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Working Underwater Lite


ColdJ

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My new mod on Spacedock to allow you to do lots of things underwater with stock KSP. Also allows for Kerbal sinking and buoyancy compensation up to release 1.10.1 of KSP.

License: "CC-BY-SA-4.0"

https://spacedock.info/mod/2749/Working Underwater Lite

My first ever mod.

Have added new RCS configs for people with 1.12.* games. Contents in this post.

 

 

Edited by ColdJ
New Configs
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  On 5/11/2021 at 8:04 PM, HebaruSan said:

There is no such license (yet?).

AK1nMvW.png

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Yep got it from the source. one sec I will look at my License.txt It has the link.

Creative Commons Attribution-ShareAlike 4.0 International Public License: Online version available here.

https://creativecommons.org/licenses/by-sa/4.0/legalcode

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  On 5/11/2021 at 8:06 PM, ColdJ said:

Yep got it from the source. one sec I will look at my License.txt It has the link.

Creative Commons Attribution-ShareAlike 4.0 International Public License: Online version available here.

https://creativecommons.org/licenses/by-sa/4.0/legalcode

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OK, thanks for clarifying your intentions.

The GPL is something else and unrelated to what you have linked:

https://en.wikipedia.org/wiki/GNU_General_Public_License

There are only 3 versions of it, so "GPLv4" refers to something that doesn't exist.

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  On 5/11/2021 at 7:56 PM, ColdJ said:

My new mod on Spacedock to allow you to do lots of things underwater with stock KSP. Also allows for Kerbal sinking and buoyancy compensation up to release 1.10.1 of KSP.

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Awesome! Do you have any pictures yet? This mod looks pretty cool, I'll give it a try!

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Hi, I'm reviewing this now for addition to CKAN. FYI, CKAN doesn't overwrite standard Squad files (and neither should anybody else!), so the "kerbalEVA" changes won't be installed. I think you should be able to replace those with Module Manager patches that would modify the standard configs without changing their files, which would work with CKAN. There are lots of folks who could help with that, but these are probably good places to start:

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook

https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax

 

 

 

Edited by HebaruSan
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  On 5/12/2021 at 5:51 PM, HebaruSan said:

Hi, I'm reviewing this now for addition to CKAN. FYI, CKAN doesn't overwrite standard Squad files (and neither should anybody else!), so the "kerbalEVA" changes won't be installed. I think you should be able to replace those with Module Manager patches that would modify the standard configs without changing their files, which would work with CKAN. There are lots of folks who could help with that, but these are probably good places to start:

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Hi. So that players would not require patches done by module manager. I purposely did not put them in as *.cfg but put them in 2 folders as *.txt files. There are instructions in the Read Me.txt for the player so that they can safely backup the originals before putting mine in and changing the suffix. This way it is up to the player as to if or when they upgrade the Kerbals. I respect the power of Module Manager but have had way too many instances of an installed mod using a patch to change things subtly, and by the time you realise your craft are altered on a fundamental level it is too late, making you have to go back through them all after removing the unwanted patch 1 by 1. BD Armory and it's adding of armor to everything ruined the balance of many of my craft, especially my Water speed record holder that had been perfect and able to get up to 280m/s, then BD Armory came and the engines would rip off constantly. Surface mounted lights and Mechjeb for all are another 2 examples.

  On 5/12/2021 at 6:06 PM, HebaruSan said:

Additional minor note, I think "water" is missing from the folder name "WorkingUnderLite" in the ZIP. We'll have CKAN install the current name, and we can update it if it changes in a future release.

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Water is purposely missing from this folder. If I do make a version that makes use of non KSP meshes and custom textures then the folder will be called "WorkingUnderwater". I already have config files that are set up to find their dependencies in the WorkingUnderwater folder structure where I am working. The released version only uses stock KSP so I just needed a simple and easily seen name that doesn't conflict with anybody elses.

Thank you very much for your time, work and feedback. I will go and read through the pages you have put links to.

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  • 2 weeks later...
  On 5/26/2021 at 12:07 AM, Spaceman.Spiff said:

Will it break anything in 1.11.1?

edit: let's find out...

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Not for craft I wouldn't think. If Squad changed pathways then it just wouldn't turn up. Kerbals, I haven't seen the new configs for them but I am going to guess, definitely yes.

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Hi. After finding the magic engine I went through and found a few other mistakes. Hopefully all fixed now.

Mod has been updated to 1.1.0 as I have added some new parts for more versatility.

Change Log 1.1.0

"Senior" Marine Engine no longer runs on magic and uses Electric Charge.
"Teen" Marine Engine, found and removed hidden Alternator.
"Sub Vernier" no longer drains a country's power grid in seconds.
"Ballast Ball" now has correct name.
Added 3 sizes of Water Nacelle for use with Ships. Have battery storage instead of fuel. Be careful if used at depth as will boost thrust considerably.
Added 3 sizes of Ballast Weight that use Cold Wars Aerospaces scrap resource and can be used to balance out the extra buoyancy of engines etc. Only Adjustable when building. Can be surface attached or stack attached and used like a micro node.
Added the scrap resource to the resources config of W.U.L.
Added a huge ballast tank for when you make big subs etc out of very buoyant parts.
Went through every config file and hopefully caught everything.

Unzip in main KSP folder and allow it to overwrite previous install.

G1cII5v.png

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  • 3 weeks later...

Developement with 1.11.2 discovered.

They have changed the way that Kerbals react to rising and sinking in water and now when you swim you stay at whatever height you were above land when you started swimming. So if the land slopes down you follow it down. If the land slopes up you follow it up etc. There are changes within the parameters that existed before in the Kerbal EVA config , probably to compensate for the new removable system, as well. So sinking and rising work, but much slower. But swimming flat is not possible unless we can get them to patch whatever they have done. I will see if it is possible to get Squad to fix this by their last release, though I doubt I have any pull when it comes to such matters. If someone reading this does, could you raise it as an issue please.

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  • 2 weeks later...

KSP 1.12.0 has removed some parts for the RCS and replaced them with new variable designs. This means that I either have to make it not so lite and include the original Squad parts as part of the next update or change the parts used to the new parts, which would break backwards compatability. So I guess not so lite on the next update.

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Working Under Lite has now been updated and released on Spacedock.

Change Log 1.2.0

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https://spacedock.info/mod/2749/Working Underwater Lite?ga=<Game+3102+'Kerbal+Space+Program'>

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  • 2 weeks later...

Found out that the MM patch that added the EVA ballast system was not getting every suit type. This new patch has been tested on all three suits and 8 of the variations, so hopefully will fix the problem.

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