InfiniteDice Posted January 29, 2014 Author Share Posted January 29, 2014 (edited) Hey there ! I've got some problems with the carrier flight deck. Everytime i try to "dock" the tomcat with the carrier it falls through the deck into the hangar.Looks like you have a lot docked there already! Not sure what you mean, some dock others fall through?If you get wheels falling through while moving the boat, or any other time... raise the aircraft gear, then lower them again. What could be the issue is the level of the docking port on the plane needs to be higher or lower. My guess would be lower in your case, this means you need less ground clearance on the aircraft, I know that's not always easy to change... What is happening is the ports are grabbing one another and locking the aircraft to the carrier, meanwhile it's compressing the gear suspension. Eventually it falls through the collider and you have your problems. Either move the docking port closer to the ground, or put less tall gear on the plane.Let me know. And for gods sake post some pics to the forum... Edited January 29, 2014 by InfiniteDice Link to comment Share on other sites More sharing options...
BoP_Liqui Posted January 29, 2014 Share Posted January 29, 2014 Oh! Sorry! I linked the wrong album.... The tomcats in the first album are NOT docked ! The next album should show what i mean.http://imgur.com/a/uOjdC#0 Link to comment Share on other sites More sharing options...
epicfacecanada Posted January 29, 2014 Share Posted January 29, 2014 The mod requires both the r3 and r4 directories. Look at the install instructions in the manual, that can be found on the first post of this thread.Hope you like it.thanks a lot ID and I must say this mod is amazing!! Link to comment Share on other sites More sharing options...
InfiniteDice Posted January 30, 2014 Author Share Posted January 30, 2014 Oh! Sorry! I linked the wrong album.... The tomcats in the first album are NOT docked ! The next album should show what i mean.http://imgur.com/a/uOjdC#0You have a robotic part that drops the dock... that's neat... but I can see in your pics that it's broken off the plane and the dock is still married to the base dock. There is a lot of stress at that connection.What's likely happening in this case is, your plane connects.... and the connection is so wobbly that it sinks into the deck, eventually the joint between the robotic part and the plane breaks ... usually when it's embedded into the carrier deck. This will cause your plane to explode because it then becomes a separate vessel again.The docking connections must be very stiff. When I mount the plane dock to a stock part, I always use at least 1 super strut on it.. or it will fall off. When the carrier loads it's common for it to freefall for a few metres then impact the water, this will also break any weak connections... you'll have planes bouncing off into the water!Try a more solid non-robotic connection, usually if you need to spacer the dock on the bottom of the plane use the smallest stock truss, the little cube truss. Then attach the dock. Then super struts. If you want to use the robotic connection, I think you can still super strut it, the strut will stretch to the new position... or something will break.Let me know how you make out Link to comment Share on other sites More sharing options...
InfiniteDice Posted January 30, 2014 Author Share Posted January 30, 2014 You'll see here, that after the docking node connects it settles the planes connection with the wheels below the deck:The problem is simply: Every plane is different but the docks use static connection locations. In the next release I'll make the docks have variable connection positions. For now your only solution is to get the aircraft dock closer to the carrier dock... all while maintaining maximum rigidity. Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted January 30, 2014 Share Posted January 30, 2014 I use this + Firespitter helicopters and KAS to recover my craft. Link to comment Share on other sites More sharing options...
DYJ Posted January 30, 2014 Share Posted January 30, 2014 Why not make the tie-down dockingport part of a landinggear or arrestor hook part? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 31, 2014 Share Posted January 31, 2014 HI great mod you achieved thru plugins what i struggled but managed to do without one, must say its a nice solution . I made a sub or two way back in 018 hope you dont mind me using the plugins to get them working again. A small suggestion,dont need myself as i already made myself one but I was thinking , perhaps you could create a little model with the boat interface module scripted in, that would surface mount to any pod ( got to be on the pod though or things go very bad) for those less mod savvy or for less conventional craft, my version just in a plain blue box simply containing your very neat module, it has proved very handy for my own minisub testing ( i hate the 2km drive) and some very strange stuff has been splashed just to see how they behaved Cheers againSpanner Link to comment Share on other sites More sharing options...
InfiniteDice Posted January 31, 2014 Author Share Posted January 31, 2014 I've updated the docking port on the aircraft to have a variable connection node position. This will allow various designs to connect easily.Just copy the files in the CarrierR3PlaneDock folder over the old ones you have under BoatPartsR3/Parts/CarrierR3PlaneDock/And then replace the LandAssist.dll in the R3 Plugins directory with this new one.https://drive.google.com/file/d/0B82_uLLhCvSPNkVON1QwdUdXeGcYou can now change the docking distance with an offset via slider-bar. If the plane is already connected and you move the offset slider it does nothing, you'll need to decouple the plane first, set the height offset, then dock. Link to comment Share on other sites More sharing options...
