Espresso Posted August 12, 2013 Share Posted August 12, 2013 Guys, we don't want to start an all out forum war here, so, Avalant, please think about what you're typing and how it might come across. Capt.Joseph Kerbertson, please stop telling Avalant how he can and can't post, as I like this thread and mod, and I would like it to stay up, so, end your arguement and be nice, otherwise, who knows what will happen to the thread. Link to comment Share on other sites More sharing options...
andrew123 Posted August 12, 2013 Share Posted August 12, 2013 I have no regrets about this pic:But, slightly on topic, may I post a link to a picture of my pak fa? Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 12, 2013 Author Share Posted August 12, 2013 (edited) Okay guys... it's up. I've been playing with it for a few more hours tonight making some last minute tweaks. I can only suggest everyone use the supplied craft files first. Then try making your own stuff again.#1 This is totally new code - throw all previous handling characteristics out the window. If you have issues with it let me know and I'll average out the feedback to decide what future refinements will be considered.#2 There are some situations when you'll get a ship reacting a certain way when you least expect it... the smaller ships are more finicky to control... I'll try to tweak this over the coming week or so.I've play-tested all the common workings of the carrier, and aircraft ops. I don't see any issues so far. Please send me anything noteworthy so I can try to reproduce.IF you get a bad launch that results in something breaking off or the ship not settling, just use the ESC - menu re-launch option, usually this works.For those who don't know, unpack it in the GameData directory, maintain the file structure... meaning GameData/BoatPartsR3/ then all the sub directories for parts, sounds... etc. There are many ways to extract it - if it doesn't work check to make sure you never extracted it creating another BoatPartsR3 dir level. More experienced users will help if you have an issue, just post the problem here.HAVE FUN.... This one took too long! Edited August 12, 2013 by InfiniteDice Link to comment Share on other sites More sharing options...
Santanaman Posted August 12, 2013 Share Posted August 12, 2013 Okay guys... it's up. I've been playing with it for a few more hours tonight making some last minute tweaks. I can only suggest everyone use the supplied craft files first. Then try making your own stuff again.#1 This is totally new code - throw all previous handling characteristics out the window. If you have issues with it let me know and I'll average out the feedback to decide what future refinements will be considered.#2 There are some situations when you'll get a ship reacting a certain way when you least expect it... the smaller ships are more finicky to control... I'll try to tweak this over the coming week or so.I've play-tested all the common workings of the carrier, and aircraft ops. I don't see any issues so far. Please send me anything noteworthy so I can try to reproduce.IF you get a bad launch that results in something breaking off or the ship not settling, just use the ESC - menu re-launch option, usually this works.For those who don't know, unpack it in the GameData directory, maintain the file structure... meaning GameData/BoatPartsR3/ then all the sub directories for parts, sounds... etc. There are many ways to extract it - if it doesn't work check to make sure you never extracted it creating another BoatPartsR3 dir level. More experienced users will help if you have an issue, just post the problem here.HAVE FUN.... This one took too long!Thank you<3 Link to comment Share on other sites More sharing options...
andrew123 Posted August 12, 2013 Share Posted August 12, 2013 Yes! My favorite mod is now back in action! Link to comment Share on other sites More sharing options...
Espresso Posted August 12, 2013 Share Posted August 12, 2013 Yes!!!! I can crash, I mean land my planes on the new Narwhal! Just cleaned out some of my mods to reduce 10 min loading time, man, mods take ages to load, but this mod is definitely worth it!(not cleaned out because of BP, but because of 10 min loading time.) New planes look EPIC! Link to comment Share on other sites More sharing options...
Santanaman Posted August 12, 2013 Share Posted August 12, 2013 Still doesn't work for me. It only teleports to the water a fourth of the time I launch it, and even then it just spawns me on the shoreline. I instantly explode, and my carrier control tower managed to reach a kilometer a second. Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 12, 2013 Author Share Posted August 12, 2013 (edited) Thanks for the report Santanaman, this does happen to me but maybe only 1 out of 20 or so launches... Let's see how many others have the same issue. Is this happening for the other two boats as well? Try loading the carrier in the SPH and add a section of truss under the ships hull, vertically so the ship is balancing on a pole. This will increase the elevation off the runway... don't worry the truss will break off later in shallow water, and will not hurt the performance or handling of the carrier.Here I added 3 trusses in total, as a test, below the middle of the ship. Edited August 12, 2013 by InfiniteDice Link to comment Share on other sites More sharing options...
darth_duck Posted August 12, 2013 Share Posted August 12, 2013 I have the same problem. Fist I need to go back to the launch two or three times and then when it teleports it lands on the shoreline and explodes. The runeabout flipt over, the swordfish did a sort of combination. And when I put a sort of frame under the swordfish, some pieces exploded and it crashed into the water. Link to comment Share on other sites More sharing options...
darth_duck Posted August 12, 2013 Share Posted August 12, 2013 I just tried with two grinder segments xl under the middle of the swordfish and it worked! (until I did a sharp turn and it tipped over). Thanks man! Link to comment Share on other sites More sharing options...
Somgosomgo Posted August 12, 2013 Share Posted August 12, 2013 thank you. it works Link to comment Share on other sites More sharing options...
KhaosCorp Posted August 12, 2013 Share Posted August 12, 2013 Awesome work ID! So happy to have boats back!!I did find an odd little bug....seems like having BoatParts installed allows a Kerbal to multi-jump 4-5 times, about 40meters up.To recreate simply hold Shift+S and then hold space when controling EVA Kerbal. Not sure if it happenes everywhere, I noticed it by the tracking station (taking pics for another project lol), seems to work everywhere around KSC.Really diggin the R1 boat part in the pack...those will be much better for my off-shore mining....and making crazy WAY to fast boats too =)Hats off to you and your team for all the hard work in order to get this up and going again, you guys rock! Link to comment Share on other sites More sharing options...
