Mynhardt Posted June 16, 2013 Share Posted June 16, 2013 That is strange, let's see if others have the same issue. Only a drop from very high would cause it to flood like that. Go into the R3CarrierConTower part and edit the cfg variable like this: (change the altitude to 2 perhaps.)MODULE{name= BoatInterfacemoveAtLaunch = trueaddLongitude = 0.4altitude = 6 hornActive = true} Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 16, 2013 Share Posted June 16, 2013 (edited) Finaly got 3 on deck and the Narwhal is off to explore!Think I'm gonna have to try and build a double-wide too =Pedit: Capt Kerbertson...how many engine ya gots on that awesome double-wide you got goin??? Edited June 16, 2013 by KhaosCorp Link to comment Share on other sites More sharing options...
hoodedarche0 Posted June 16, 2013 Share Posted June 16, 2013 I can confirm that carriers do infact act as submersibles.She was on her way down, I reversed engines and helped her out. Parts held together and she sits out in the bay, 500 m BELOW. Horn works, and my Kerbals can EVA.http://i.imgur.com/Rn9IMU5.jpg"]Told you we had a working prototype.... Link to comment Share on other sites More sharing options...
Pliuple Posted June 16, 2013 Share Posted June 16, 2013 (edited) My little C-2 replica landed on carrier with swept wings, have no problems with the mod whatsoever, thanks Infinite Edited June 24, 2013 by Pliuple Link to comment Share on other sites More sharing options...
andrew123 Posted June 16, 2013 Share Posted June 16, 2013 Anyone have any FAR compatible carrier aircraft? Link to comment Share on other sites More sharing options...
Capt.Joseph Kerbertson Posted June 16, 2013 Share Posted June 16, 2013 https://www.dropbox.com/s/t2y2zcw5mc4e2xc/Confederated%20Villanous.craftNow, guys, this is still a WIP, so please show me any improvements or let me know what I've done wrong in regards to the design. I've left out the middle deck, there are only two engines ( facing the wrong directions and not braced in any way) it's just a sea trial version. The deck is strong. I've crash many, large frame aircraft without so much as a hint of an issue. That being said, It's a biiiiig ship. my PC is a tad over kill so those with lesser specs.... be warned, she lags me. Link to comment Share on other sites More sharing options...
MR4Y Posted June 16, 2013 Share Posted June 16, 2013 Anyone have any FAR compatible carrier aircraft?Adding quantum struts migh help when the wings are unfolded. I was messing with variable geometry wings a few hours ago. Link to comment Share on other sites More sharing options...
7499275 Posted June 17, 2013 Share Posted June 17, 2013 My little C-2 replica landed on carrier with swept wings, have no problems with the mod whatsoever, thanks Infinitehttp://flic.kr/p/eNQ69shttp://flic.kr/p/eNQ6Cyhttp://flic.kr/p/eNCFwVGot a download link for that little C-2? Link to comment Share on other sites More sharing options...
BubbaWilkins Posted June 17, 2013 Share Posted June 17, 2013 That is strange, let's see if others have the same issue. Only a drop from very high would cause it to flood like that. Go into the R3CarrierConTower part and edit the cfg variable like this: (change the altitude to 2 perhaps.)MODULE{name= BoatInterfacemoveAtLaunch = trueaddLongitude = 0.4altitude = 6 hornActive = true}So after playing around with it, the determining factor is the initial part of the craft and the elevation of it's COM. In my case, I prefer starting with the Bow, so my ships were spawning with the rest of the hull pieces already submerged. As soon as physics kicked in, the ship would pop up..but with so much force that the rebound would swamp the entire vessel. I edited my config to spawn at 6 same as you have above and now the ship spawns correctly. BUT, if I use another part as the initial starting piece, the ship will then sink again.Basically, any offset more than a meter or so from a neutral float position will cause larger ships to swamp and sink. Link to comment Share on other sites More sharing options...
Dr Lol Cat Posted June 17, 2013 Share Posted June 17, 2013 VTOL take-off time Link to comment Share on other sites More sharing options...
KhaosCorp Posted June 17, 2013 Share Posted June 17, 2013 I can't sink the Narwhal for the life of me!! How on earth did Capt do that?? Ive played with ballast controls, droped huge full fuel tanks on it, bombed it, and flew several jets into it at high speeds.....its still floating...upside down, but floating... Link to comment Share on other sites More sharing options...
halo fan 117 Posted June 17, 2013 Share Posted June 17, 2013 hey I cant see my kerbals in the bottom right how do I fix that I know that they are there why wont it let me iva them Link to comment Share on other sites More sharing options...
