Narhalles Posted December 1, 2017 Share Posted December 1, 2017 Im having an issue that after Ive launched the airship with a nuclear ring its showing each nuclear gyro ring as having an empty liquid fuel tank of 4500 units. Is anyone else seeing that? Quote Link to comment Share on other sites More sharing options...
buckykat Posted December 2, 2017 Share Posted December 2, 2017 The HL-10 Gyro Ring has a crew passthrough tube in its model, but no CLS module and it doesn't seem to be passable. Should it be? Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 23, 2017 Share Posted December 23, 2017 Can I remove the hooligan labs airship parts and just have these? will it mess with these parts or can I safely remove them. Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted December 30, 2017 Share Posted December 30, 2017 (edited) Loving the mod, but I am really struggling to build a Carrier Blimp that can stay level, let alone something that can be used to land on. Can I bother one of the other mod users for a .craft and supplementary mod list? @TachyonGMZ I think so, but I'm no mod-maker. Have you considered using Janitor Closet to help manage your partslist? Edited December 30, 2017 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
Barar Posted January 3, 2018 Share Posted January 3, 2018 Hi, I just did a fresh install of KSP and was having fun flying around on your airship. I noticed your HL-10 Hangar Deck is suppose to be a cargo bay. When flying around my items in the cargo bay produce drag, so I did a test. One with just a Buffalo Command cab alt-snapped into place in the middle of the hangar deck so I had no parts clipping anything. While flying and using the aero right-click debug menu it was showing drag whether I had the cargo bay opened or closed(locked). I configured the ship as below. WB-50 <-> HL-10 Nosecone <-> HL-10 Nuclear Gyro ring <-> HL-10L Dirigible section <->HL-10 Hangar Deck <-> HL-10L Dirigible section <-> HL-10 Nuclear Gyro ring <-> HL-10 Tail cone <-> WB-50 Not sure if this is working as intended as my stock Squad MK3 cargo bays work in game. Here is the list of mods I have installed. I am on KSP 1.3.1, MM 2.8.1, Hooligan Labs Airships 6.3.1, Heisenberg 2.8.9 and Firespitter 7.6.0. CKAN mod list. "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2018.01.03.06.37.52", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ "name": "CargoFreighter" "name": "USI-LS" "name": "UKS" "name": "KIS" "name": "USITools" "name": "CommunityResourcePack" "name": "CommunityCategoryKit" "name": "FirespitterCore" "name": "USI-Core" "name": "Konstruction" "name": "GroundConstruction-Core" "name": "AT-Utils" "name": "ConfigurableContainers-Core" Quote Link to comment Share on other sites More sharing options...
stuChris Posted January 3, 2018 Share Posted January 3, 2018 @The-Grim-Sleeper make sure you have the center of mass as close to the center of the airship as possible, and that the balloons are spread equally between the front and back of the airship Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) Heisenberg 2.9.1 is now available: - WBT Update ARP Icons Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great! Edited January 8, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted January 5, 2018 Share Posted January 5, 2018 Still trying to get everything updated to 1.3.1...but cannot wait to try this update! Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted January 12, 2018 Share Posted January 12, 2018 Things are going a lot more smoothly now that I use 'Recoupler' by Booots , but I feel that I am still forced to accommodate my designs to the options of the mod rather then vice-versa. Is Angel-125 still taking feature requests? Is there any change we could get: A few Bison Gondola parts that radially attach via their roof, so that it is easier to suspend stable pods underneath the large 'HL-10 Hanger Deck' and 'HL-10L Dirigible Section'? (especially the 'Bison Type 1 Fairing') Some way to either remove the top cover of a 'HL-10L Cargo Lift' similar to the 'open Doors'-option of the 'HL-10 Hanger Deck' or a way to place a 'HL-10 Flight Deck' on top of a 'HL-10L Cargo Lift' without causing massive clipping in the Flight Deck sections? A part that adapts from a 'HL-10 Flight Deck' in 'Wide Width'-mode to a'HL-10 Flight Deck' in 'Standard Width'-mode? A part that fills up the gap between 2 side-by-side sections of 'HL-10 Flight Deck' set to 'Standard Width'? The Mk2 Fuselage still leaves big gaps. I also had trouble when I sent a Kerbal on EVA on the 'HL-10 Hanger Deck'. Valentina got out the topside hatch just fine, but was never able to stand up and walk. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted January 19, 2018 Share Posted January 19, 2018 Is there a tweakscale patch? I want to build an exceptionally large airship. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 20, 2018 Author Share Posted January 20, 2018 2 hours ago, Eskandare said: Is there a tweakscale patch? I want to build an exceptionally large airship. I currently don't have a tweakscale patch for the airship parts, sorry. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted January 20, 2018 Share Posted January 20, 2018 (edited) 1 hour ago, Angel-125 said: I currently don't have a tweakscale patch for the airship parts, sorry. Whelp, time for me to make one. By the way, great mod, I've had a lot of fun with it. Edited January 20, 2018 by Eskandare Quote Link to comment Share on other sites More sharing options...
