flart Posted December 19, 2019 Author Share Posted December 19, 2019 (edited) On 12/19/2019 at 11:58 AM, Space_Coyote said: something going on with Kerbal Konstructs I tested it on an easy install using CKAN, you need to enable "Allow other Launchsites" in the stock basic settings, and "open" them at the KK menu in the SPH for 0 funds, and they will appears in the MH menu. It has been changed lately on the KK side, and now you can close launchsites when they aren't needed. On the next version I will make one (or all) of them opened by default. On 12/19/2019 at 11:58 AM, Space_Coyote said: moving the start points and the location of the launch sites for the water to the north of the KSC Center iirc, placing water launchsites on the North of the KSC was my first thought, but then I placed them on the East side, because that way the tower looks better on the KSC-scene. It's a little bit in the North from the Launchpad, so your ships should be safe. Well, almost safe, it's Kerbin. Edited December 20, 2019 by flart Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted December 20, 2019 Share Posted December 20, 2019 Well, if you want me to send a snapshot of where I think it should be pplaced I can actually do that.. complete with Location marker.. Also hopefully there can be docks installed for both the ships and the subs.. the Land Jetties are okay but I guess Docks look more professional.. just again a thought.. Space_Coyote Quote Link to comment Share on other sites More sharing options...
flart Posted December 20, 2019 Author Share Posted December 20, 2019 (edited) 22 hours ago, Space_Coyote said: snapshot of where I think it should be placed Location marker docks I don't think that location marker will help there. You could make changes using KK GUI locally (Ctrl+K), what satisfy your needs. Then send me screenshots and configs, or screenshots and PR on github, If it's not much trouble for you. I can merge changes or at least merge as optional .txt files, but not promises there. Also it is important, that the mod doesn't add new models, and just reuse the built-in KK or the stock ones, and I haven't found docks there. For example, JNSQ uses Omega's Stockalike Structures for its docks, so it's possible to add optional docks if the OSS is found. Also there is was SM_Static (post). It's 80 Mb full KK static environment with marinas, docks, helicopter towers, buoys, and many water launchsites for full boat experience. Links are broken now, but the WLS doesn't trying to take its place, it's very lightweight config mod, that adds 2 water launchsites. Edited December 21, 2019 by flart Quote Link to comment Share on other sites More sharing options...
flart Posted December 20, 2019 Author Share Posted December 20, 2019 Version 1.0.0 updated config for the KK v1.8.1: Sea-level launchsite is opened by default images saved as 8-bit png add GITHUB to .version Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted December 23, 2019 Share Posted December 23, 2019 Idk why this isn't part of MH. Anyone know? This should really be part of the game given that deploying things into the water, like barges and maybe Sea Dragon-like rockets is becoming slightly more prevalent in this time. @SQUAD? Quote Link to comment Share on other sites More sharing options...
MacLuky Posted December 30, 2019 Share Posted December 30, 2019 What are you people using for boat parts and propellers? I’ve done a Buffalo in the past, but want to go bigger in 1.8 Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted December 30, 2019 Share Posted December 30, 2019 3 hours ago, MacLuky said: What are you people using for boat parts and propellers? I’ve done a Buffalo in the past, but want to go bigger in 1.8 There are a couple of boat part mods, look those up. Quote Link to comment Share on other sites More sharing options...