Espresso Posted June 17, 2013 Share Posted June 17, 2013 Hey InfiniteDice, I know it's a big ask, but could you make another, larger carrier, maybe 2 wide, with just the 1 super aircraft lift & many slots on the deck, maybe use the side extension from previous release? And could you please also upload it for download?Thanks! Espresso Link to comment Share on other sites More sharing options...
Mach56 Posted June 17, 2013 Share Posted June 17, 2013 I can't sink the Narwhal for the life of me!! How on earth did Capt do that?? Ive played with ballast controls, droped huge full fuel tanks on it, bombed it, and flew several jets into it at high speeds.....its still floating...upside down, but floating...You have to turn the engine on. The thrust should be just enough to sink it.And just a suggestion and sorry if this has all ready been answered but, could there be other boat besides carries? Link to comment Share on other sites More sharing options...
InfiniteDice Posted June 17, 2013 Author Share Posted June 17, 2013 All you do... and it takes a few seconds...reduce the float on the left hand side of the ship... increase float on the right hand side... it'll flip.One way a carrier will sink easy is if the bow has been destroyed. Take a carrier and ram another carrier. Due to the mass and the impact rating of the hull sections it's very hard to damage these with aircraft... Link to comment Share on other sites More sharing options...
InfiniteDice Posted June 17, 2013 Author Share Posted June 17, 2013 (edited) So after playing around with it, the determining factor is the initial part of the craft and the elevation of it's COM.It tracks altitude by the first placed part... This is why I believe I mentioned placing a hull part first. not the bow or stern. The default float of the Bow is about 5.5m off from the main floating hulls... this gets offset via code when the game loads, but is too late for the start over water.Long lower hull sections first every time. Or if you start with the Con Tower all the time, change the drop height in the cfg to 16 perhaps.I'll be sure to point this out in the video tutorial as well.Good info BubbaWilkins. Edited June 17, 2013 by InfiniteDice Link to comment Share on other sites More sharing options...
BubbaWilkins Posted June 17, 2013 Share Posted June 17, 2013 It tracks altitude by the first placed part... This is why I believe I mentioned placing a hull part first. not the bow or stern. The default float of the Bow is about 5.5m off from the main floating hulls... this gets offset via code when the game loads, but is too late for the start over water.Long lower hull sections first every time. Or if you start with the Con Tower all the time, change the drop height in the cfg to 16 perhaps.I'll be sure to point this out in the video tutorial as well.Good info BubbaWilkins.Sadly, I had a full twin hull catamaran style ship completed when I ran into this problem. I scrapped it thinking it was too big before I learned the truth. But for all intents and purposes, all of the parts are too big for what I really want, which is something about half the height and size of your current parts list with room for a helipad at the back. Knowing what I know how...I may recreate it this evening.And now, a little feedback:1) The conning tower connection node needs to be shifted forward ever so slightly. Currently the model extends forward too far and will overhang an elevator when placed on a hull extension directly behind it.2) The extending ramp collides with the top of the rear hull section when in the full upright closed position. Still collides when extended out by one small hanger deck piece. 3) You should add a connection node to the center/back of the front hull mid way between the hull and hanger deck for connection of the carrier I-Beams. 4) Speaking of the I-Beams, these appear to be center/surface connect only making end to end impossible. Unless I was just having issues because no suitable nodes were available to connect to.5) Symmetry? was there a technical difficulty in implementing symmetry on the hull parts?Future parts wish list:1) Fully enclosed carrier stern.2) 1/2 Height Bow & Stern combos with corresponding hull sides, and utility deck tops. Decks should have multiple nodes for connection of parts. Would make construction of smaller ships much more feasible.3) Wider & symmetrical Conning tower for center placement.4) Helipad, possibly even a retracting/elevator one large enough for the biggest rotor in Firespitter. 5) Bow and Stern pontoon ends for the current hull sections. Link to comment Share on other sites More sharing options...
