Krosulhah Posted October 11, 2013 Share Posted October 11, 2013 I'm not saying its bad, I know that they would be worse, i'm saying that they are absolutely epic! Link to comment Share on other sites More sharing options...
7499275 Posted October 11, 2013 Share Posted October 11, 2013 R4?!?! Awwwwhhhh yeeeaahhhh! Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 11, 2013 Author Share Posted October 11, 2013 I'm not saying its bad, I know that they would be worse, i'm saying that they are absolutely epic!Haha okay, let's see some screens of destruction then Link to comment Share on other sites More sharing options...
joelflake Posted October 12, 2013 Share Posted October 12, 2013 InfiniteDice,I'm really enjoying playing with the boat parts and I especially like the carriers due to not only the number of part combinations possible (and the various carrier purposes they can create), but also the ability to decide how long a carrier is going to be while building it.For a couple different reasons, I've been messing around with using the model node system to combine and modify parts from your boat parts package. Firstly, building a carrier which uses more than one of the quarter hull parts is quite difficult since the Editor Tools addon lacks the ability to zoom out far enough to mess around with all the parts (and dragging the ship around by the root part only gets someone so far). Secondly, part count can be reduced in quite a few cases since (at the very least) the structural parts can be built into a single unit (though, this would seem to act badly with some plans it looks like you have for the parts individually).I bring this up because, as I'm sure you know, the model node system doesn't allow the part configuration to map a code module to a specific model being loaded. For the most part, someone wouldn't want to do this since static parts don't pose a challenge when being welded. Dealing with the idFloatCode you wrote is a bit of a challenge since I'm only able to apply flotation logic to a single model while building the structural "part" and while I've come up with a somewhat passable solution to this, it's sub-standard and it ends up using (in my opinion) too many floating parts which destroys benefit #2 (though, not by much since I don't have all the parts I want welded done yet.) Is there any chance I could get an explanation of what the different part types are as well as how the mass (of the floating part) and float power variables affect things? I've produced some very strange results while messing around with possible solutions and while the source code for the idFloatCode module allows me to understand some of what's going on, it seems like at least half of it is geared towards the float adjustment feature which currently isn't available.Also, I've asked the Editor Tools developer about the zoom feature. Further, since the part welding mod now has an in-game builder, I've suggested to Squad that they enhance the model node system to allow code modules to be mapped to specific parts, but that's always a coin flip even if it is in line with the purpose of providing the feature in the first place.Thanks. Link to comment Share on other sites More sharing options...
Krosulhah Posted October 12, 2013 Share Posted October 12, 2013 Hit Confirmed. Link to comment Share on other sites More sharing options...
Krosulhah Posted October 12, 2013 Share Posted October 12, 2013 after everything had settled, the actual runway bit of the aircraft carrier had slid off and that bit that was sinking had resurfaced, the whole thing has also capsized. Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 12, 2013 Author Share Posted October 12, 2013 Some parts will become damaged and no longer float, others will float but be dragged down by the mass of the other attached parts. I suggest turning off your debris as having a ton of parts at -600m or lower will slow your game down... that way once you quit the scene the debris will unload. Link to comment Share on other sites More sharing options...
Rivvik Posted October 12, 2013 Share Posted October 12, 2013 (edited) I made some utility Vehicles for the Carrier...These predominantly use the Kethane mod and the Lack Luster Labs parts (LOL Obviously)...not featured is a very small rover built for quick recon work...built after I uploaded this video. :S EDIT...I'm going to add deploy able subs too...once I find the time to throw them together.EDIT PART DEUS: I also made a flying vtol cast I forgot to test... Edited October 13, 2013 by Rivvik Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 13, 2013 Author Share Posted October 13, 2013 Awesome man, post some pics when you do! Link to comment Share on other sites More sharing options...
Guest Posted October 13, 2013 Share Posted October 13, 2013 Does it play well with other plugins? I've got the B9 pack, Firespitter and FAR, among other things, installed. When launching anything into the water, including the provided .craft files, the ship flips over it's back. Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 13, 2013 Author Share Posted October 13, 2013 (edited) Does it play well with other plugins? I've got the B9 pack, Firespitter and FAR, among other things, installed. When launching anything into the water, including the provided .craft files, the ship flips over it's back.None of those mods should affect the ships. Something is seriously wrong if the sub can flip on it's back, it's completely balanced to float upright. I'd make sure you had totally deleted the old R3 files before you install the new stuff... the old dll's in the previous R3 release will NOT float the boat. Also even the old parts will no longer be stable with the new code, it seems to me you must have old files kicking around someplace.Another note on other mods, so long as they aren't manipulating/changing the boatparts in any way that mod should work with my stuff just fine. All the parts I make are balanced to a certain degree so they perform as intended. If that gets messed up they won't. Edited October 13, 2013 by InfiniteDice Link to comment Share on other sites More sharing options...
