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[1.12.2] Water Launch Sites (2021-09-11)


flart

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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 by flart
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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

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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 by flart
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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 by flart
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  • 1 year later...

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

 

 

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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

vZhbUWM.png


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 :)

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  • 1 year later...
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。

pRtHv5s.jpg

 

Kerbal KonstructModule 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。

wWbtjju.png

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

链接-ChangeLog-blue.svg  链接-Spacedock-blue.svg

CKAN-索引-green.svg  WaterLaunchSites.svg?label=版本&颜色  speedunitannex.svg?maxAge=3600&label=Lic
 

This MOD may encounter a situation where the KK interface cannot be opened under RSSRO

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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.
 

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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 ! :)

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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.

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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 :) 

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