comham Posted August 22, 2014 Share Posted August 22, 2014 What changes would you ask squad to make to the water simulation to make for better boats? Link to comment Share on other sites More sharing options...
Endersmens Posted August 22, 2014 Share Posted August 22, 2014 This is what I was moving towards, essentially if you look at the old grasshopper design it was really short. the goal was to have the flight deck and other parts the right length to allow for length variance, although fairly large.I've been messing with a light carrier, it's around 50 parts or so, the only issue is when it reloads its proximity to the water usually means aircraft attached are battered.Yes with the 'soon to be released fix' I'll be changing a few things!1) safer resumes for the ship and parked aircraft.2) revamped arrestor system3) prototype catapult system4) reduced drag in water for a slightly more boat-like feel.5) various bug fixes.3) prototype catapult systemNo way! I can't wait! Idk if you remember me asking you about those like a year ago, but i've been secretly hoping for those ever since! Oohhhhhh man this is gonna be awesome! Link to comment Share on other sites More sharing options...
Endersmens Posted August 23, 2014 Share Posted August 23, 2014 Google download doesn't work for me (from your website) it gives me an unknown network error after 2MB every time. Curse works fine though. Link to comment Share on other sites More sharing options...
InfiniteDice Posted August 27, 2014 Author Share Posted August 27, 2014 New video showcasing some catapult action. Link to comment Share on other sites More sharing options...
Eskandare Posted August 28, 2014 Share Posted August 28, 2014 I'm working on a project for the Kerbin Side mod. Is it possible to use your arrestor cable module on static? My project so far: (My carrier is a static object so not to tread on your boat parts.)Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted August 31, 2014 Share Posted August 31, 2014 I have a suggestion for this mod. The submarines need to have an alternative yellow colour scheme.This is coming from a huge Beatles fan, so yellow submarines are a must. Link to comment Share on other sites More sharing options...
Eskandare Posted August 31, 2014 Share Posted August 31, 2014 I have a suggestion for this mod. The submarines need to have an alternative yellow colour scheme.This is coming from a huge Beatles fan, so yellow submarines are a must.Easily done with Photoshop or GIMP then add the code for FS texture switch. Link to comment Share on other sites More sharing options...
Polar Explorer Posted September 3, 2014 Share Posted September 3, 2014 When I am in career mode im missing the 15by15 structural panel or something? Link to comment Share on other sites More sharing options...
colmo Posted September 3, 2014 Share Posted September 3, 2014 When I am in career mode im missing the 15by15 structural panel or something?One or two pieces (45m deck iirc) are missing node information and so don't appear in career. Open their part.cfg, along with a similar part which is present, and you'll see the lines of text you're missing - look for Tech and EntryCost. Copy the values from the other parts, save the .cfg, and reload. Link to comment Share on other sites More sharing options...
colmo Posted September 3, 2014 Share Posted September 3, 2014 I'm working on a project for the Kerbin Side mod. Is it possible to use your arrestor cable module on static? My project so far: (My carrier is a static object so not to tread on your boat parts.)http://imgur.com/a/i3pRmIt can be hacked - use the code from the KAS ground anchor to pin the arrestor to the deck. No idea how to pin it there on start up though, short of supplying text to paste into save games for accurate positioning. Link to comment Share on other sites More sharing options...
rowns Posted September 3, 2014 Share Posted September 3, 2014 I'm working on a project for the Kerbin Side mod. Is it possible to use your arrestor cable module on static? My project so far: (My carrier is a static object so not to tread on your boat parts.)http://imgur.com/a/i3pRmThey look really nice good job. Link to comment Share on other sites More sharing options...
rowns Posted September 3, 2014 Share Posted September 3, 2014 New video showcasing some catapult action. http://youtu.be/nzQCSqgBZw0Great vid I really liked it to watch it. Link to comment Share on other sites More sharing options...
