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[1.4.4]MNWS -- Modern Naval Weapon System (BDAc addon)


Johnny005611

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  On 7/29/2018 at 5:10 AM, Natso said:

Here exactly what my problems : https://youtu.be/EDBSETK8eJY

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Well, I see where your problem is.

In the KSP, W and S is controlling pitch, A and D is for the yaw, Q and E refers to roll. So basically when you’re controlling a ship it might only take A and D key to make turns, also notice that Z and X controls the throttle.

When you’re using Vesselmover you should be aware that when you drop the ship down it might turn like in your video. But don’t worry, it’ll take a minute to stay normal and we usually turn on the SAS before we drop the ship. This is all because all the ships have very powerful reaction wheel. 

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  On 7/29/2018 at 9:47 AM, Johnny005611 said:

Well, I see where your problem is.

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This mod has some really beautiful parts in it, it looks GREAT overall... but the mod is huge. :(

I have zero clue what a CVN21 is, the naming convention is impossible for anyone but you to follow, and most parts do not have a description... so without installing it, I can only guess that it is a ship...

Here is the reaction wheel:

MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 1200000000
        YawTorque = 1200000000
        RollTorque = 1200000000
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.01
        }
    }

1.2 BILLION kn Reaction wheel!?!? that uses 0.01 ec.... 

Is this a ship? You could maneuver a small moon with this reaction wheel! (if moons were not on rails ) LOL!

Just my suggestion, but knock at least 5 zeros off the end of those :)

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  On 7/29/2018 at 3:22 PM, TheKurgan said:

This mod has some really beautiful parts in it, it looks GREAT overall... but the mod is huge. :(

I have zero clue what a CVN21 is, the naming convention is impossible for anyone but you to follow, and most parts do not have a description... so without installing it, I can only guess that it is a ship...

Here is the reaction wheel:

MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 1200000000
        YawTorque = 1200000000
        RollTorque = 1200000000
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.01
        }
    }

1.2 BILLION kn Reaction wheel!?!? that uses 0.01 ec.... 

Is this a ship? You could maneuver a small moon with this reaction wheel! (if moons were not on rails ) LOL!

Just my suggestion, but knock at least 5 zeros off the end of those :)

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Thanks very much for your ideals!

I am working on separate MNWS to three mods packs: Ship pack, Plane pack and Weapon pack.

So lots of details are still being made.

For the reaction wheel I will set Pitch and Roll as 1000kn, but keep only Yaw as before until I find a good way to make the ship turn.

Thanks again! LOL!

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  On 7/29/2018 at 4:55 PM, jonathanmoon said:

@Johnny005611

permission to take the models into Blender and take a hacksaw to them to make mix and match parts?

 

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I've already made several blueprints about making them all separate, still it need time and lots of work.

I want to make my own work temporarily exclusive and I hope you do understand. Cuz both single-part and match-parts are all as a part of MNWS series mods pack in the future.

Thank you very much for your advise.

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  On 7/29/2018 at 6:47 PM, Johnny005611 said:

I've already made several blueprints about making them all separate, still it need time and lots of work.

I want to make my own work temporarily exclusive and I hope you do understand. Cuz both single-part and match-parts are all as a part of MNWS series mods pack in the future.

Thank you very much for your advise.

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that`s why I ask for permission first instead of going at it right away. I totally understand and wish you best of luck

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  On 8/2/2018 at 8:33 PM, williamhall531@gmail.com said:

the V-22 cargo bay can't be opened even though its opened. also most planes don't fly like planes, They fly like helicopters. But the ships are awesome 

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V22 doesn't have a cargo yet.

Noticed that the AERO pack is better working with this mod: single part aviation

Download link:https://spacedock.info/mod/1034/Single Part Aviation(f22)

Edited by Johnny005611
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So i run KSP 1.4.4.2251, When i launch KSP with MNWS, and its dependencies, including a forked japanese version of KJR for 1.4.3, it crashes. CKAN told me the mod wasn't compatible, though i'm pretty sure it said 1.4.4 was compatible, Crash file coming soon. thank you in advance

It seems like some kinda system overload or something, but i have absolutely no expereience with this kind of stuff.

Error.log in spoiler.

  Reveal hidden contents

oh and i also have chatterer and Airplane Plus, all of them work fine without MNWS if that helps

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  On 8/3/2018 at 8:23 AM, BlinAndVodka238 said:

So i run KSP 1.4.4.2251, When i launch KSP with MNWS, and its dependencies, including a forked japanese version of KJR for 1.4.3, it crashes. CKAN told me the mod wasn't compatible, though i'm pretty sure it said 1.4.4 was compatible, Crash file coming soon. thank you in advance

It seems like some kinda system overload or something, but i have absolutely no expereience with this kind of stuff.

Error.log in spoiler.

  Reveal hidden contents

oh and i also have chatterer and Airplane Plus, all of them work fine without MNWS if that helps

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I assume that is because MNWS is a so large mod that takes too much RAM and may cause this problem.

For MNWS doesn't have any .dll file at all, so it shouldn't be problems with coding.

I have test the unofficial forked KJR and it seems it cant work well with MNWS, maybe try to enter the game with Alt+F4 to enable unbreakable construction.

Also I see you have a 4GB RAM, its better you run KSP in dx11 mode, that'll save you lots of RAM, and may solve the problem.

Thanks for your report to make MNWS a better mod. 