Lord_inter Posted January 23, 2018 Share Posted January 23, 2018 absolutely love this mod, a heavy lifting "easy to control" (after tweaking), recovery ship is simply fantastic. I reckon the only thing on my wish list would be a longer lift (atm I put hangers upside down with winches on lol) Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted February 6, 2018 Share Posted February 6, 2018 I am getting some odd behaviour in my KSP and although I am fairly sure it's part of stock, I have been asked to check: There is absolutely no chance that using this parts pack adds any contracts to the career-mode mission control, right? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2018 Author Share Posted February 9, 2018 On 2/6/2018 at 6:31 AM, The-Grim-Sleeper said: I am getting some odd behaviour in my KSP and although I am fairly sure it's part of stock, I have been asked to check: There is absolutely no chance that using this parts pack adds any contracts to the career-mode mission control, right? I think stock contracts can make use of Heisenberg's parts. Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted February 12, 2018 Share Posted February 12, 2018 (edited) This is specifically about "A group of tourists would like to visit {0} for several days and then return home safely. It would be the experience of a lifetime!"...", which seems to be describing a new type of contract, very similar to one that is showing up in my game, in spite of me not adding any contract mods. It is weird to find information about contracts in a parts-pack mod that makes no mention of adding any contracts. Edited February 12, 2018 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted February 12, 2018 Share Posted February 12, 2018 3 hours ago, The-Grim-Sleeper said: This is specifically about "A group of tourists would like to visit {0} for several days and then return home safely. It would be the experience of a lifetime!"...", which seems to be describing a new type of contract, very similar to one that is showing up in my game, in spite of me not adding any contract mods. It is weird to find information about contracts in a parts-pack mod that makes no mention of adding any contracts. Hey bud, it was mentioned. Those contracts are from Pathfinder, and it was a big focal point on one of the last releases, when the full functionality of the Hogan was introduced. Does it drastically affect your gameplay? Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted February 12, 2018 Share Posted February 12, 2018 (edited) I browsed though the first post of this thread and the last page, so I didn't notice the inclusion. It didn't really cause problems, I 'stopped tracking' the wreckage that it was aiming for. Mostly I was surprised, and on a bit of a scavenger hunt trying to find out the specific details of that contract: "does it count if I use the Adv Grabbing Unit 'Claw' to dock some additional living space onto the station? Or do I really need to sit 3 kerbals into a 1-seat station?" Angel-125, would it still be possible to update your first post with all the additional content? Edited February 12, 2018 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 12, 2018 Author Share Posted February 12, 2018 (edited) 1 hour ago, The-Grim-Sleeper said: I browsed though the first post of this thread and the last page, so I didn't notice the inclusion. It didn't really cause problems, I 'stopped tracking' the wreckage that it was aiming for. Mostly I was surprised, and on a bit of a scavenger hunt trying to find out the specific details of that contract. Angel-125, would it still be possible to update your first post with all the additional content? I'll look into it. Meanwhile, Heisenberg 2.9.3 is now available: - WBT UpdateNOTE: This is the last update of Heisenberg for KSP 1.3.1. Edited February 13, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
SpaceFoon Posted March 2, 2018 Share Posted March 2, 2018 Anyone else having trouble with your blimp falling apart? My blimp I just made breaks when you turn at all above 100 m/s. I also had some phantom forces that would grow until it broke right off the runway. Rigid body stopped that but didn't make the craft any stronger it seems. Quote Link to comment Share on other sites More sharing options...
Haszkers Posted March 4, 2018 Share Posted March 4, 2018 (edited) i download a Heisenberg 2.9.3 but its not working mods : Wild Blue Tools , Kerbal Actuators and Airships are unsuported to 1.3.1 . Firespitter and Hooligan Lab instaled by Ckan I got about 50 diffrent mods installed by Ckanand its work ok but when i add Heisenberg mod the game crash Edited March 4, 2018 by Haszkers Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 8, 2018 Author Share Posted March 8, 2018 On 3/4/2018 at 6:20 AM, Haszkers said: i download a Heisenberg 2.9.3 but its not working mods : Wild Blue Tools , Kerbal Actuators and Airships are unsuported to 1.3.1 . Firespitter and Hooligan Lab instaled by Ckan I got about 50 diffrent mods installed by Ckanand its work ok but when i add Heisenberg mod the game crash They work quite well in 1.3.1 and are most definitely supported. Quote Link to comment Share on other sites More sharing options...
