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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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Well, I found my own solution. I simply flew my amazing F-14 over the coast, engaged the 'abort' action group, the decoupled pod parachuted into the water, and with some simple quicksave-editing by copy-pasting the pod's position and orientation, I now have a fully functional carrier! In the past half hour I crashed my Mig-17 two dozen times into the back of it at least trying to land it :P

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Hi Figglezworth.

Does the same thing happen with the smaller runabout? or the subs?

The carrier being the largest craft with the most parts is hard on some computers. Read up above a few pages or read the user manual I've linked on the opening post of this thread, there are a few steps you can take to reduce the load on your machine so it doesn't lag while launching...

A good indicator of lag is if the timer in the upper left of the game window is turning yellow or red. The carrier will launch if it's flickering between green and yellow... but not if it's always yellow or red.

Let me know how you make out and I'll work with you to see if another solution can be found. I might be able to make some kind of code change to help the situation some.

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My game doesn't lag at all, and it did the same thing with the grasshopper (I couldn't check with runabout, I deleted those parts from my game as I don't use them). However, I did find a solution. Its in the post above yours, by doing a quick save edit I moved it to the correct place.

However, I'm having yet another bug. The landing cable assist thingy isn't working. At first I thought it was me, but I lowered the arm thing on my plane, and I've had several 'landings' on the carrier where the extended arm passes straight through the cable on the carrier. Nothing happens at all. I'll reboot my system and see if that fixes it.

Edit: I rebooted and it still happens. I have tried it with several other planes. Still nothing. Is there a maximum speed to engage the landing system? My landings have been at 60-80 m/s

Edited by Figglezworth
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Is there a maximum speed to engage the landing system? My landings have been at 60-80 m/s

I'm not sure if there is a maximum speed but all of my landings have been under 40 mps and it works fine. and in the user guide it says to keep your landing speeds aroudn 40 mps or lower. try to land again but try to do it going around 40 mps. are you using the air brake landing system? that makes it easy to keep the speeds low.

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Yes there is a speed limit! The hard limit is 50 m/s I suggest as the guide says to aim lower. Multiple hooks can be used to slow you down a little more, or some firespitter speed brakes if you have that installed. The naval shroud is the larger part and has some extreme slowing...

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I had a fresh install of KSP.22 - Never had the R3 or R4 boat parts in this version - loaded the mod.

In every single case where I try to launch a boat or a sub, it appears 4000+ meters above the Launch Center - NOT ABOVE WATER - and falls to either bounce (that's a hell of a tough carrier!) or explode (the Runabout).

I tried taking the floats off of the runabout and attaching rover wheels and multiple parachutes so it could land and drive into the water. No go. No matter what I did - no matter how many parachutes I added - not even adding retro rockets! - the parachutes ALWAYS broke and the craft crashed.

Okay - so noting that the front right part of the runabout was supposed to be able to report position for editing the .CFG files - I simply attached that to a kitbashed craft that could get out into the water. Followed the instructions in the manual...

But alt-F2 brings up the debug menu, not the log menu. And it doesn't report position.

So... what's next? How can I get this to work?

Can you give us a set of coordinates and a line of code to edit the .CFGs with? Can anyone help?

Ha! Figures it'd make a liar of me! After a reboot of the computer and coming back a day later the problem mysteriously fixed itself. Carrier is now on the water.

EMILY LITELLA: "Nevermind!" ^_^

Edited by Logan.Darklighter
Problem fixed itself
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Thanks dice! I'll try that. For some reason every plane I've flown in the past few days stalls at 50m/s. I'm using FAR, and even a really minimalist plane with massive wings stalls at 50m/s. I'll try harder.

Is there a way for me to increase that speed limit? Would it be wise, or would I rip my plane apart?

Edit: Just did it. It works. Now I need to find out how to get my Mig-17 and F-14 high speed jets to go 50m/s :/

Edit2: I now have two of my amazing Migs on the deck! Great mod ID. Now I need to get my american jet on!

Edit 3: I have two Migs on the deck (one above deck, docked, one below deck, docked), I'm trying to land a third, but whenever I get close (like 100m) the think literally falls apart! When I press F3 it says 'Structural failure on linkage between this part and that part' for about every part on the carrier. It falls apart like jello. Has this happened before? KSP's using about 1.1Gbs of ram, according to task manager.

Edit 4: By fooling around a bit (going to tracking station, loading it, space centre, load plane, press ']' to switch to carrier, switch back, land, dock), I managed to land another plane without the carrier going to soup :) If problems like this persist for me I'll go back to my Ubuntu partition to see if that fixes it.

