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Boat Parts ~~~0.90~~~ R4.65~~~


InfiniteDice

Which of my in-development projects do you like best and would like to see released?  

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  1. 1. Which of my in-development projects do you like best and would like to see released?



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i think he will release weaponry and subs in one release

The update will come with VLS missiles for the big u-boat and the limpet/contact mine for the mini-sub. I've rigged a simple system for the time being that will allow parts to sink if damaged (some of the time)... So that should add a bit of randomness to what might happen.

I've bumped into a problem with some code, I'm working through it. I'll keep everyone updated.

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Both subs can go as deep as needed. I've only been to -1200m though. Where is this 1500m depth I want to go there! :)

Sorry I didn't answer this sooner:

Eve: Lowest point -1876.9m at -44.7473, -107.8528

Kerbin's lowest point is about -1300m, according to Kerbal Maps. Sadly, that place doesn't have a map of Laythe but I seem to recall the lowest point there being like -1500m.

You'll need to do the math on the Keth-ane... :) the big sub can float at least 20 kerbal mass in the aft VLS tubes. It has some decent capabilities.

Is there any way of building a sub without using the armament parts? Not that I have anything against weaponry per se (I'm an old Marine, after all) but the conspicuous lack of enemies in KSP makes them mass I really don't need to lug around :).

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Is there any way of building a sub without using the armament parts? Not that I have anything against weaponry per se (I'm an old Marine, after all) but the conspicuous lack of enemies in KSP makes them mass I really don't need to lug around :).

Of course. The tubes have stack nodes, pop whatever you want in there. You can toss something larger than the big SRB in there easily. It takes a little self induced role playing to enjoy these I think. You could set up targets (unmanned drones) and simply test hitting them from different distances. The missile code I wrote has a bunch of different settings that will allow customization in how the missile behaves. I can hit things as close or as far as I want with them... with a little tinkering!

I'm mostly through my testing. Just to remind everyone, as the pack expands I need to test not only the new stuff but the old stuff as well, some code changes impact everything. The runabout for example is finally way better. I have it tuned up and it doesn't fly, tip over or go crazy like it used to.

If all goes well tomorrow could be the day! :)

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Of course. The tubes have stack nodes, pop whatever you want in there. You can toss something larger than the big SRB in there easily.

Egad, I'm beginning to wonder if I can even get such a beast off the ground, let alone fit Kethane parts to it ;). Can't wait to find out.

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Just remember anything you mount inside the sub should be underwater certified. I don't override all parts float, so stock parts will still have stock float if you connect it to the sub. It's very simple to add a cfg edit to any part or copy of a part and add my float override code there. Then parts will sink.

So fuel tank (duplicate the cfg to something like config2.cfg then open the copy cfg)

add:

MODULE

{

name = idFloatCode

floatBypass = true

coefDragInWater = 0.08

}

I'd also bump up the crashTolerance as well. to something like 40. This way if you are moving fast then dive the part won't explode.

Aside from that you can do pretty much anything.

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She's out guys! Links and info in the first post of this thread.

I've tried to get things organized but it's getting late here and I need sleep. If there are any major issues or things missing I'll see to them tomorrow night. Please watch my videos on youtube, there is a link from my test site here: http://smaugsfire.wix.com/carrier-parts Or just search on youtube.

Have fun and feel free to post pics and stories here. :)

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HEEEEEEELLLLLL YEAAAAAAHHHHHH!!!! Subs are up! And I thought you would do the weapons pack first (or was it the planes pack?) I'll have to play with this, soon. I might send a sub to Eve, because subs that sail in rocket fuel is just awesome.

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Sorry if i'm being an idiot, but how do i target things with your subs missiles?

Sorry guys, as you can imagine - a lot to do!

1) double click a target, or use the map to select a target.

2) fire the missile (stock sub has them on quick keys 1-4 I think. If not set them to disconnect and activate motor on a key.

3) once the missile fires - if it doesn't switch automatically to the missle, press [ or ] to jump to the missile.

4) sit back and enjoy the ride.

Let me know if there are any further issues. (I will be adding this into the user manual shortly).

Please read the sub description in the SPH it has the keys listed for the sub controls, Since the sub has 8 missile bays I'll need to code up a firing solution that doesn't use keys, unless KSP gets more action key options.

Edited by InfiniteDice
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Are there any depth charges in this version? Will there ever be depth charges? If yes, are/will they be launchable from a cannon-like thing?

I mentioned in a video, there will be submarine countermeasures. I'm thinking of a depth charge system for ships and a separate system for aircraft. Probably will be depth adjustable. I like the idea of having some weapons require some user skill other than clicking a button and having things blow up :)

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I think i've found a temporary fix for the ships not launching to water on laggy computers like mine, normally your ships never launch for me, but i tried using the water launch thing from The firespitter mod and it works perfectly

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