CheesySquid279 Posted October 13, 2013 Share Posted October 13, 2013 Soooo...I love this mod, but for some reason my ships spawn 80-ish meters above the water when I want to launch them, making them splash down and break. Anyone else having this problem? Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 13, 2013 Author Share Posted October 13, 2013 Soooo...I love this mod, but for some reason my ships spawn 80-ish meters above the water when I want to launch them, making them splash down and break. Anyone else having this problem?You can re-tune the spawn location by launching a runabout, I have outlined the whole procedure in the user manual. The link is on the first post of this thread. Once in the manual it's on slides 3 and 4.Most of the stock crafts won't break, even from hundreds of meters. If you have added parts they could fall off if they are not rated to handle such an impact. Link to comment Share on other sites More sharing options...
CheesySquid279 Posted October 13, 2013 Share Posted October 13, 2013 (edited) Thanks! I'll take a look right now!EDIT: It fixed it! Thanks! Edited October 14, 2013 by CheesySquid279 Link to comment Share on other sites More sharing options...
Guest Posted October 13, 2013 Share Posted October 13, 2013 None of those mods should affect the ships. Something is seriously wrong if the sub can flip on it's back, it's completely balanced to float upright. I'd make sure you had totally deleted the old R3 files before you install the new stuff... the old dll's in the previous R3 release will NOT float the boat. Also even the old parts will no longer be stable with the new code, it seems to me you must have old files kicking around someplace.Another note on other mods, so long as they aren't manipulating/changing the boatparts in any way that mod should work with my stuff just fine. All the parts I make are balanced to a certain degree so they perform as intended. If that gets messed up they won't.The thing is, I didn't update my boat parts from R3. This is a clean install, my first time using this mod. Unless you mean the R3 carrier parts, that is, I installed those as well as the submarine (but still from the same R4 download). Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 13, 2013 Author Share Posted October 13, 2013 The thing is, I didn't update my boat parts from R3. This is a clean install, my first time using this mod. Unless you mean the R3 carrier parts, that is, I installed those as well as the submarine (but still from the same R4 download).It should work fine then, can you tell me more about your system and if you have any other mods installed? This is the first I've heard of all the ships flipping over so I'm curious as to why it's happening to you.Thanks Link to comment Share on other sites More sharing options...
Jam_kerbin Posted October 16, 2013 Share Posted October 16, 2013 i have tried everything can someone tell me how to get the Boats,subs in the water Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 16, 2013 Author Share Posted October 16, 2013 .22 is upon us. I'll be checking over everything and releasing an updated version of the mod to spaceport. I can't even guess how it will be affected, rest-assured I'll fix it! Link to comment Share on other sites More sharing options...
InfiniteDice Posted October 17, 2013 Author Share Posted October 17, 2013 Okay guys, the pack is updated for 0.22. Give me some feedback, I arranged the parts into the Tech-Tree quickly, so there could be some things that could be arranged better in the future.Get it here: http://kerbalspaceprogram.com/boat-parts-0-18-2/Let me know of any technical issues if you notice any. To the guys who can't launch, get me more details... It's likely your computer is lagging a bit and that's what causes 99% of launching issues. Look in the user guide, and the thread posts to get some solutions. If you think you've tried all those, let me know, but I'll need more details, even a framerate measurement to see if it's not a lag issue.Thanks! and gather some science in the water! Link to comment Share on other sites More sharing options...
Eskandare Posted October 22, 2013 Share Posted October 22, 2013 I made some utility Vehicles for the Carrier...These predominantly use the Kethane mod and the Lack Luster Labs parts (LOL Obviously)...not featured is a very small rover built for quick recon work...built after I uploaded this video. :S EDIT...I'm going to add deploy able subs too...once I find the time to throw them together.EDIT PART DEUS: I also made a flying vtol cast I forgot to test...Lol Reminds me of my ground equipment for my aircraft. Link to comment Share on other sites More sharing options...
Slye_Fox Posted October 22, 2013 Share Posted October 22, 2013 Sorry, just wondering why there's no part list of pics in the first post.Is there a place that does these things? Link to comment Share on other sites More sharing options...
halo fan 117 Posted October 22, 2013 Share Posted October 22, 2013 Can i make a kethane to carrier fuel converter and make the carrier run out of fuel Link to comment Share on other sites More sharing options...
wasmic Posted October 22, 2013 Share Posted October 22, 2013 Can i make a kethane to carrier fuel converter and make the carrier run out of fuelI think the carrier has too much fuel to ever run out, unless you want to sail it around Kerbin. Link to comment Share on other sites More sharing options...
Eskandare Posted October 25, 2013 Share Posted October 25, 2013 I think the carrier has too much fuel to ever run out, unless you want to sail it around Kerbin.At that point you'd have to figure out how to refuel your ship. Hmmmm. "Challenge excepted!" At least once I have my Umbuntu partition running so I can make use of all 16gb ram with ksp 32. (Yes! All the mods!) Link to comment Share on other sites More sharing options...
Figglezworth Posted October 29, 2013 Share Posted October 29, 2013 So... you have no solution to the bug where the carrier spawns in a black void, seemingly 3700m below the surface, tumbling slowly and rising between 1.0 and 3.0 m/s upwards?This is with KSP 0.22 career with the Narwhal carrier that comes with the pack. Link to comment Share on other sites More sharing options...
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