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[0.21] Hooligan Labs - Airship, Submarines and More


Hooligan Labs

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So you can use the envelopes as your fuselage? Haven't thought about it being possible before.

Yeah but I had to hack it get it to float. But here is the Troop + Cruiser (doubt anyone will get the reference) hovering:

29IkRBX.jpg

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So I have done a lot of rewriting of the airship plugin. Unfortunately, the working auto stabilizing code was lost... However, this allows you to control each airship envelope independently, even turn off the main GUI!

EPqKztO.jpg

Download from the usual place!

I have not yet looked into the "overpowered" Cirrus. Can someone give me an atmospheric pressure measurement at 15 km so we can see if it matches with the kspwiki formula?

Also, my hang glider finally uploaded!

Download is here. :cool:

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Parts clipping is the only time I see this. Deployed cirrus envelopes are physical so to speak, the old ones are not. I've also noticed it can create issues if the base clips into parts during building.

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Yeah but I had to hack it get it to float. But here is the Troop + Cruiser (doubt anyone will get the reference) hovering:

Looks great! But no, I don't get the reference, what is it from?

If you want to just load in a model of it and then add my Airship plugin to it, that would be another way to make it hover. Props for making it work in the interior though. :)

Padception

Padception, is it possible? ... True inspiration is impossible to fake.

I got 0.0497 on barometer at 15km, right over the launchpad

Thanks!

So it seems from the wiki that the barometer measures in "atmospheres"... http://wiki.kerbalspaceprogram.com/wiki/PresMat_Barometer

Which is odd, since the game should work in kg/m3... http://wiki.kerbalspaceprogram.com/wiki/Atmosphere

But if we say atmosphere and p0 is 101.33 on Kerbin, then 101.33 * 0.0497 = 5.04, which exactly matches the calculation on the front spreadsheet.

Maybe I'll have to add some debug code and test to make sure the FlightGlobals output reads properly...

Lol, awesome.

:cool:

I don't think that's it.

So this airship will suddenly explode sometimes? I could see how that would be distressing to the people in the house!

When does it happen?

Love the new envelope control. Such control, even when dealing with heavy loads.

R6TK6Q6.png

this was just a test...now I'm going full scale:D

That is a serious transport. :cool:

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So this airship will suddenly explode sometimes? I could see how that would be distressing to the people in the house!

When does it happen?

It tended to happen at a certain point away from the KSC - I was trying to get it on top of the hill next to the island run way (it's an observatory, it likes the dark and hills!). I picked it up (after many failed attempts with a helicopter) and carried it out over the sea. It is basically a helicopter, with the rotor removed and replaced by the envelope, and jet engines stuck on the side. I thought it might be a speed issue, so I did it a few times, at 30m/s, 20m/s and finally 10m/s. All suffered from a sudden explosion centred on the envelope, in which only the envelope exploded (though obviously, 1000m above sea level is not a naturally tenable position for an observatory). Eventually I canceled the flight, which is a pity.

Should I try with a different balloon?

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Has anyone else had a game crash with the latest version of HL Airships? It happens at the very end of the loading cycle. I removed and inserted the mod several times to confirm, and each time only crashed when it was in the Gamedata folder. I don't have any airships in my persistence file or anything. HL Runway/Pad is also installed, but was running ok with the previous version of HL Airships. When I installed it, I removed the HL folder from Gamedata and inserted the fresh folder from the download zip from the previous page in this forum.

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The first time I installed this on top of FAR I had a most amusing surprise. I put an envelope which looked to be about 400 times the volume of my payload on hoping it would be enough to get it off the ground, cranked the slider up to max and watched as my airship shot off into the stratosphere at about Mach 2.

I bring this up now because I recently found out that FAR involves connection node size in its calculations. I have no idea what to do about the deployable envelopes, but changing the node size (the number 1 at the end of the node definition in the cfg) to something proportional to the radius (ie. 2 if it's about 2.5m, 3 if closest to 3.75m etc) seems to make them behave with a modicrum of sanity. I thought others might be interested or Holligan Labs might feel like changing it in future updates.

Also a question for Hooligan Labs: Why do the envelopes lift such a large amount? Is it merely a matter of practicality and fitting the thing in the VAB? Have you thought about releasing alternate cfgs for those of us who use edtools and love huge things?

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Hello

I'm using your Paramagnetic Force System as a docking aid. But I have a problem - I can't make lighter legs like that. Just copying parts and copy-pasting block did not help. Any chance you will provide both smaller legs? I guess for you it should be easy.