InfiniteDice Posted June 17, 2013 Author Share Posted June 17, 2013 1) The conning tower connection node needs to be shifted forward ever so slightly. Currently the model extends forward too far and will overhang an elevator when placed on a hull extension directly behind it.2) The extending ramp collides with the top of the rear hull section when in the full upright closed position. Still collides when extended out by one small hanger deck piece. 3) You should add a connection node to the center/back of the front hull mid way between the hull and hanger deck for connection of the carrier I-Beams. 4) Speaking of the I-Beams, these appear to be center/surface connect only making end to end impossible. Unless I was just having issues because no suitable nodes were available to connect to.5) Symmetry? was there a technical difficulty in implementing symmetry on the hull parts?1) I was aware of that, never wanted to put the tower too close to the lift as it's tight to turn that close.2) There is a 3m hangar plug. Check the Narwhal the positioning is adjustable.3+4) I don't use the I-beams anymore - structurally they aren't needed. For building more nodes could be added for more variety I agree.5) Not possible or needed. Not too many things I do need symmetry, but with some parts I can see why you'd like it Link to comment Share on other sites More sharing options...
Capt.Joseph Kerbertson Posted June 17, 2013 Share Posted June 17, 2013 I can't sink the Narwhal for the life of me!! How on earth did Capt do that?? Ive played with ballast controls, droped huge full fuel tanks on it, bombed it, and flew several jets into it at high speeds.....its still floating...upside down, but floating...I uhhh, ran into some uhhh, hey lookey over there.No seriously, I had a catastrophic failure that somehow managed to allow nearly all of the parts to stay intact, yet the stern took on water while in reverse. I kept going and She sat in Davey Jones Locker. As I recall, I mouseclicked toggle on one engine and it spun (yes spun) the bow of the ship around and down she went. I also play alot with the buoyancy settings... It's the only ship I sank. Link to comment Share on other sites More sharing options...
Capt.Joseph Kerbertson Posted June 17, 2013 Share Posted June 17, 2013 Hey InfiniteDice, I know it's a big ask, but could you make another, larger carrier, maybe 2 wide, with just the 1 super aircraft lift & many slots on the deck, maybe use the side extension from previous release? And could you please also upload it for download?Thanks! EspressoI gotta chime in for Dice here. You gotta try it yourself, it's easy to do, I dropped one myself a page or two back (double bow) Dice needs to enjoy his summer IRL. We gotta let him enjoy his summer. The point of this release was for YOU to be able to build these great ships. Try it out man... it's a blast. Link to comment Share on other sites More sharing options...
toomtoomX Posted June 17, 2013 Share Posted June 17, 2013 InfiniteDice, where are the access doors for the fore and aft castles? Link to comment Share on other sites More sharing options...
Iliketaco Posted June 17, 2013 Share Posted June 17, 2013 Latest version just floats for a little time and then tip over, +++ --- stuff dosen't really do anything. What am i doing wrong? Link to comment Share on other sites More sharing options...
InfiniteDice Posted June 17, 2013 Author Share Posted June 17, 2013 Latest version just floats for a little time and then tip over, +++ --- stuff dosen't really do anything. What am i doing wrong?If you downloaded the mod within the first hour of it being released Saturday you might want to download it again... If you're making your own carrier, make sure you place the Floating Hull section first. The long red/grey hull that sits in the water.When the ship moves to the water on launch it has a drop distance that is assuming the hull was placed first.You know something is wrong if a) your ship starts under water or your ship starts too high in the air and when it drops in... it sinks. Link to comment Share on other sites More sharing options...
InfiniteDice Posted June 17, 2013 Author Share Posted June 17, 2013 Good question ToomToomX...They are the shaded areas of the right hand portion of the interior. Right beside where the ramp is placed for kerbals to look outside. This is one area I wanted to spend more time but ran out of time budget! I'll pretty this up in the future.To find the door, just find the invisible ladder... Link to comment Share on other sites More sharing options...
Espresso Posted June 17, 2013 Share Posted June 17, 2013 I gotta chime in for Dice here. You gotta try it yourself, it's easy to do, I dropped one myself a page or two back (double bow) Dice needs to enjoy his summer IRL. We gotta let him enjoy his summer. The point of this release was for YOU to be able to build these great ships. Try it out man... it's a blast.Yeah, I guess you're right, maybe I'll try, I'll definitely at least edit the narwhal, and add some more slots on the deck, and remove 2 lifts (sorry InfiniteDice, but 3 is a bit too many for me, at least with only the 1, I can fit 3 more aircraft on deck.)Better get the hangar expansion mod...Double hull sounds cool, and maybe I won't fail, granted I have my own carrier worthy plane, the shoehorn. Might just download yours Capt., if you post a link, I saw your post, and seriously it looks epic! Link to comment Share on other sites More sharing options...
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