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The Belafonte


ColdJ

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License: All Rights Reserved

This is for the .mu files, everything else is open for use.

Link: https://spacedock.info/mod/3128/The Belafonte

Hi and welcome to "The Belafonte". This a companion mod for @Caerfinons  "The Life Aquatic" mission packs mod. https://spacedock.info/mod/2808/Kerbin%20Side%20Remastered%20-%20The%20Life%20Aquatic

 

Included are the ship "The Belafonte", The mini sub "Deep Search", The small helicopter "Zelicopter", A "Resue Boat" , a Deck Crane and cable that use the BREAKING GROUND system, 3 types of grabbers: A magnet for the crane to pick up the sub, A heli pad grabber to secure the Zelicopter and a boat grabbing frame to retrieve the rescue boat.

The boat and the frame have a decouple on the nodes that first connect them so that the boat can be included when building. You then decouple and use the grabber from then on. Remember to unstage all decouplers if you don't want them to immediately decouple when first staging.

There is a marine engine for the Belafonte and there are 2 nodes on the bottom rear for 2 of them to attach to. They will not work above sea level.

The boat motor has a reverse toggle, as do the sub and the Belafontes marine engines.

There is a docking plate that has a node on deck to attach to, in front of the crane, it is for the sub to dock to. Just undock right before grabbing with the magnet and then crane the sub to the water. On return drop the sub just above it and the sub will usually vibrate itself back to being docked.

The sub and boat have a ballast system. The boat should spawn half full, this is because to get the balance between not going under at full load and not looking like it is hovering above the water it needs to be balanced. It should look right at first but if you full load you will probably need to empty some.

There is built Belafonte in a SPH folder in the main folder, minus the Zelicopter.

The Zelicopter is all one piece so you just spawn and it is ready to go.

The top 2 staircases never would climb out right so you need climb till you are above the deck and then let go.

Type Belafonte for all pieces. There is also a custom category if you have the Community Categories mod.

I hope you have some fun with this.

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Edited by ColdJ
more info.
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Hi, this looks really neat! I have two questions for CKAN:

5 hours ago, ColdJ said:

This a companion mod for @Caerfinons  "The Life Aquatic" mission packs mod.

Would you like this to be a dependency, recommendation, suggestion, ...?

5 hours ago, ColdJ said:

use the BREAKING GROUND system

Should this be a dependency? In other words, for folks without this DLC, would you rather have them ask why some of the parts don't work, or why CKAN won't let them install?

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4 hours ago, HebaruSan said:

Would you like this to be a dependency, recommendation, suggestion, ...?

A recommendation please. It is not dependant on it but @Caerfinons mod gives you cool missions you could use it for.

4 hours ago, HebaruSan said:

Should this be a dependency? In other words, for folks without this DLC, would you rather have them ask why some of the parts don't work, or why CKAN won't let them install?

This is a dependency for 2 of the parts, the deck crane and the crane cable which are in turn a servo and a piston. I would let them install the mod, but if there is a way of warning them that those 2 parts won't work without Breaking Ground, that would be good, Thank you.

Edited by ColdJ
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3 hours ago, ColdJ said:

A recommendation please. It is not dependant on it but @Caerfinons mod gives you cool missions you could use it for.

This is a dependency for 2 of the parts, the deck crane and the crane cable which are in turn a servo and a piston. I would let them install the mod, but if there is a way of warning them that those 2 parts won't work without Breaking Ground, that would be good, Thank you.

Thanks, that makes sense. I'm thinking the best approach then would be two recommendations; CKAN can't display a warning, but it can recommend DLCs (even though it can't install them). If a user already has the DLC installed then this wouldn't appear, but if they don't have it, then they'd see the recommendation while installing your mod, so they'd know it plays some role. If they know that BG contains robotics, and they notice that your robotic parts aren't working, then hopefully they can put two and two together from there.

zluZ7Hb.png

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  • 4 months later...

Awesome work!