flart Posted December 31, 2019 Author Share Posted December 31, 2019 (edited) 17 hours ago, MacLuky said: boat parts and propellers Breaking Ground should be cool for propellers, using stock structural and jets for boats is ok and there is some mods like SM Marine, or there is special plugin+parts mod for a submarines. Also I use a new part, copied from somewhere (Jet J-33 model, larger ISP, only work inside water (some module in the USITools)): Spoiler PART:NEEDS[CommunityResourcePack&USITools] { name = WaterJetEngineBasic module = Part author = Porkjet //mesh = turboFanSize1.mu MODEL { model = Squad/Parts/Engine/jetEngines/turboFanSize1 } //MODEL //{ // model = Squad/Parts/Engine/jetEngines/turbineInside // position = 0.0, 0.972875, 0.0 // scale = 0.8, 0.6, 0.8 // //rotation = 0, 0, 0 //} rescaleFactor = 1 node_stack_top = 0.0, 0.972875, 0.0, 0.0, 1.0, 0.0 CoMOffset = 0.0, 2.3, 0.0 TechRequired = aerodynamicSystems entryCost = 4000 cost = 1400 category = Engine subcategory = 0 title = J-34 "Wattley" Hydrojet Engine manufacturer = C7 Aerospace Division description = A high bypass water jet engine. attachRules = 1,0,1,0,0 mass = 1.5 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 47 //7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = boat ship water hydro jet propuls reverse (whattley MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 120 heatProduction = 40 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 50 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 127 } PROPELLANT { name = IntakeLqd ignoreForIsp = True ratio = 1 } atmosphereCurve { key = 0 100000 0 0 //0 10500 0 0 } // Jet params atmChangeFlow = True useVelCurve = False //True useAtmCurve = False //True //flameoutBar = 0.02 //flowCapMult = 1.0 machLimit = 0.075 //0.85 machHeatMult = 3.5 //25 // velCurve // { // key = 0 1 0 0 // key = 0.53 0.834 0 0 // key = 1.3 0.96 0 0 // key = 1.674 0.843 -0.876726 -0.876726 // key = 2 0.1 0 0 // } // atmCurve // { // key = 0 0 0 1.186726 // key = 0.072 0.092 1.339822 1.339822 // key = 0.337 0.4 0.8976688 0.8976688 // key = 1 1 0.9127604 0 // } } MODULE { name = ModuleAnimateHeat ThermalAnim = TF1Heat } MODULE { name = ModuleAnimateGeneric animationName = TF1ThrustReverser startEventGUIName = Reverse Thrust endEventGUIName = Forward Thrust actionGUIName = Toggle Thrust Reverser } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } RESOURCE { name = IntakeLqd amount = 0 maxAmount = 50 isTweakable = false hideFlow = true } MODULE { name = ModuleAquaticIntake ResourceName = IntakeLqd } MODULE { name = ModuleAquaticEngine } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = thrustTransformFX emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransformFX oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } Edited December 31, 2019 by flart Quote Link to comment Share on other sites More sharing options...
MacLuky Posted December 31, 2019 Share Posted December 31, 2019 17 hours ago, RealKerbal3x said: There are a couple of boat part mods, look those up. I did that and they all predate 1.8 by quite a big margin. I can try of course Quote Link to comment Share on other sites More sharing options...
flart Posted September 11, 2021 Author Share Posted September 11, 2021 Version 1.0.1 bump version, no changes needed =) Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted September 16, 2021 Share Posted September 16, 2021 Well if I can make a suggestion, how about moving the water launch site start points from it's current location to the bay to the north side of KSP After all I do have a valid arguement here , and this is really more a bit of logic than anything else.. Ever see a rocket explode? Like this one? The simple logic here is really nothing more than Safety (and wince we have KSP 2 coming and we'll have Multi player modes, This is good practice to put a water launch site in a safe and secure location rather than having flaming debris falling onto your boating Kerbals heads.. It's just simple common sense.. After all sometimes to convince a person is to actually show what the issue is.. (and provide a good argument here), and thus there's my argument. Safety concerns that's all. Besides at that location you still have access to the open ocean.. much like Cape Canaveral harbor has in Real life.. So there is the argument, I'd like to see a logical rebuttal here. Space_Coyote Quote Link to comment Share on other sites More sharing options...
