Angelo Kerman Posted September 23, 2019 Author Share Posted September 23, 2019 As mentioned the elevator is an animation so it won’t move parts attached to it. Hard to believe that I released the Heisenberg almost three years ago! I’ve learned a lot since then. Were I to do things differently, I’d add more airship hull parts to make different designs with, and redo the Bison parts. Unfortunately time is extremely limited these days. Anyway, KSP 1.8 is on its way, and that means many plugins will break. In the event that Hooligan Labs breaks and isn’t updated (it is ARR so I can’t update it), I do have a backup plan in the works. Quote Link to comment Share on other sites More sharing options...
Dark_Derp Posted September 23, 2019 Share Posted September 23, 2019 18 minutes ago, Angel-125 said: As mentioned the elevator is an animation so it won’t move parts attached to it. Hard to believe that I released the Heisenberg almost three years ago! I’ve learned a lot since then. Were I to do things differently, I’d add more airship hull parts to make different designs with, and redo the Bison parts. Unfortunately time is extremely limited these days. Anyway, KSP 1.8 is on its way, and that means many plugins will break. In the event that Hooligan Labs breaks and isn’t updated (it is ARR so I can’t update it), I do have a backup plan in the works. I'm just happy that somebody took the time and effort to make this mod. Even with the current parts you can get VERY creative. If worst comes to worse, I'd be very intrigued by what you have as a backup. Quote Link to comment Share on other sites More sharing options...
Hooligan Labs Posted September 23, 2019 Share Posted September 23, 2019 I can't believe how the mod airship fundamentally still works after all these years. Though maybe @JewelShisen has rewritten it entirely by this point. It's brilliant, the way that KSP has structured mods so they can share code. It's not exactly easy to test, but it can be very robust. I hope this spirit lives on in KSP2. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 23, 2019 Author Share Posted September 23, 2019 11 minutes ago, Dark_Derp said: I'm just happy that somebody took the time and effort to make this mod. Even with the current parts you can get VERY creative. If worst comes to worse, I'd be very intrigued by what you have as a backup. I pinged JewelShien, who is maintaining Hooligan Labs. Hopefully I won’t need the backup. 1 minute ago, Hooligan Labs said: I can't believe how the mod airship fundamentally still works after all these years. Though maybe @JewelShisen has rewritten it entirely by this point. It's brilliant, the way that KSP has structured mods so they can share code. It's not exactly easy to test, but it can be very robust. I hope this spirit lives on in KSP2. Me too! Without Hooligan Labs, the Heisenberg would literally not fly. Quote Link to comment Share on other sites More sharing options...
Dark_Derp Posted September 23, 2019 Share Posted September 23, 2019 2 hours ago, Hooligan Labs said: I can't believe how the mod airship fundamentally still works after all these years. Though maybe @JewelShisen has rewritten it entirely by this point. It's brilliant, the way that KSP has structured mods so they can share code. It's not exactly easy to test, but it can be very robust. I hope this spirit lives on in KSP2. They did mention Modding Support to be a very high priority in the development of KSP 2. I have seen several interviews/recaps from interviews and it all looks very very promising BUT we must always keep in mind that we can only really judge the quality of a game when it has been released. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 23, 2019 Share Posted September 23, 2019 On 9/11/2019 at 5:55 PM, Lisias said: Random toughs about this magnificent idea! Blimps with heavy tops are terribly unstable. I would put the heavy guns on the bottom (as they would be usually firing into something on the ground/sea), and reserve the top for air-air light artillery for defence There's a old game name Crimson's Skies. I think you would want to play it a bit in order to get some ideas about your project - this, my friend, can be epic!!!! @Violet_Wyvern, @Dark_Derp, forget Crimson`s Skies. I just watched The Princess and the Pilot (really love Steam Punk animes!), and,, dudes, this are something worth to see flying on KSP. The Shinden aircraft is also very nive! https://impdb.fandom.com/wiki/The_Princess_and_the_Pilot?file=2018-08-23_23h43_14.jpg Quote Link to comment Share on other sites More sharing options...