Also, some surface mounted magnets to help with docking roll would be great. Ones that attract only each other, so if I'll put 2 on each segment, I could easily dock it only 2 ways ;) I know it's more work, but I;d really love to see it. Legs pretty much works but are inconvenient ;)

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Should I try with a different balloon?

That is odd, do you still have the log file? Are you sure it was the balloon that exploded first? If not, Alt + F2 might reveal something in game.

Has anyone else had a game crash with the latest version of HL Airships? It happens at the very end of the loading cycle. I removed and inserted the mod several times to confirm, and each time only crashed when it was in the Gamedata folder. I don't have any airships in my persistence file or anything. HL Runway/Pad is also installed, but was running ok with the previous version of HL Airships. When I installed it, I removed the HL folder from Gamedata and inserted the fresh folder from the download zip from the previous page in this forum.

I have both installed, of course, and I have not had that problem... can you share the log? Maybe it can reveal what caused the crash.

Also a question for Hooligan Labs: Why do the envelopes lift such a large amount? Is it merely a matter of practicality and fitting the thing in the VAB? Have you thought about releasing alternate cfgs for those of us who use edtools and love huge things?

Node should not affect it. The latest envelope, Cirrus, has particularly high lift to weight because it uses theoretical materials (including graphine) which is 300 time stronger than steel. Also, all envelopes have exceptionally low drag because KSP doesn't really do drag yet.

I'm not familiar with edtools, can you share a link?

I'm using your Paramagnetic Force System as a docking aid. But I have a problem - I can't make lighter legs like that. Just copying parts and copy-pasting block did not help. Any chance you will provide both smaller legs? I guess for you it should be easy.

Also, some surface mounted magnets to help with docking roll would be great. Ones that attract only each other, so if I'll put 2 on each segment, I could easily dock it only 2 ways ;) I know it's more work, but I;d really love to see it. Legs pretty much works but are inconvenient ;)

Uploaded some small landing legs with SQUID!

XgZINMt.jpg

You can add the mod to most anything but wheels by copying the module from the .cfg file.

Be warned, those small legs snap off rather easily...

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Node should not affect it. ... Also, all envelopes have exceptionally low drag because KSP doesn't really do drag yet.

The node size is something that another mod (Ferram Aerospace Research) uses in its calculations to try and get something approximating a real drag model (it works suprisingly well). It also ignores the stock drag values. It usually does fairly well, and there are manual configs for wings and stuff, but one of the thing it falls back on for fuselage-ish items is the size of the attach node. Your envelopes are one of the things it has trouble with (in a rather amusing fashion) unless the nodes are changed. Hence the request I made; I've already modified my configs and am happy to keep doing so, but I thought there might be other players that appreciate it.

The latest envelope, Cirrus, has particularly high lift to weight because it uses theoretical materials (including graphine) which is 300 time stronger than steel.

My (rough) calculations were based on the size of the things and the density of air. Thumbing the thing with a 2x10m tank I figured I'd be able to fit about two of the largest rigid envelope (I forget what it's called) in a 20x20x20m box which gives about 4-5t of air displaced per envelope which would be the maximum it could lift. I didn't look too hard at cirrus but from the pictures it's not a great deal bigger. Note that I was by no means suggesting that the default for the mod be so nerfed as people find it practical (it's about the only way to manipulate large payloads and rockets if you're doing the refueling/reuse thing -- I've yet to find a way of making a crane that can take over 50t or a robotic arm that can take over 10t) also the >100t cranes like to lose all their wheels if you go up or down the massive bumps onto the runway or region around the launchpad.

Are my calculations or assumptions way off somewhere? I've been known to lose an order of magnitude from time to time.

I'm not familiar with edtools, can you share a link?

http://forum.kerbalspaceprogram.com/showthread.php/31580-Plugin-0-20-EditorTools-%28EdTools%29?highlight=edtools

Edited by SchroedingersHat
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So I have done a lot of rewriting of the airship plugin. Unfortunately, the working auto stabilizing code was lost...

What exactly do you mean by "was lost"? Can't be used any longer because things work differently now? You overwrote it and no longer have it?

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I have both installed, of course, and I have not had that problem... can you share the log? Maybe it can reveal what caused the crash.

I think I may have narrowed down the problem. I think through a combination of graphics settings all the way up and a too many parts/mods installed, I'm breaking the RAM limit of the game. I think what happened was when I installed your parts, it pushed me over the hard limit during game loading. After I removed it and played for a while, I think the graphics pushed up against the limit again and caused a few more crashes. Since your mod was the most recent I installed, I just assumed it was the new HL plugin. Sorry.

Having said that, if I did need to send a crash log to a mod developer, how would I go about doing it? I don't think posting it in a forum post would be prudent and/or possible, lol.

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