InfiniteDice Posted September 7, 2014 Author Share Posted September 7, 2014 Guys uploaded the R4.55 file. Get it on Curse or from my site.Prototype of the Catapult, rewrite of the Arrestor system and also trying out some wake FX for the carrier... Let me know what you think.Also aircraft should now be safe when the carrier resumes! Link to comment Share on other sites More sharing options...
colmo Posted September 7, 2014 Share Posted September 7, 2014 (edited) Guys uploaded the R4.55 file. Get it on Curse or from my site.Prototype of the Catapult, rewrite of the Arrestor system and also trying out some wake FX for the carrier... Let me know what you think.Also aircraft should now be safe when the carrier resumes!Perfect - I'd only today realised you'd released the dockable landing gear last week, and have just added a KAS grab module to the docking slots so I could pull them off and toss them into the ocean. Also going to try shoving allista's Habitable Hangar under the deck of a carrier to see how that works out.Edit: Uh-oh, trouble at t'mill. My carrier is now wallowing in a sea of lag. Framerate destroyed. Installed a few things, need to find the culprit first. Edited September 7, 2014 by colmo Link to comment Share on other sites More sharing options...
InfiniteDice Posted September 8, 2014 Author Share Posted September 8, 2014 Perfect - I'd only today realised you'd released the dockable landing gear last week, and have just added a KAS grab module to the docking slots so I could pull them off and toss them into the ocean. Also going to try shoving allista's Habitable Hangar under the deck of a carrier to see how that works out.Edit: Uh-oh, trouble at t'mill. My carrier is now wallowing in a sea of lag. Framerate destroyed. Installed a few things, need to find the culprit first.I noticed the occasional craft file would do this as well. If you can come to any conclusion that would help. Link to comment Share on other sites More sharing options...
colmo Posted September 8, 2014 Share Posted September 8, 2014 (edited) I noticed the occasional craft file would do this as well. If you can come to any conclusion that would help.Nothing to do with you, the new porkchop mod has serious performance issues. I noticed a boat I built with the small cabin had the part rotated, I just recovered it as I wasn't doing much with it.I had a pleasant deck tidying party:http://steamcommunity.com/sharedfiles/filedetails/?id=311440024http://steamcommunity.com/sharedfiles/filedetails/?id=311440269http://steamcommunity.com/sharedfiles/filedetails/?id=311440428There's still plenty of ports below deck, in case the new landing gear doesn't work out - I note it does like to sink into the deck from my preliminary testing - perhaps the claw code is too slow, and allows the plane to fall before getting a proper hold?I like the look of some of the new big parts, those should drop part count, as much due to struts as parts. One thing to note - if you have the 27m storage bay on one side at I think it's 12 mass units, the lift and overhead bay take up the same length on the other but weight in at 23 mass units - I noticed this before so I just stuck a massive fuel tank on the lighter side and that sorted out the resulting list. It's good to remember to put the conning tower on the opposite side to the lifts and overhead bays.P.S. Your carrier's beams got a cameo in Robbaz' latest video... Edited September 8, 2014 by colmo Link to comment Share on other sites More sharing options...
InfiniteDice Posted September 8, 2014 Author Share Posted September 8, 2014 (edited) There's still plenty of ports below deck, in case the new landing gear doesn't work out - I note it does like to sink into the deck from my preliminary testing - perhaps the claw code is too slow, and allows the plane to fall before getting a proper hold?I like the look of some of the new big parts, those should drop part count, as much due to struts as parts. One thing to note - if you have the 27m storage bay on one side at I think it's 4 mass units, the lift and overhead bay take up the same length on the other but weight in at 23 mass units - I noticed this before so I just stuck a massive fuel tank on the lighter side and that sorted out the resulting list. It's good to remember to put the conning tower on the opposite side to the lifts and overhead bays.P.S. Your carrier's beams got a cameo in Robbaz' latest video...Yeah for the naval gear, watch the video I made, I find that if the plane is over the flight deck it will connect with the system disarmed at about .9 over the storage or other parts, you'll need to arm it and move the slider till it connects.I wanted to update with a few parts to reduce part count, the hangar floor and the storage bays were the top choices.I hope you enjoy the ship movement updates, the ship will not slide in the water as much anymore, and the tighter the turn the more speed it will bleed off. You may also notice some other improvements I'll have to watch the video! Edited September 8, 2014 by InfiniteDice Link to comment Share on other sites More sharing options...