Dark_Derp Posted September 23, 2019 Share Posted September 23, 2019 (edited) 8 minutes ago, Lisias said: @Violet_Wyvern, @Dark_Derp, forget Crimson`s Skies. I just watched The Princess and the Pilot (really love Steam Punk animes!), and,, dudes, this are something worth to see flying on KSP. The Shinden aircraft is also very nive! https://impdb.fandom.com/wiki/The_Princess_and_the_Pilot?file=2018-08-23_23h43_14.jpg It's a shame that I suck at creating airships. this thing looks definitely like something that can be KSP'ed Edited September 23, 2019 by Dark_Derp Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 24, 2019 Share Posted September 24, 2019 @Angel-125 Turns out, mooring airships the traditional way is possible! All you need is a telescopic joint from KAS, a decently tall mast, and an engineer willing to stand on top of said mast Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 24, 2019 Author Share Posted September 24, 2019 (edited) 34 minutes ago, RealKerbal3x said: @Angel-125 Turns out, mooring airships the traditional way is possible! All you need is a telescopic joint from KAS, a decently tall mast, and an engineer willing to stand on top of said mast That’s a nice way to moor the airship! It would be neat to see a dedicated mooring mast, but I don’t know how you’d bolt such a thing to the ground.. In the absence of KIS, it could have a small docking port as well. To engineer: You had ONE job!... Edited September 24, 2019 by Angel-125 Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 24, 2019 Share Posted September 24, 2019 1 minute ago, Angel-125 said: That’s a nice way to moor the airship! It would be neat to see a dedicated mooring mast, but I don’t know how you’d bolt such a thing to the ground.. In the absence of KIS, it could have a small docking port as well. For testing purposes, my mooring mast was nailed to the ground with launch clamps, but the concrete base in KIS could feasibly be used for the same purpose, since it's possible to attach that to the ground also. Quote Link to comment Share on other sites More sharing options...
Violet_Wyvern Posted September 25, 2019 Share Posted September 25, 2019 (edited) On 9/24/2019 at 7:16 AM, Dark_Derp said: @Dark_Derp@Lisias It's a shame that I suck at creating airships. this thing looks definitely like something that can be KSP'ed For the sandbox game that has such high DOF like KSP.... There's no words called "Impossible"..... So... Yeah! The El Basstell class was finished, It's huge, terrifying, and fully loaded, Possibly the enemy's worst nightmare.... Edited September 28, 2019 by Violet_Wyvern Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted September 26, 2019 Share Posted September 26, 2019 @Angel-125 I've been encountering a couple of problems with the AirPark function in my attempts to moor airships, and I wondered if you could suggest any solutions for them? 1. The airship will teleport down to the ground, often causing it to explode, if you fly another craft within 200m of it. This is partially solvable with F5/F9, but even then it will sort of flicker between being in the air and on the ground. 2. If the airship is airparked and attached to my mooring mast with a KAS telescopic joint on the runway, loading another craft within physics range (eg. the launchpad) will often cause it to explode. I've only been able to do limited testing on these (I can test it further and provide logs tomorrow if you need it), and I know from reading this thread that AirPark can be a bit janky, but I wanted to bring these to your attention Quote Link to comment Share on other sites More sharing options...
Violet_Wyvern Posted October 3, 2019 Share Posted October 3, 2019 (edited) On 9/24/2019 at 1:45 AM, Hooligan Labs said: I can't believe how the mod airship fundamentally still works after all these years. Though maybe @JewelShisen has rewritten it entirely by this point. It's brilliant, the way that KSP has structured mods so they can share code. It's not exactly easy to test, but it can be very robust. I hope this spirit lives on in KSP2. Agreed This mod with Heisenberg are all in my first choice, Using these together with other like Large Boat Packs and Tweakscale, Those "Japanese Anime-ish flying fortress" are now possible to make.... Edited October 29, 2019 by Violet_Wyvern Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 3, 2019 Author Share Posted October 3, 2019 On 9/26/2019 at 9:25 AM, RealKerbal3x said: @Angel-125 I've been encountering a couple of problems with the AirPark function in my attempts to moor airships, and I wondered if you could suggest any solutions for them? 1. The airship will teleport down to the ground, often causing it to explode, if you fly another craft within 200m of it. This is partially solvable with F5/F9, but even then it will sort of flicker between being in the air and on the ground. 2. If the airship is airparked and attached to my mooring mast with a KAS telescopic joint on the runway, loading another craft within physics range (eg. the launchpad) will often cause it to explode. I've only been able to do limited testing on these (I can test it further and provide logs tomorrow if you need it), and I know from reading this thread that AirPark can be a bit janky, but I wanted to bring these to your attention AirPark has always been problematic. I find, for instance, that parking over water will result in explosions when you reload the vessel. Over land I had to set the parking brake, F5, then F9 to get it set up properly. I don’t recall if there were issues with other vessels in the 200m range once I did that. @Violet_Wyvern love the airship! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 21, 2019 Author Share Posted October 21, 2019 Heisenberg 1.17.0 is now available: - Updated to KSP 1.8 Quote Link to comment Share on other sites More sharing options...