Taking the Belafonte out for a test.. drive? / float? / excursion?  She bounces like a bronco.  I'm thinking if I add more ballast she'll settle down, but for the life of me I can't find where to adjust that.  How do you take on / release ballast?

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2 hours ago, wreckreation said:

How do you take on / release ballast?

Is the bouncing as a result of the scatter water interactions enabled? I typically turn these off and I don't get bouncing with the Belafonte. 

If you do want ballast you could write an MM patch to add ore as a resource to the ship and then add enough to weight it down a bit. (There are also a few mods that add various parts that help with ballast. My fav is Sunkworks which is a WIP from @Angel-125 )  

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Ah.. I read "The sub and boat have a ballast system." in the OP and for some reason thought you were referring to the ship and not the rubber dinghy.  My bad.

 

7 hours ago, Caerfinon said:

scatter water interactions

0_o  ...  I assume you're talking about the various oceanCraftWaveInteractions* settings in the Scatterer config file?  I had no idea. 

I've tried exactly one watercraft in KSP before, a large aircraft carrier that was way too big for my needs but did cut through the waves pretty nicely.. so I had no reason to even suspect Scatterer did this.  I wouldn't have thought to look there for a solution.  TIL, thank you!

7 hours ago, Caerfinon said:

you could write an MM patch to add ore as a resource to the ship

I'll give that a go.  For whatever (probably not logical) reason, I'd rather try to tune the ship than turn off wave interactions altogether, so I'll try this first.  

 

7 hours ago, Caerfinon said:

Sunkworks

Yes!  I've been downloading the releases since v0.2.5 but somehow have never gotten around to installing them.  Looks like this is the goad I needed to do that.

I think between the three possibilities you've given me, this little problem is solved. Thanks again!

Edited by wreckreation
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Hi @Caerfinon.

Hi @wreckreation

It is the Scatterer settings. I had the same problem when using it and the Pod from Thunderbird 2 at the same time. Made it very hard to launch Thunderbird 4 so had to turn off the wave interactions.

Since my ballast is already in the mod I'll just give you an alternate config for the Belafonte in the following spoiler. You can either replace the entire contents of the config by copying and pasting the whole thing or just add the extra stuff I added at the end. Be warned that too much ballast could cause you to sink or have an uneven deck when a Kerbal walks around on top. Turning off the scatterer setting is probably the easier choice.

Good Luck.

Spoiler

PART
{
    name = CJBelafonteComplete
    module = Part
    author = ColdJ
    MODEL
    {
        model = Belafonte/Parts/BelaComplete
    }
    
    
    scale = 1
    rescaleFactor = 1
    node_attach = 0.0, 0.0, -5.3439, 0.0, 0.0, -1.0, 3 // underside
    node_stack_base = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 3, 1, 1  //base
    node_stack_bhook1 = -6.0676, -3.6512, -8.7731, 0.0, 0.0, 1.0, 3, 1, 1  //base
    node_stack_bhook2 = 6.0676, -3.6512, -8.7731, 0.0, 0.0, 1.0, 3, 1, 1  //base
    node_stack_RCS = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 3, 1, 1  //Top
    node_stack_FDeck = 0.0, 21.709, -6.9613, 0.0, 0.0, -1.0, 3, 1, 1  //Top
    node_stack_Boat2 = 3.0561, -3.1653, -6.9613, 0.0, 0.0, -1.0, 3, 1, 1  //Top
    node_stack_Boat1 = -3.0561, -3.1653, -6.9613, 0.0, 0.0, -1.0, 3, 1, 1  //Top
    node_stack_DockP = -1.6665, -19.498, -4.5504, 0.0, 0.0, -1.0, 3, 1, 1  //DockP
    node_stack_Heli = 0.0, -11.206, -7.5828, 0.0, 0.0, -1.0, 3, 1, 1  //Top
    node_stack_DC = -1.6532, -23.368, -4.5504, 0.0, 0.0, -1.0, 3, 1, 1  //Top
    node_stack_E1 = 1.3876, -17.834, -0.92873, 0.0, 0.0, 1.0, 3, 1, 1  //Eng
    node_stack_E2 = -1.3876, -17.834, -0.92873, 0.0, 0.0, 1.0, 3, 1, 1  //Eng
    TechRequired = start
    entryCost = 700600
    cost = 300800
    category = Pods
    subcategory = 0
    title = The Belafonte
    manufacturer = CJ Marine
    description = A sea going ship for long haul research and exploration.
    attachRules = 1,1,1,1,1
    mass = 50.0
    dragModelType = default
    maximum_drag = 0.1
    minimum_drag = 0.1
    angularDrag = 2.0
    crashTolerance = 2000
    breakingForce = 100000
    breakingTorque = 100000
    maxTemp = 4000
    skinMaxTemp = 4400
    CrewCapacity = 20
    buoyancy = 1
    buoyancyUseSine = False
    CenterOfBuoyancy = 0.0, 0.0, 0.0
    vesselType = Probe
    bulkheadProfiles = size3, srf
    tags = belafonte ship boat Carrier Deck hull cck-Bela
    DRAG_CUBE
    {
        cube = Default, 305.9,0.9486,4.356, 307.1,0.9467,4.356, 62.93,0.4424,39.93, 62.31,0.77,50.19, 223.1,0.7662,8.427,

