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[Airships in 1.12.3] HooliganLabs Mods


JewelShisen

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I have started messing around with submarines lately, and recalled a problem with the pressure limit(due to wonky physics at lower depths) at a certain depth. Is there any way I can get around it? For example, to justify creating a psuedo deep-water rig just above said limit and dropping a drilling ROV on a KAS winch to the bottom. My first assumption would be that this is either impossible or too difficult at the moment. Please correct me if I am wrong though.

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Ok so the issue here is that at a depth of 600m or below the physics bug out beyond what KSP can deal with and your craft will either explode or destroy the planet and force you to edit the save file.

IF you still wish to bypass the limit I can take a look in the code and try to find where Hooligan added the limit. But it would take some time and I can't be held responsible for anything that happens.

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So, I got around finally to testing what changes in HL's crush depth code would be like and Its fairly promising aside from the fact that It takes too much in game effort to take advantage of it :). Initial small scale tests were good, not too much in the way of camera weirdness, it occasionally reverted to the root part's COM but upon exiting and reloading the craft it managed to fix it. But large scale tests rarely ended with the craft breaking up if it was loaded from a landed position on the sea floor. Gameplay-wise this does open up more opportunities for Kethane and the like but it is very time consuming when compared to extra planetary mining and exploitation. Unless there was a specific reason to go to the ocean floor there isn't much reason, the process was extremely slow and frustrating. Perhaps better craft design on my part could have solved this problem. But for anyone willing to replicate this, inside the underwatercamera.cs is a public double Crushingdepth I set mine to -4200 figuring that would be deeper than I would ever need. I'll probably post screeenshots later of the WIP underwater derrick I'm using to test this.

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Hello! I wanted to say that I got a question on my channel asking if my mods were still available, and I was able to point them to Jewel's work. I haven't tested them myself, I'm working on a space game of my own, but I am very happy to see the new development. Actual airship nose cones, so long requested, finally exist. :D

Keep it up! I'll check back every now and then to see how things are going and check messages.

P.S. You could be putting your own logo on all this, with your own work. :)

Edited by Hooligan Labs
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Hello! I wanted to say that I got a question on my channel asking if my mods were still available, and I was able to point them to Jewel's work. I haven't tested them myself, I'm working on a space game of my own, but I am very happy to see the new development. Actual airship nose cones, so long requested, finally exist. :D

Keep it up! I'll check back every now and then to see how things are going and check messages.

P.S. You could be putting your own logo on all this, with your own work. :)

Glad to see you still around. Hope you like where things are going.

My plan was to leave your logo on the parts you had made and then put your logo and my own ( once i make one ) onto my own parts.

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This update to the Airship mod sees the release of a long awaited part.

Now you no longer have to suffer the oddness of having your airships end with that flat panel thanks to the new Airship Cap being released today!

Texture right now is just a placeholder.

Plans for Version 3.0: Texture overhaul.

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What kind of balloonage would one need to lift a thousand tons to the top of Eve's atmosphere?

I am unsure though you may wish to look into the DeathStar class ones. However the balloons will only take you so far. Eventually the atmosphere will become too thin and they will stop working no matter how many you have.

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I am unsure though you may wish to look into the DeathStar class ones. However the balloons will only take you so far. Eventually the atmosphere will become too thin and they will stop working no matter how many you have.

Well the idea is to take an 8k Dv rocket as high as it can go before firing engines. DeathStar class... Now is that balloon collapsible? I'm using FAR so this thing needs to fit into a fairing. Might be able to dock the balloon to the rocket in orbit, but then I'd have to secure it with KAS struts which don't play nice with Kerbal Joint Reinforcment.

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