marioq70 Posted October 23, 2019 Share Posted October 23, 2019 Very, very interesting! I would like to explore whole Kerbin in an airship before going to space! Thank you for your mod! Just a question: For your mod is needed the whole Hooligan Labs Airships mod or just the plugin?, Thank you in advance!. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 23, 2019 Author Share Posted October 23, 2019 50 minutes ago, marioq70 said: Very, very interesting! I would like to explore whole Kerbin in an airship before going to space! Thank you for your mod! Just a question: For your mod is needed the whole Hooligan Labs Airships mod or just the plugin?, Thank you in advance!. Just the plugin, which indeed still works in KSP 1.8. Quote Link to comment Share on other sites More sharing options...
marioq70 Posted October 24, 2019 Share Posted October 24, 2019 1 hour ago, Angel-125 said: Just the plugin, which indeed still works in KSP 1.8. Thank you! Quote Link to comment Share on other sites More sharing options...
Neptunia Posted November 8, 2019 Share Posted November 8, 2019 I enjoy this mod i reinstalled recently i have been having problems with this mod the propeller blades wont spin and the i cant use parts of the zeppelin the lights wont turn on hanger doors open automatically before i put them on the ship and i cant turn off certain features variance of parts wont work Ive tried to delete and reinstalling the mood but that doesn't work this all started with the buffalo (MSEV) i have no idea what i did wrong but the just wont work for me even uninstalling ksp didn't even work so i have no idea whats wrong with the mod. Quote Link to comment Share on other sites More sharing options...
Neptunia Posted November 10, 2019 Share Posted November 10, 2019 thank goodness i found out whats wrong it was my game version Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted February 8, 2020 Share Posted February 8, 2020 How come it doesn't work for me in 1.8? I mean every other mod I needed worked but there isn't even the tab for this mod, neither the rest of the mod, I mean I needed t0 make my airship from hooligan labs parts. Quote Link to comment Share on other sites More sharing options...
Rover 6428 Posted February 8, 2020 Share Posted February 8, 2020 So... no dependencies? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted February 8, 2020 Share Posted February 8, 2020 (edited) 1 hour ago, Rover 6428 said: So... no dependencies? If you actually want to fly the airship, you do need the Hooligan Labs mod. Don't worry, it still works in 1.8.1. 1 hour ago, Kraken that doesn't exist said: How come it doesn't work for me in 1.8? I mean every other mod I needed worked but there isn't even the tab for this mod, neither the rest of the mod, I mean I needed t0 make my airship from hooligan labs parts. Make sure you installed it correctly. While Hooligan Labs goes directly in GameData, everything that comes in the zip needs to be nested in the WildBlueIndustries folder. Edited February 8, 2020 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted February 8, 2020 Share Posted February 8, 2020 2 minutes ago, RealKerbal3x said: everything that comes in the zip needs to be nested in the WildBlueIndustries folder. AHA! That's why it doesn't work! Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted February 9, 2020 Share Posted February 9, 2020 (edited) On 2/8/2020 at 9:26 PM, RealKerbal3x said: Edited February 10, 2020 by Kraken that doesn't exist Quote Link to comment Share on other sites More sharing options...
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