388.8,0.9934,12.28, 0,3.294,-9.292, 8.546,55.44,14.93
    }
    INTERNAL
    {
        name = Belafonte-int
    }

    MODULE
    {
        name = ModuleCommand
        minimumCrew = 1
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 1000
        maxAmount = 1000
    }
    MODULE
    {
        name = ModuleReactionWheel
        PitchTorque = 100
        YawTorque = 900
        RollTorque = 200
        RESOURCE
        {
            name = ElectricCharge
            rate = 0.05
        }
    }
    MODULE
    {
        name = ModuleSAS
        SASServiceLevel = 3
    }

    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = crewReport
        experimentActionName = #autoLOC_502009 //#autoLOC_502009 = Crew Report
        resetActionName = #autoLOC_502010 //#autoLOC_502010 = Discard Crew Report
        reviewActionName = #autoLOC_502200 //#autoLOC_502200 = Review Report
        useStaging = False
        useActionGroups = True
        hideUIwhenUnavailable = True
        rerunnable = True
        xmitDataScalar = 1.0
        usageReqMaskInternal = 5
        usageReqMaskExternal = -1
    }
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
        storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
        evaOnlyStorage = True
        storageRange = 2.0
    }
    MODULE
    {
        name = ModuleGPS
    }
    MODULE
    {
        name = ModuleKerbNetAccess
        EnhancedSituationMask = 7
        EnhancedMinimumFoV = 160
        EnhancedMaximumFoV = 179.5
        MinimumFoV = 5
        MaximumFoV = 90
        AnomalyDetection = 0
        RequiresAnimation = False
        DISPLAY_MODES
        {
            Mode = Resources,#autoLOC_900321 //#autoLOC_900321 = Resources
        }
    }
    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = INTERNAL
        packetInterval = 1.0
        packetSize = 2
        packetResourceCost = 12.0
        requiredResource = ElectricCharge
        antennaPower = 5000
        optimumRange = 2500
        packetFloor = .1
        packetCeiling = 5
    }
    MODULE
    {
        name = ModuleDataTransmitter
        antennaType = RELAY
        packetInterval = 0.35
        packetSize = 4
        packetResourceCost = 24.0
        requiredResource = ElectricCharge
        antennaPower = 100000000000
        antennaCombinable = True
    }
    MODULE
    {
            name = ModuleExperienceManagement
            costPerKerbal = 0
    }
    MODULE
    {
        name = ModuleScienceLab
        containerModuleIndex = 0
        dataStorage = 750
        crewsRequired = 1
        canResetConnectedModules = True
        canResetNearbyModules = True
        interactionRange = 5
        SurfaceBonus = 0.1
        ContextBonus = 0.25
        homeworldMultiplier = 0.1
        RESOURCE_PROCESS
        {
            name = ElectricCharge
            amount = 10
        }
    }