Rhyunix Posted January 31, 2014 Share Posted January 31, 2014 I assume from spending a whole hour after discovering this mod and looking at the last pages, guns are coming- I am waiting for a glorious sea battle to put a impressively explosive climax to my cinematic...Please!? I can't live without them! Link to comment Share on other sites More sharing options...
ozarkamax Posted January 31, 2014 Share Posted January 31, 2014 my issues (also had boats spawning in a void) were caused by a corrupted / incompatible kerbal Multi player save. fortunately I'm the admin and didn't mind wiping the save. all fixed now! great mod! Link to comment Share on other sites More sharing options...
Dr. Death Posted February 1, 2014 Share Posted February 1, 2014 http://i40.tinypic.com/biwhz8.pngTry to ignore the fact that it's using a carrier con tower! Hey there ! I've got some problems with the carrier flight deck. Everytime i try to "dock" the tomcat with the carrier it falls through the deck into the hangar. http://imgur.com/a/DMdzg#0um.......... can i haz dat list of mods to have both boat and tomcat in the game? they look fantastic Link to comment Share on other sites More sharing options...
Dr. Death Posted February 1, 2014 Share Posted February 1, 2014 Ok, i have some problems, it for the most happends with both the subs and the runabout EVO. they either splash and explode or are send to the void with the kraken attack again, tried modifying the M2W (thinking it meant move to water) and used the Firespitter "spawn on water" and tried everything possible. Still it had the same results. There is no way to launch some of the watercrafts. Its not my computer, of that i am sure. Link to comment Share on other sites More sharing options...
wasmic Posted February 6, 2014 Share Posted February 6, 2014 Someone posted a video of a minisub blowing a carrier up. Can anyone link it to me? I can't seem to find it. Link to comment Share on other sites More sharing options...
InfiniteDice Posted February 6, 2014 Author Share Posted February 6, 2014 Someone posted a video of a minisub blowing a carrier up. Can anyone link it to me? I can't seem to find it. Link to comment Share on other sites More sharing options...
wasmic Posted February 6, 2014 Share Posted February 6, 2014 Thanks.(10char) Link to comment Share on other sites More sharing options...
AntiMatter001 Posted February 6, 2014 Share Posted February 6, 2014 I built a new Brazzers-Class (Thanks for the idea for the new Class title LOL) carrier in record time thanks to the new plugin! I give you the Brazzers-Class carrier, "Metroplex"! http://imagizer.imageshack.us/v2/800x600q90/585/9e4y.jpghttp://imagizer.imageshack.us/v2/800x600q90/59/dena.jpghttp://imagizer.imageshack.us/v2/800x600q90/823/q5h8.jpghttp://imagizer.imageshack.us/v2/800x600q90/268/nlc7.jpghmmm... longer but not... hmmm... "has idea" haha! hahahahahaha! MUHAHAHA! brb building duo aircraft carrier for SPACE-TRAVEL Link to comment Share on other sites More sharing options...
CP44 Posted February 8, 2014 Share Posted February 8, 2014 I loved the idea of carrier parts, both for water (for which they're to be intended), and for side hangar bays on space ships...Daedalus from StarGate series - http://stargate.wikia.com/wiki/File:DaedalusSummit11.jpgCarrier ship in StarShatter - ...likely smaller due to part count and physics loading, but I ran into a few problems and noticed a few things.In the SPH, the ship pieces (from the lift bays to the loading ramp) start rotated forward and exhibit odd behavior for symmetry... making symmetry and center-finding problematic. (I know symmetry was mentioned twice in this chain, but I did not read all 119 previous pages >.< -- any chance the parts were generated with mismatched axes?)The parts are split as the author decided...Runway deck overlaps the overhang and lift-bay structure piecesQuarter-hull seems to be the intended linking/platform piece (although I did have some success using just lift bays, hangar floors, and a runway).Only a full length runway is available to fit in the uniquely shaped and sized gap created between structure pieces, and the width is then determined as well (2 runways side-by-side are problematic for the chosen part division).Using a full runway encourages a minimum length (adding carrier pieces to both sides of the entire length) and resulted in a heavy minimum ship segment.The attachment nodes on the top edges of the lift bays and hangar floor pieces are vertically aligned.Granted I am probably doing a few things wrong, but I'm just giving feedback for a mod that instantly gave me happiness and ideas when I saw it.Here's my saved sample of trying to use symmetry for a single-piece-length side bay: http://postimg.org/image/gissqdh9v/ (you can see the depth conflict on the far caution stripe).(On a previous test model, I used powered Robotics hinges for front & back hangar doors. I figured bays that allow for fly-through might be a good idea for error-prone pilots, stunts, etc.)Many thanks, and best of luck!--CP44 Link to comment Share on other sites More sharing options...