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  On 8/3/2018 at 11:59 AM, Johnny005611 said:

I assume that is because MNWS is a so large mod that takes too much RAM and may cause this problem.

For MNWS doesn't have any .dll file at all, so it shouldn't be problems with coding.

I have test the unofficial forked KJR and it seems it cant work well with MNWS, maybe try to enter the game with Alt+F4 to enable unbreakable construction.

Also I see you have a 4GB RAM, its better you run KSP in dx11 mode, that'll save you lots of RAM, and may solve the problem.

Thanks for your report to make MNWS a better mod. 

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when i remove the ships pack, it loaded pass all of the packs , but then it's just stuck on Loading Expansion: Making History 1/2, so either there's something else or my KSP is broken, in which case... flip, but i will try the play KSP with directX11 instead, thank you

Edit: I used Dx11, and it actually loaded pretty fast, the 2 "lesser" packs, but the selection menu on the side doesn't has texture, the actual menu and the parts does, but the item doesn't, just the outline, and blue.... is this normal if i use Dx11?

ps i usually ignore single item mods, but yours is beautiful, (and the biggest mods i downloaded, i pretty much doesn't use mods)

ps the jets are crazy, they're like UFOs )))))))

Edited by BlinAndVodka238
Added stuff!
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  On 8/3/2018 at 1:51 PM, BlinAndVodka238 said:

when i remove the ships pack, it loaded pass all of the packs , but then it's just stuck on Loading Expansion: Making History 1/2, so either there's something else or my KSP is broken, in which case... flip, but i will try the play KSP with directX11 instead, thank you

Edit: I used Dx11, and it actually loaded pretty fast, the 2 "lesser" packs, but the selection menu on the side doesn't has texture, the actual menu and the parts does, but the item doesn't, just the outline, and blue.... is this normal if i use Dx11?

ps i usually ignore single item mods, but yours is beautiful, (and the biggest mods i downloaded, i pretty much doesn't use mods)

ps the jets are crazy, they're like UFOs )))))))

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I made some tests in different PCs, it seems that the problem is likely caused by low RAM or in the other hand -- by MNWS's large size.

But I still cant find any solution yet, maybe just try our luck.

In the loading screen, it is very often that the game get stuck when there's no RAM for unloaded mods.

Jets are very very hard to balance, cuz there's no moving surface wings for now, the reaction wheel should satisfy the power of needs that makes a plane turns.

Also, we should notice that the center of mass and drags are different when a plane is empty-load and fully loaded.

That's why its a little bit UFO style when its empty load.

Thanks for your support!

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I tried the Ships pack alone, without others, with DX11, and it's always on the verge of crashing xD, i have to be like... super careful, so i decided to not use the pack anyway, i can run the 2 other pack on OpenGL however it's with potato graphics, but still better than having the selection menu with blue items. And crashing makes sense since my laptop is from... 2010... i think, yeah, so it's a pretty bad one.

Thank you for all your help, have a nice day good sir!

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  On 8/4/2018 at 4:28 AM, BlinAndVodka238 said:

I tried the Ships pack alone, without others, with DX11, and it's always on the verge of crashing xD, i have to be like... super careful, so i decided to not use the pack anyway, i can run the 2 other pack on OpenGL however it's with potato graphics, but still better than having the selection menu with blue items. And crashing makes sense since my laptop is from... 2010... i think, yeah, so it's a pretty bad one.

Thank you for all your help, have a nice day good sir!

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And a better way if you want to play the ship pack is to only pick the ships you like:

Here's my pick:

065(CGX\DDG)

FDG057

CVN16

SSBN002

Also pick the plane you like in the aero pack, that'll very unlikely to cause a crash.

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  On 8/5/2018 at 1:32 PM, Johnny005611 said:

And a better way if you want to play the ship pack is to only pick the ships you like:

Here's my pick:

065(CGX\DDG)

FDG057

CVN16

SSBN002

Also pick the plane you like in the aero pack, that'll very unlikely to cause a crash.

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The Aero and the Weapons pack never gave me any problems, though the UFO-ness of the plane cause me to edit some stuff i the config file, i also tried the ships you pick, and i do notice that they took a lot of time to load, but once they're in the game, they run pretty smooth, so that's a plus (certainly better than my 700 parts DDG hand-made game breaker xD).

I would also suggest you compress the models and textures and put them into a "lite" pack for people who's playing with potatoes like me.

Sincerely, BlinAndVodka238

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  On 8/5/2018 at 3:24 PM, BlinAndVodka238 said:

The Aero and the Weapons pack never gave me any problems, though the UFO-ness of the plane cause me to edit some stuff i the config file, i also tried the ships you pick, and i do notice that they took a lot of time to load, but once they're in the game, they run pretty smooth, so that's a plus (certainly better than my 700 parts DDG hand-made game breaker xD).

I would also suggest you compress the models and textures and put them into a "lite" pack for people who's playing with potatoes like me.

Sincerely, BlinAndVodka238

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Technically using .dds texture could make the loading much quicker and has less usage.

I may do that first.

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  • 2 weeks later...
  On 8/18/2018 at 12:12 AM, Jhorriga said:

a lot of the aircraft dont have landing gear for me

 

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  On 8/16/2018 at 6:37 PM, Starman17 said:

Do the aircraft come with landing gear?

 

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No, the fighters have no gears for now but will be added in a far future.

It is a loot of huge works to add them to single-part fighters.

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  • 1 month later...
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