flart Posted September 16, 2021 Author Share Posted September 16, 2021 5 hours ago, Space_Coyote said: Ever see a rocket explode? Like this one? The simple logic here is really nothing more than Safety This is good practice to put a water launch site in a safe and secure location rather than having flaming debris falling onto your boating Kerbals heads.. So you talking about roleplay concept, that IRL harbors will not be placed where the WLS is placed, but not the safety in the game? That's probably true. WLS is not on the East of Launchpad (that would make it unsafe even in-game), but on the North-East (latitude of WLS is in between Launchpad and Runway), that would make WLS in-game pretty safe and interesting (sic!) — you will see WLS and sea-ships around it on a plane or a rocket takeoff, but at the same time they are pretty safe. WLS is visible on the default camera angle on the KSC scene, and iirc bottom of the water on the East is more suitable for the underwater Launch site. I remember there was some problem on the North bottom, though don't remember exactly. Also on the picture you provide there is a JNSQ Harbor (or some Extended KSC harbor), so you have place to roleplay-safely store and launch sea-ships, and why you want to have WLS almost in the same spot? Spoiler To summarize, moving the WLS: pros: IRL roleplay concept cons: less interesting (hidden by the ground on a rocket/plane launch) no visible on default camera angle on KSC scene possible problems on the bottom for the underwater launch site other mods harbors already there Finally, I heard that the last version of KK fixed the Ctrl-K GUI problem, so you can move the WLS as you want, and I include patches or KK-configs as .txt files, ready for the replacement by users locally Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 16, 2021 Share Posted September 16, 2021 I kinda like the site where it is. Quote Link to comment Share on other sites More sharing options...
Skywavestar Posted May 2, 2023 Share Posted May 2, 2023 于 2019/4/23 于 12:04, flart 说道: 在KSC海岸附近添加 2 个新生成点 :船在水面上,潜艇在水下(仅在 SPH中)。 我忍不住在岸上添加了一些东西:一座塔和码头。 您还可以在 Kerbin 上找到 2 个新*水下异常(使用 KerbNet 或SCANsat定位它们)。 船的生成点是 mod 的目的,所以我不会添加很多静态对象。 Kerbal Konstruct和Module Manager是依赖项。 KK 支持库存启动站点列表。 此外,KK 有自己的 KK 发射点列表,您可以在其中打开/关闭发射点,它们将分别出现/消失在库存列表中。 默认情况下,海平面启动站点是打开的。 该模组应该在重新缩放的系统或那些“升级的KSC ” 模组 上工作。 推荐DLC Making History,没有DLC,就会有另一个塔,没有码头 KottabosGames视频 (v0.9.1): 显示隐藏内容 下载: 发布页面: https: //github.com/yalov/WaterLaunchSites/releases 依赖关系: KK, MM 支持本地化。 捐赠: Patreon This MOD may encounter a situation where the KK interface cannot be opened under RSSRO Quote Link to comment Share on other sites More sharing options...
flart Posted May 2, 2023 Author Share Posted May 2, 2023 7 hours ago, Skywavestar said: This MOD may encounter a situation where the KK interface cannot be opened under RSSRO I'm not familiar with RO that much. RealismOverhaul guys cook their salad by themselves, and this mod could be just an unsuitable vegetable, ask them. Quote Link to comment Share on other sites More sharing options...
kurgut Posted May 9, 2023 Share Posted May 9, 2023 Hi, thanks for your work on this useful mod ! Do you think it'd be possible to remove the added structure while keeping the actual launch site points, thus allowing removing the KK dependency ? If so could just give me some details on how to do it ? thanks a lot ! Quote Link to comment Share on other sites More sharing options...
flart Posted May 9, 2023 Author Share Posted May 9, 2023 4 hours ago, kurgut said: Do you think it'd be possible to remove the added structure while keeping the actual launch site points, thus allowing removing the KK dependency ? launch site points in this mod are also KK provided feature, so it's impossible. Theoretically it is possible to make C# mod with launchsite system independent of KK, but that would be different mod, and doesn't worth time, because we already have KK. Quote Link to comment Share on other sites More sharing options...
kurgut Posted May 9, 2023 Share Posted May 9, 2023 10 minutes ago, flart said: launch site points in this mod are also KK provided feature, so it's impossible. Theoretically it is possible to make C# mod with launchsite system independent of KK, but that would be different mod, and doesn't worth time, because we already have KK. Ok thanks for you answer Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted June 2 Share Posted June 2 We all know this is for the sea dragon people Quote Link to comment Share on other sites More sharing options...
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