Dr. Death Posted February 9, 2014 Share Posted February 9, 2014 I had my carrier flip out and literally go belly up once i had 3 planes docked, and i am still having problems with the attaching ports of the aircrafts getting off from the planes. Sadly there is no buttom to fix the aircraft or to stick it again.On another note, with FAR mode, i was able to go around the world with the naval shark. That extra 50 fuel liters in the attachment port was a life-saver. Link to comment Share on other sites More sharing options...
Rivvik Posted February 9, 2014 Share Posted February 9, 2014 So I recently got a brand new computer, built a large (but not as large) carrier, and it worked ok. Gleeeeeeeee. :3 Link to comment Share on other sites More sharing options...
InfiniteDice Posted February 9, 2014 Author Share Posted February 9, 2014 I loved the idea of carrier parts, both for water (for which they're to be intended), and for side hangar bays on space ships...Daedalus from StarGate series - http://stargate.wikia.com/wiki/File:DaedalusSummit11.jpgCarrier ship in StarShatter - Many thanks, and best of luck!--CP44Can't cover all your points! Carrier parts, as well as most of the other boatparts were never designed for symmetry I doubt I'll ever change that... some of the older parts R1 worked well in that respect but they were of a more basic shape. Most carrier/sub parts are asymmetrical, so I just didn't bother. The deck size, well there is a minimum length a carrier would be, and coming from R1 & R2 the part count had to come down (a lot!); this was one solution. The smallest somewhat normal carrier is the Grasshopper. I do still have the original carrier parts on storage, if the next KSP does what it intends for part connections, we can save ~100 struts on the large carrier. This means the older more segmented parts could be re-released.Lastly I love it when people use the parts, especially if they get them to work well in other places (space) where I never intended them to be used. You void the warrantee as soon as you use it for flying, space adventures, floating party platforms.... etc. R5 will come out shortly after or alongside Skillful. The float code is being re-vamped and integrated with the damage system so expect a few things to change.Thanks! Link to comment Share on other sites More sharing options...
InfiniteDice Posted February 9, 2014 Author Share Posted February 9, 2014 Hey Dr. Death, This can happen periodically, I'm making some major changes to the float code, and this should improve overall stability. The issue seems to be perhaps a positional error, when the carrier loads and drops into the water it becomes unbalanced, by time it corrects it's float if there is too much mass high up on the ship it could dip'n tip! For now try to alternate positions left and right so it balances the mass. Also any larger or very heavy craft should be docked inside, to lower the center of mass. Link to comment Share on other sites More sharing options...
InfiniteDice Posted February 9, 2014 Author Share Posted February 9, 2014 So I recently got a brand new computer, built a large (but not as large) carrier, and it worked ok. Gleeeeeeeee. :3Pics! keep them clean! We don't need excessive carrier envy.... well... maybe we do. Link to comment Share on other sites More sharing options...
Dr. Death Posted February 14, 2014 Share Posted February 14, 2014 Hey Dr. Death, This can happen periodically, I'm making some major changes to the float code, and this should improve overall stability. The issue seems to be perhaps a positional error, when the carrier loads and drops into the water it becomes unbalanced, by time it corrects it's float if there is too much mass high up on the ship it could dip'n tip! For now try to alternate positions left and right so it balances the mass. Also any larger or very heavy craft should be docked inside, to lower the center of mass.cant do much more, i am using a stock plane on stock points.And i have observed the missiles for the submarine aren't as powerful as someone would wish, and if you talk about float code, i have seen how several big chunks of the carrier even cutted at half can float by themselves, maybe this can be fixed by making a code or a script that forces the aircraft to float if it has X parts together.Thanks for the work you are doing, not many mod-makers would actualy answer most of the feedback users give them. I would honestly suggest for a more realistic-based aircraft carrier (4-5 wires, angled deck, maybe catapult, etc.) or to make a better way to spawn in the water due to bugs and glitches, but its up to you. Link to comment Share on other sites More sharing options...
Aloriel Posted February 16, 2014 Share Posted February 16, 2014 Hi there!I recently installed your mod. Found a couple issues you might want to fix (or maybe you already have in a build not available to the public yet)...Several items have no tech tree entries for career mode:limpet mines (both)carrier deck!!VLS Trident (all parts)(temp fixed these myself)Second, the aircraft carrier's bridge has really strange connectivity. For example, I can't put struts on it, at all. If I try, they're inside the object and connect to another part of the inside of the object. No idea how to fix this off hand.Lastly, I didn't like the carrier engine sounding like a jet, so I modded it out. (don't worry about this one. To each their own)Other than these, your mod is awesome! I fully intend to begin carrier operations immediately. I have added several remote tech, infernal robotics, and SCANsat parts to your carrier .craft, to make it a mobile command center that's visible on the main map, and appears to have a full on communications tower. Now, to try to land something on it! Link to comment Share on other sites More sharing options...
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