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[0.21] Hooligan Labs - Airship, Submarines and More


Hooligan Labs

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I'm asking precisely because there is only one buoyancy control for the entire vessel right now. :) There's pitch up/pitch down, and it would be available when there's more than one envelope present on the ship, but when I'm doing SSTO ascent, it's tricky to get the pitch I need this way. Much easier to just balance center of mass on center of lift and leave it like that, but the extra envelope would get in the way, so that approach would need an option to disable the envelope from being deployed at all, whether it's action group activated or not is of no consequence.

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Just noticed something, please move VanguardTechnologies.dll in the runways/launch pads mod from GameData\HooliganLabs\Plugins\ to GameData\VNG\. This whould ensure that you don't have two conflicting versions because it appears that the one in HooliganLabs\Plugins, which is outdated and partially broken, gets loaded first and the correct one therefore doesn't work.

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Don't you think the new 'Cirrus' is totally overpowered? A single one can lift the biggest KW Rocketry tank (135 Tons!) up to over 5000m on Kerbin, while being smaller than the tank itself. It kinda prevents me from using it, because I think the other ones are balanced quite well.

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Don't you think the new 'Cirrus' is totally overpowered? A single one can lift the biggest KW Rocketry tank (135 Tons!) up to over 5000m on Kerbin, while being smaller than the tank itself. It kinda prevents me from using it, because I think the other ones are balanced quite well.

Something does seem to be wrong, the Cirrus should only be able to lift 112 tons to 5km (see chart on the front page). Is it that you are shooting up into the air, and then coming back down because the Cirrus cannot hold it up that high? If so that could be due to the envelope's low drag.

I have checked and the volume should be about accurate. Is the KW Rocketry tank perhaps oversized?

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Just noticed something, please move VanguardTechnologies.dll in the runways/launch pads mod from GameData\HooliganLabs\Plugins\ to GameData\VNG\. This whould ensure that you don't have two conflicting versions because it appears that the one in HooliganLabs\Plugins, which is outdated and partially broken, gets loaded first and the correct one therefore doesn't work.

Updated my download! I did test this and it does break old vessels to have the plugin in a different folder. New one seem to work fine though.

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Something does seem to be wrong, the Cirrus should only be able to lift 112 tons to 5km (see chart on the front page). Is it that you are shooting up into the air, and then coming back down because the Cirrus cannot hold it up that high? If so that could be due to the envelope's low drag.

I have checked and the volume should be about accurate. Is the KW Rocketry tank perhaps oversized?

Nope, something is really wrong. I did some further testing here are the pictures:

war5j3jp.png

As you can see, only 37% is required to lift the tank at sea level

gwhlpaxa.png

Notice the extreme Net Force during max buoyancy ascend!

hdnvhij3.png

Final Altitude with ~135 Payload (still oscillating a little, but the Net Force value is 0.0)

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Yep, something's clearly wrong then. As I'm testing my new plugin I will make sure that the Cirrus balances out correctly.

As one last question, can you confirm that your envelopeVolume is 307.2 in your Cirrus .cfg file?

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Something does seem to be wrong, the Cirrus should only be able to lift 112 tons to 5km (see chart on the front page). Is it that you are shooting up into the air, and then coming back down because the Cirrus cannot hold it up that high? If so that could be due to the envelope's low drag.

I have checked and the volume should be about accurate. Is the KW Rocketry tank perhaps oversized?

As you get high up you get less drag, you will also get less weight from the payload as the balloon helps even then it has negative lift.

The drag is probably to low, however to high drag make it less useful for blimps.

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And here's the craft file of the DERP in case anyone wants it: https://dl.dropboxusercontent.com/u/532373/DERP%20v1_1.zip This is a slightly better balanced version, but it uses the non-prototype release of the generator, so it's heavier, so less dV and TWR.

See if you can improve it. :) In particular, see if you can make a better launch booster than I had, there's got to be something lighter, I just used the first simplistic thing that worked.

Full list of mods in order of appearance in the craft file:

  • B9 Aerospace Pack
  • ISA MapSat (for the GPS unit). I probably should have gotten rid of it...
  • MechJeb -- adding ORDA module to your MechJeb part config is highly recommended.
  • Large Structural Components -- for the generator.
  • Kethane
  • KW Rocketry -- used mostly for aesthetic reasons, there's nothing particularly special about them otherwise. I don't have anything of the pack installed except the tanks and the nosecones.
  • Firespitter -- only the electric propellers.
  • A heavy strut from NovaPunch pack -- included with the craft file, since it's kinda silly to download the entire un-updated NP pack for it, install into legacy parts directory.
  • Kerbal Attachment System
  • HL Airships - well, you're here.
  • ...Almost missed one. Kerbal Science Foundation Flag Decals. Probably should have taken that one off as well...

Edited by Mihara
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Yep, something's clearly wrong then. As I'm testing my new plugin I will make sure that the Cirrus balances out correctly.

As one last question, can you confirm that your envelopeVolume is 307.2 in your Cirrus .cfg file?

Here is are the values for the relevant Module used for the test posted above:


MODULE
{
name = HLEnvelopePartModule

// The (effective) volume of the blimp - affects the lifting capacity, 8x Ray
envelopeVolume = 307.2

// The initial fraction maximum possible volume, from 0.0 to 1.0
specificVolumeFractionEnvelope = 0

// Rate (per second) that gas can be compressed
compressRate = .025

// Rate (per second) that gas can be expanded
expandRate = .025

// When pressure drops below this value the blimp will undeploy
minAtmPressure = 0.005

// If this envelope has animation this is true.
envelopeHasAnimation = true

// Name of animation
animationName = Default Take

// Deployed drag
dragDeployed = 1

// Maximum speed you can be traveling to "Make Stationary"
makeStationarySpeedMax = 10

// Maximum vehicle speed when "made stationary"
// You can set higher than 0.2 but it may affect saves
// And EVA walking ability on the vessel
makeStationarySpeedClamp = 0.05
}

Anything not as intended?

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Good luck with your air adventures. :)

This is by far not the craziest airship design I've attempted, only the one that eventually worked. There was a variant that docked onto the top of an Idaho lander, for example, and had to undock and land separately to mine. And another one which winched a kethane mining module down to the ground from a cargo bay... :)

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Had a quick look at new EL's config earlier, doesn't seem to have changed the launch mechanism itself... so you should be fine, but better make a backup (I never do that myself, but I know what I'm screwing up... or at least I think I know).

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