Edited by Figglezworth
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I'm trying to land a third, but whenever I get close (like 100m) the think literally falls apart! When I press F3 it says 'Structural failure on linkage between this part and that part' for about every part on the carrier. It falls apart like jello. Has this happened before? KSP's using about 1.1Gbs of ram, according to task manager.

mmm What other mods are installed? It could have something to do with FAR.

The situation is tricky as 1) the way KSP is, I haven't found a solution that doesn't require docking to the carrier. 2) This means any craft encompassing code will get pushed onto the carrier when they join. This could be bad as the carrier uses a lot of code to keep functioning properly.

If any other users who use far with the carrier can chime in, we can see if this is a FAR issue or perhaps something else.

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The thing is, it sometimes works, sometimes it doesn't. When I go to the carrier from the tracking station, with 2 planes on its about 50/50 that it will stay intact, or turn to soup. However, when I actually load a new plane, its about 25/75. With 3 planes (these planes have ~ 40 parts) its like 10/90 chance that it will stay together when you go to the carrier from the tracking station. Trying to launch a new plane, I couldn't get the carrier to not turn to soup. I'm going to go try it on Ubuntu (64bit KSP) and see if that helps.

Edit: My mods currently are FAR, Procedural wings, procedural fairings, Boatparts R3 (duh), infernal robotics (or whatever its called).

And the problem still occurred without FAR installed. AND on Ubuntu.

Edited by Figglezworth
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  • 2 weeks later...

I love having an aircraft carrier. Now I can transport aircraft without having them run out of fuel. In fact, I'm landing some modified B9 aircraft on my carrier.

Edited by MD5Ray01
Fixed the problem that I was posting about.
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mmm What other mods are installed? It could have something to do with FAR.

The situation is tricky as 1) the way KSP is, I haven't found a solution that doesn't require docking to the carrier. 2) This means any craft encompassing code will get pushed onto the carrier when they join. This could be bad as the carrier uses a lot of code to keep functioning properly.

If any other users who use far with the carrier can chime in, we can see if this is a FAR issue or perhaps something else.

I use FAR and the carrier and boats work fine... The submarines however, give me trouble. The subs explode/vanish/disintegrate/go into warp/etc. saying all parts splashed down hard when I attempt to launch them but the carrier, runabout, Swordfish, etc. all function perfectly aside from the usual minor KSP glitches. Not seen any reports of the same issue, so I'm not really sure what could be the cause. I do run a heavily modified KSP though so I sometimes expect a little weirdness, just thought I should reply about my experience with carrier+FAR and the sub problem.

Don't believe it's from lag, either.

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It seems like after so many reverts back to the runway for vehicles from the SPH, a carrier capsizes. After the carrier (or other surface ship) capsizes, any ship that I have starts spawning high in the air.

Also, I'm looking forward to both naval aircraft and weapons.

Edited by MD5Ray01
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Hey Dice, I haven't quite got it yet, is there a way to make your own carriers? And if there isn't, could you add one of those double-runway'd carriers, that were posted a long time ago, to the download?

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Hey Dice, I haven't quite got it yet, is there a way to make your own carriers? And if there isn't, could you add one of those double-runway'd carriers, that were posted a long time ago, to the download?

Sure you can, but the Hangar is too small for very long carriers. making a double carrier should be doable if it's kept to a manageable length.

Until someone makes a standalone app for building or increases the size of the hangar we're kinda stuck.

I did have a thought to use .19 (make a set of parts with old style cfgs) make whatever size carrier you want, then perhaps pick through the craft file and change what needs to be changed back to conform with .22

Could be a search and replace nightmare though, but it's a thought!

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You mean something like this?

KSP2013-09-3000-58-12-96_zpsbaa63b3e.png

For this I used both the subassembly manager and the root part selector. Built the two halves separate, save one as a sub-assembly, then made sure each root was lined up to be one half of the bottom hull (Make sure of this because the root part is the only part effected my the Hangar boundaries), load up the subassembly of the other half...then painstakingly lined them up, strutted the halves together at strategic points, then launched. :D

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I believe I saw something over on the Real Solar System thread; they have apparently added a something that allows the camera to be scrolled much higher up in the VAB. This, however, requires that people build through the roof to fully utilize it, but it does allow you to build taller rockets. Maybe you can do something similar to the SPH?

EDIT: Oh, and how about depth charges :D

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That's the old one...Gonna try expanding it...if my theory about root parts is correct.

EDIT: Actually that one is really old...had one with pre-build vehicles inside...more docks...a helipad with railings...but that thing kerploded when I went back to it.

Edited by Rivvik
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I noticed that i can now switch between crafts in atmosphere, is this a bug or something thats supposed to happen? I like that feature alot:) I can now have awesome dogfights with the DYJ mod also! Thanks for the great mod!

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