SpaceFoon Posted March 9, 2018 Share Posted March 9, 2018 On 1/3/2018 at 2:18 AM, Barar said: Hi, I just did a fresh install of KSP and was having fun flying around on your airship. I noticed your HL-10 Hangar Deck is suppose to be a cargo bay. When flying around my items in the cargo bay produce drag, so I did a test. One with just a Buffalo Command cab alt-snapped into place in the middle of the hangar deck so I had no parts clipping anything. While flying and using the aero right-click debug menu it was showing drag whether I had the cargo bay opened or closed(locked). I configured the ship as below. WB-50 <-> HL-10 Nosecone <-> HL-10 Nuclear Gyro ring <-> HL-10L Dirigible section <->HL-10 Hangar Deck <-> HL-10L Dirigible section <-> HL-10 Nuclear Gyro ring <-> HL-10 Tail cone <-> WB-50 Not sure if this is working as intended as my stock Squad MK3 cargo bays work in game. Here is the list of mods I have installed. I am on KSP 1.3.1, MM 2.8.1, Hooligan Labs Airships 6.3.1, Heisenberg 2.8.9 and Firespitter 7.6.0. CKAN mod list. "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2018.01.03.06.37.52", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ "name": "CargoFreighter" "name": "USI-LS" "name": "UKS" "name": "KIS" "name": "USITools" "name": "CommunityResourcePack" "name": "CommunityCategoryKit" "name": "FirespitterCore" "name": "USI-Core" "name": "Konstruction" "name": "GroundConstruction-Core" "name": "AT-Utils" "name": "ConfigurableContainers-Core" Same issue everything inside my bays were making a ton of drag. Installed FAR and I had a whole new machine that actually flew. As for the ships falling apart I just installed Kerbal joint reinforcement. Quote Link to comment Share on other sites More sharing options...
Dark_Derp Posted March 9, 2018 Share Posted March 9, 2018 On 03/01/2018 at 8:18 AM, Barar said: Hi, I just did a fresh install of KSP and was having fun flying around on your airship. I noticed your HL-10 Hangar Deck is suppose to be a cargo bay. When flying around my items in the cargo bay produce drag, so I did a test. One with just a Buffalo Command cab alt-snapped into place in the middle of the hangar deck so I had no parts clipping anything. While flying and using the aero right-click debug menu it was showing drag whether I had the cargo bay opened or closed(locked). I configured the ship as below. WB-50 <-> HL-10 Nosecone <-> HL-10 Nuclear Gyro ring <-> HL-10L Dirigible section <->HL-10 Hangar Deck <-> HL-10L Dirigible section <-> HL-10 Nuclear Gyro ring <-> HL-10 Tail cone <-> WB-50 Not sure if this is working as intended as my stock Squad MK3 cargo bays work in game. Here is the list of mods I have installed. I am on KSP 1.3.1, MM 2.8.1, Hooligan Labs Airships 6.3.1, Heisenberg 2.8.9 and Firespitter 7.6.0. CKAN mod list. "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2018.01.03.06.37.52", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ "name": "CargoFreighter" "name": "USI-LS" "name": "UKS" "name": "KIS" "name": "USITools" "name": "CommunityResourcePack" "name": "CommunityCategoryKit" "name": "FirespitterCore" "name": "USI-Core" "name": "Konstruction" "name": "GroundConstruction-Core" "name": "AT-Utils" "name": "ConfigurableContainers-Core" Same. I made a ship that would lower a docking port/arm via infernal robotics which then connects to the aircraft mid flight and whenever it was in the hanger (closed and open) it would bounce up and down while flying at higher speeds often clipping through even though it was connected and stored. Was a nifty system allowing safe quick and easy refueling mid flight(will try and find the file soon to make a screenshot) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 20, 2018 Author Share Posted March 20, 2018 The hangar deck does have a ModuleCargoBay on it. If you open the bay and stick a flight deck on it then it won't shield parts. Heisenberg 2.10 is now available: - Recompiled for KSP 1.4.1 - Removed deprecated parts. Quote Link to comment Share on other sites More sharing options...
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