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ColdJ Hot Air Balloon


ColdJ

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Hi There.
This just a bit of fun, best used as a place to base jump from. Add to the top of the pod or lander can of your choice. Lighter pods will get a bit higher before they top out. An angle of about 10 degrees can be held to go for a slow drift somewhere. I have used Electrical charge as the fuel to save weight. I have no idea how far you could drift for before you would run out of charge, but maintaining the angle does run it down a bit faster.
Enjoy.
Can be found in the engines section.

Version 2 Have added a gas filled balloon, deck chair and deck chair balloons, a Zeppelin, a biplane and monowing plane. Typing in HOTAIR will bring up all parts. The "HotAirBalloon" folder should be installed straight over the previous or you can remove it first if you like. Nothing has changed for the original model except for some extra tags in the config. Have included a "Craft" folder with the Zeppelin built with 3 planes underneath. Please look in the custom control section for how I have it set up.

 

Oh.

As I had trouble with the Kerbal falling out of the chair on landing, it is now an internal model. Just toggle on overlay.

 

Recommened Mods to use with this one.

1: WASD Camera Controls, if you are building the Zeppelin yourself, as it takes up a lot of space.

2: Physics Range Extender, to have more fun launching the planes off the Zeppelin and flying around it.

https://spacedock.info/mod/3635/ColdJ Hot Air Balloon

License: CC-BY-SA-4.0

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Edited by ColdJ
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Hi! This is really cool to see a classic Mongolfiere in KSP.  I think you also may need this to make it even more cool:

(for latest HooliganLabs Airships https://spacedock.info/mod/3040/HL Airships Core)

@PART[CJHotBall]:NEEDS[HLAirships]
{ 
	MODULE
	{
		name = HLEnvelopePartModule
		envelopeVolume = 100
		envelopeVolumeScale = 40
		specificVolumeFractionEnvelope = 0
		compressRate = .05
		expandRate = .05
		minAtmPressure = 0.005
		makeStationarySpeedMax = 10
		makeStationarySpeedClamp = 0.05
	}
}

  

 

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7 hours ago, Hohmannson said:

Hi! This is really cool to see a classic Mongolfiere in KSP.  I think you also may need this to make it even more cool:

Thank you.

For one that uses HooliganLabs Airships I believe I would need to make a gas filled looking balloon as they rise and float as gas filled envelopes. Atleast as far as I remember. Where as this one uses thrust to rise.

I will look into it to see if I can make one that looks like it inflates and uses the mod.

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Okay @Hohmannson@Lisias

I have configed up a version of the Gas Filled that uses hooligan, the animation works but it inflates fully before you achieve lift. Still getting used to the controls and I need to see if it can be made to drift, but otherwise good.

RdKLlRY.png

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@Lisias There is a PM waiting for you. Will also have some pics up in a few minutes.

The Biplane is basically done and I just need to build an internal for the Zeppelin. The Biplane flys so well that it can glide for miles. Makes it slightly hard to slow down for landings though.

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Have updated to Version 2

Have added a gas filled balloon, deck chair and deck chair balloons, a Zeppelin, a biplane and monowing plane.

Typing in HOTAIR will bring up all parts.

The "HotAirBalloon" folder should be installed straight over the previous or you can remove it first if you like.

Nothing has changed for the original model except for some extra tags in the config. Have included a "Craft" folder with the Zeppelin built with 3 planes underneath.

Please look in the custom control section for how I have it set up.

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I get blank spots.

I just realised from looking at the pic of the planes that I forgot to lower the struts on the Biplane Top wings in the craft file.

The wings have concealed struts in them for being used for the Biplanes. Just bring up their UI and tap the "Strut Down" radio button.

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2 hours ago, MaverickSawyer said:

How well would these work on, say, Eve? Has that been tested at all?

I have no idea, only been tested on Kerbin. As they are just vertical thrust engines designed to get weaker when they get to around 3 km off Kerbins surface, it would depend on the settings of Eve's atmosheric pressure. The balloons are electric though so oxygen won't be a problem. Guess you would have to cheat them to Eve to find out. I would be amazed if anybody got them there by rocket. :)

 

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Have created a model that can be put in the Zeppelin instead of the VTOL unit, that will work if you have Hooligan Air Labs Core and allow you to float the fully loaded Zeppelin up to 2500 metres on Kerbin. I have hosted on my Github page for those who want it. Just extract the Zip into the HotAirBalloon folder. It will be in the Aero section in the SPH.

https://github.com/ColdJ-KSP/HOTAIRBalloon

Just click on the green Code button and download the Zip file. Then dig down into it till you get to the config and model files.

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On 7/3/2024 at 2:26 AM, ColdJ said:

I have no idea, only been tested on Kerbin. As they are just vertical thrust engines designed to get weaker when they get to around 3 km off Kerbins surface, it would depend on the settings of Eve's atmosheric pressure. The balloons are electric though so oxygen won't be a problem. Guess you would have to cheat them to Eve to find out. I would be amazed if anybody got them there by rocket. :)

 

Is it possible to make it packable/deployable? I.E. you go on EVA and deploy it with an engineer?

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2 hours ago, MaverickSawyer said:

Is it possible to make it packable/deployable? I.E. you go on EVA and deploy it with an engineer?

Ok if you add this between the last 2 brackets in the DeckBall.cfg, using a txt editor like Notepad, it will make it packable and deployable.

    MODULE
    {
        name = ModuleCargoPart
        packedVolume = 65
    }

And in DeckChair.cfg

    MODULE
    {
        name = ModuleCargoPart
        packedVolume = 70
    }

That covers the deck chair balloons set up.

As it is your game you could do the same if you want to the other balloons. Depends on your immersion level.

Enjoy.

Edited by ColdJ
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37 minutes ago, Fizzlebop Smith said:

Do the Balloon Vessels experience weather?

I have no idea. I do not know how the system works. Everything I make is designed for stock with as little dependency on anything else as possible. I don't like forcing people to have to download lots of other mods just to be able to use mine.

I would assume that if the mod is designed to work on any part based on its Drag Cube info that the answer would be yes. Otherwise every mod out there would need a patch to use the weather mod.

Edited by ColdJ
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