a 42-ton vessel and reach about 11km. Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted December 2, 2016 Share Posted December 2, 2016 Kirov reporting (c) Oops, I think we are going to need a ski-jump Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 2, 2016 Author Share Posted December 2, 2016 @Shnyrik Looks great! Glad you got a flying aircraft carrier working. That was basically what I had in mind. Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted December 2, 2016 Share Posted December 2, 2016 @Red Dwarf: Kerbpaint works for 1.2?? @Shnyrik: Ok, you can take off... but can you land on that thing? @Angel-125: Ok, you've convinced me... I need to now download ONE MORE of your mods... Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted December 2, 2016 Share Posted December 2, 2016 (edited) 17 minutes ago, adsii1970 said: Ok, you can take off... but can you land on that thing? Not in this configuration First I'll have to invent where to park other airchraft And something like optical landing system would be very useful for static (parked with AirPark mod) airship. But it is not impossible for airship in movement: low relative speed would make landing as easy as mid-air docking Edited December 2, 2016 by Shnyrik Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted December 2, 2016 Share Posted December 2, 2016 (edited) 5 minutes ago, Shnyrik said: Not in this configuration First I'll have to invent where to park other airchraft And something like optical landing system would be very useful for static (parked with AirPark mod) airship. But it is not impossible for airship in movement: low relative speed would make landing as easy as mid-air docking Parking the other aircraft could be, um, interesting to say the least! Maybe we could impose on @Angel-125 to offer a dirigible part with some sort of "cargo bay" where the doors would open inward? then using Infernal Robotics, lower a segment of the flight deck down to where the aircraft could be "stored" under deck? Just an idea... and not really sure it is doable in KSP... The images you shared definitely make your model look impressive - even without the ability for aircraft to return to it... Edited December 2, 2016 by adsii1970 Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted December 2, 2016 Share Posted December 2, 2016 (edited) 8 minutes ago, adsii1970 said: Parking the other aircraft could be, um, interesting to say the least! I have some ideas 8 minutes ago, adsii1970 said: Maybe we could impose on @Angel-125 to offer a dirigible part with some sort of "cargo bay" where the doors would open inward? To have inline airship service bay would have been great, of course. 8 minutes ago, adsii1970 said: not really sure it is doable in KSP There is only one way to find it out Edited December 2, 2016 by Shnyrik Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted December 2, 2016 Share Posted December 2, 2016 8 minutes ago, Shnyrik said: I have some ideas To have inline airship service bay would have been great, of course. There is only one way to find it out I've also thought about trying my hand at modding, but to create a "sticky pad" that would act as a docking port. Simply roll over it and it automatically docks the two vessels once the two "sticky pads" come into proximity... Might give it a go once I get the semester grades posted. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 2, 2016 Author Share Posted December 2, 2016 (edited) 1 hour ago, adsii1970 said: Parking the other aircraft could be, um, interesting to say the least! Maybe we could impose on @Angel-125 to offer a dirigible part with some sort of "cargo bay" where the doors would open inward? then using Infernal Robotics, lower a segment of the flight deck down to where the aircraft could be "stored" under deck? Just an idea... and not really sure it is doable in KSP... The images you shared definitely make your model look impressive - even without the ability for aircraft to return to it... That's actually doable. You wouldn't need Infernal Robotics, just an animated hangar elevator would do it. The hangar/elevator could be "U" shaped so that it is rounded on the bottom and flat on the top. The elevator would then lower until it's about midships (about 5m), leaving the bottom half of the rounded part for storage and lifting bags. Here's a sketch I did to explain it better: I'm currently on a break from the Heisenberg; I got fed up with people trying to push me to build parts the way they wanted them. I was getting complaints about the gondola, the rover body that would be compatible with the gondola parts, different sizes of the tailfins, and the like. I plan to get back to the Heisenberg- I want to use it for my career- but it will be a bit as I'm focusing on finishing up the Kerbal Discovery II for DSEV, and I think it'll take me all of December to do so. 42 minutes ago, adsii1970 said: I've also thought about trying my hand at modding, but to create a "sticky pad" that would act as a docking port. Simply roll over it and it automatically docks the two vessels once the two "sticky pads" come into proximity... Might give it a go once I get the semester grades posted. Docking ports are... interesting.. to get them right. @EJ_SA pulls this off by having small docking ports on the deck of his ships and on the bottom of the vessels he wants to dock, and then lowers the aircraft's gear until the port dock. That seems to work well. A KAS option would be to have an engineer get out and link up KAS ports on the deck and aircraft. Edited December 2, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
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