Im The One Posted August 12, 2013 Share Posted August 12, 2013 Hey dice i cant control the ballast for some reason. I was also wondering if their will ever be a catapult system to help launch some craft. Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 12, 2013 Author Share Posted August 12, 2013 Hey dice i cant control the ballast for some reason. I was also wondering if their will ever be a catapult system to help launch some craft.There simply is no control for float level at this point. A few things had to be sacrificed. Don't worry I'll have some form of float control added back in later. For now I have the parts floating well for most peoples uses. Link to comment Share on other sites More sharing options...
Capt.Joseph Kerbertson Posted August 12, 2013 Share Posted August 12, 2013 Narwhal? We gots us a redditor. Thanks for the time Dice. Link to comment Share on other sites More sharing options...
Santanaman Posted August 12, 2013 Share Posted August 12, 2013 The struts don't work, the problem isn't not getting teleported, it's getting teleported to the wrong area. I'm landing on the beach, not the water. Here's a lovely photo to show you what I mean. Pay attention the the point the debris is coming from, it's not the water.http://i1299.photobucket.com/albums/ag75/slowlygettingfaster/Narwhaldestruction_zpsa72c6564.png' alt='Narwhaldestruction_zpsa72c6564.png'> Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 12, 2013 Author Share Posted August 12, 2013 The struts don't work, the problem isn't not getting teleported, it's getting teleported to the wrong area.I'll need as many details as possible. What system you use, what mods you have installed, have you tried all 3 boats that come with the pack?It's too early to tell if others are having issues like this or not. What the move to water does is turn the ship collision off, and move it really fast to the water, where it then turns collision on and drops it nicely down into the water. If your computer lags during the launch process it could cause this to go wrong and basically be out of sync, hitting the land is possible when that happens. I would add 4 or 5 trusses to the bottom so it's sitting really high off the runway when it launches, this might increase the chances of getting over the water. Later you can move the ship into shallow water and break them off the bottom of the ship. Link to comment Share on other sites More sharing options...
tygoo7 Posted August 12, 2013 Share Posted August 12, 2013 For some reason this mod is making me lose a lot of fps? Its an awesome mod but it just makes stuff more laggy. Link to comment Share on other sites More sharing options...
Santanaman Posted August 12, 2013 Share Posted August 12, 2013 I'm running windows xp. I've tried the carrier and runabout. I have this mod and the firespitter mod installed. The computer I'm on is somewhat laggy, that could be a problem. However I've tried with and without struts and it brings me to the exact same location. I'll try to get higher off the ground in a while, when I open it again. PS, did you see my earlier post about the plane? Pg 78 or 77. Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 12, 2013 Author Share Posted August 12, 2013 For some reason this mod is making me lose a lot of fps? Its an awesome mod but it just makes stuff more laggy.It isn't perfect and it will lag older computers I would imagine!To help... go in your options and make sure max persistent debris is set to 0 or off... Also, for those with slower systems try to keep your carrier groups at least 16 - 20 km apart... the unload distance for the carrier is 15km. I've striven to make this as lag free as possible, and there is surely room for improvement! Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 12, 2013 Author Share Posted August 12, 2013 PS, did you see my earlier post about the plane? Pg 78 or 77.I have and I like it, I'll surely put a link to it in the thread opener if you upload it to the spaceport and get me the link. One question, what are those nosecones under the wings? Link to comment Share on other sites More sharing options...
Santanaman Posted August 12, 2013 Share Posted August 12, 2013 I have and I like it, I'll surely put a link to it in the thread opener if you upload it to the spaceport and get me the link. One question, what are those nosecones under the wings? Well! I haven't used spaceport before and it simply doesn't want me to upload it. 'Errors', it says, although it won't specify what is wrong. I've filled in all the boxes that were red. Oh well. Is there another way I can get the file to you?The nosecones are the four missiles, the picture was a bit glitchy and didn't show the rest of them. One of the pictures shows two of the missiles firing, if you want a better image of them. Link to comment Share on other sites More sharing options...
andrew123 Posted August 12, 2013 Share Posted August 12, 2013 (edited) InfiniteDice, because of the carrier glitch happening right now I've been spending a lot of time making naval aircraft. I've made one that I'd like for you to use as a sample aircraft.I named it the NF-1 Bullfrog. NF simply means naval fighter, and the bullfrog represents how short of a landing and takeoff it can do. It's practically a jump. Here are a couple of images of places I managed to land using this aircraft.It can take off in an equally short distance, demonstrated here.It also comes armed with four missiles, firing in pairs. Here's a picture of that.I'll send you the file somehow if you're interested.Key bindings:1 toggles main engine.2 toggles reverse engine.Both engines ignite on the first stage.3 toggles landing gear, flaps (For slowing), and the carrier hook.4 toggles just the hook and flaps, in case gear glitches.The missiles are part of the staging.OK, I got my Pak-fa in fully operational status (Can this also be considered for the sample pack like santanam posted a few pages back? It's extremely agile and easy to land.): Edited August 12, 2013 by andrew123 Link to comment Share on other sites More sharing options...
Santanaman Posted August 12, 2013 Share Posted August 12, 2013 OK, I got my Pak-fa in fully operational status (Can this also be considered for the sample pack like santanam posted a few pages back? It's extremely agile and easy to land.): I need an image from the top! It looks amazing. Link to comment Share on other sites More sharing options...
andrew123 Posted August 12, 2013 Share Posted August 12, 2013 Download link: https://www.dropbox.com/s/04ibq8ysplzbxka/Pak-fa%20T-50NMK%20PIP.craft Link to comment Share on other sites More sharing options...
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