    MODULE
    {
        name = ModuleScienceConverter
        dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate
        scientistBonus = 0.25    //Bonus per scientist star - need at least one! So 0.25x - 2.5x
        researchTime = 7        //Larger = slower.  Exponential!
        scienceMultiplier = 5    //How much science does data turn into?
        scienceCap = 500        //How much science can we store before having to transmit?        
        powerRequirement = 5    //EC/Sec to research
        ConverterName = #autoLOC_502055 //#autoLOC_502055 = Research
        StartActionName = #autoLOC_502056 //#autoLOC_502056 = Start Research
        StopActionName = #autoLOC_502057 //#autoLOC_502057 = Stop Research
    }
    MODULE
    {
        name = ModuleScienceContainer
        reviewActionName = #autoLOC_502204 //#autoLOC_502204 = Review Data
        storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
        collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
        evaOnlyStorage = True
        storageRange = 20
        allowRepeatedSubjects = True
    }

    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 4
        }
    }
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Cruise
        thrustVectorTransformName = MainThrust
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 1
        heatProduction = 15
        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 = 4
        clampPropReceived = True

        PROPELLANT
        {
            name = LiquidFuel
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 1
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 30000 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = True
        useAtmCurve = True
        machLimit = 0.75
        machHeatMult = 3.5
        velCurve
        {
            key = 0 1 0 0
            key = 0.44 0.897 0 0
            key = 1 1 0.1988732 0.1988732
            key = 1.3 1.03 0 0
            key = 2 0.68 -1.065708 -1.065708
            key = 2.4 0 0 0
        }
        atmCurve
        {
            key = 0 0 0 0.7448742
            key = 0.072 0.13 2.075459 2.075459
            key = 0.16 0.28 1.464173 1.464173
            key = 0.42 0.578 0.93687 0.93687
            key = 1 1 0.5529748 0
        }
    }
    RESOURCE
    {
        name = LiquidFuel
        amount = 9000
        maxAmount = 9000
    }
    EFFECTS
    {        
        running_thrust
        {            
            AUDIO
            {
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 1.0 0.5
                pitch = 0.0 0.05
                pitch = 1.0 0.2
                loop = true
            }
            PREFAB_PARTICLE
            {
                prefabName = fx_smokeTrail_veryLarge
                transformName = Smoke
                emission = 0.0 0.5
                emission = 0.05 0.5
                emission = 0.075 0.5
                emission = 1.0 0.5
                speed = 0.0 0.05
                speed = 1.0 0.15
                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 0.35
                volume = 1.0 0.5
                pitch = 0.0 0.05
                pitch = 0.05 0.1
                pitch = 1.0 0.2
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 0.8
                pitch = 2.5
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 0.8
                pitch = 2.5
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = MainThrust
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_6001409     //#autoLOC_6001409 = Lights On
        eventOffName = #autoLOC_6001408     //#autoLOC_6001408 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }

    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        requiresAllinputs = false
        resourceThreshold = 0.01
        efficiency = 95
            
            OUTPUT_RESOURCE
            {
               name = MonoPropellant
               rate = 1.0
            }    
    }
    RESOURCE
    {
        name = MonoPropellant
        amount = 100
        maxAmount = 100
    }
    MODULE
    {
        name = ModuleInventoryPart
        InventorySlots = 20
        packedVolumeLimit = 2000
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop
        
    INPUT_RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    OUTPUT_RESOURCE
        {
            name = SuBall
            rate = 1.0
        }    
    }

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        
    INPUT_RESOURCE
        {
            name = SuBall
            rate =1.0
        }
    }

    RESOURCE
    {
        name = SuBall
        amount = 0.0
        maxAmount = 100.0
    }

}

 

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