colmo Posted September 8, 2014 Share Posted September 8, 2014 Yeah for the naval gear, watch the video I made, I find that if the plane is over the flight deck it will connect with the system disarmed at about .9 over the storage or other parts, you'll need to arm it and move the slider till it connects.I had no issues with connection - I didn't even have to arm it - it was the silly, glitchy Happy Feet dance it would do on release...I wanted to update with a few parts to reduce part count, the hangar floor and the storage bays were the top choices.I also noticed the separate arrestor hook. That might be handy.I hope you enjoy the ship movement updates, the ship will not slide in the water as much anymore, and the tighter the turn the more speed it will bleed off. You may also notice some other improvements It's getting late so I'll have to play with my boats another time.Robbaz never fails to raise a giggle! You could say you built the backbone to his latest mother(of the gods)ship. Link to comment Share on other sites More sharing options...
colmo Posted September 8, 2014 Share Posted September 8, 2014 (edited) Wow. I just built this mini-carrier (see link for new wake gfx). It does 52m/s on 2 engines at x4 warp, constitutes a grand total of 17 parts (will add two for the ramp, which is missing), and thanks to Joint Reinforcement (installed mainly for physics easing), not one single strut.http://steamcommunity.com/sharedfiles/filedetails/?id=311461353Craft file:https://docs.google.com/file/d/0B15B3MQ2F4JTNTBVZ2tZWE1nbWc/edit Edited September 8, 2014 by colmo Link to comment Share on other sites More sharing options...
736 Posted September 8, 2014 Share Posted September 8, 2014 (edited) how do you use the catapult? I'm assuming you have to use the new unimplemented landing gear right?If not, I'm probably just behind on info.Nvm its in a different download. I thought you said you were releasing it with BoatParts in a video Edited September 8, 2014 by 736 Link to comment Share on other sites More sharing options...
InfiniteDice Posted September 8, 2014 Author Share Posted September 8, 2014 how do you use the catapult? I'm assuming you have to use the new unimplemented landing gear right?If not, I'm probably just behind on info.Nvm its in a different download. I thought you said you were releasing it with BoatParts in a videoThe launch system Catapult will work with stock landing gears, my suggestion is to watch my video it shows the procedure many times. The Naval Gears are in the ICE mod, they allow driving on the deck without sliding all over the place as well as having an electric motor and attachment system in the nose gear.The arrestor system requires one of the two hooks. Link to comment Share on other sites More sharing options...
mjy Posted September 9, 2014 Share Posted September 9, 2014 I might of miss aq few post, as its 140 pages !!, so anyway great mod, I was wondering, I got a carrier 1 piece to test out, its not balance at all, can I use something of yours to fix it, like cfg??? is there a part I can attach to my ship that will make it work? Link to comment Share on other sites More sharing options...
Kerbkraft Posted September 9, 2014 Share Posted September 9, 2014 Hello I'm new to the forum, I love your mods and keep up the great work! Link to comment Share on other sites More sharing options...
Endersmens Posted September 9, 2014 Share Posted September 9, 2014 Ok so, I know this should probably go in the ICE thread, but it's all connected so oh well. I'm having this problem. I tried adjusting stuff, bring up gears and releasing, all that stuff. Nothing helped. What's going on?also.wake FX for the carrier... Let me know what you think.Every part says "WakeFX=false" and I see no wakes. Also aircraft should now be safe when the carrier resumes!ok. I decided to test this.Hits escape. Clicks Space Center. Clicks Super carrier Narwhal.NOPE. ._.Carrier rodeo again. I guess technically the plane survived, after a few minutes the carrier calmed down. But I would not call that safe by any means. Link to comment Share on other sites More sharing options...
Hellbrand Posted September 9, 2014 Share Posted September 9, 2014 Anychance yo ucould incorpoate a RPM version of the Bridge that way we could like have ALL THE PROPS Link to comment Share on other sites More sharing options...
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