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Runway Catapult


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I have an idea for a mod part I'd like to try my hand at making. However, I have no idea where to start. I know how to make and texture 3D models, so that would be fairly straightforward. The thing I don't know would be coding a part that would be like a combination of a Launch Pad clamp and a Decoupler.

Actually, I think it's a lot more like a launch pad clamp than anything, but I'm not sure about the whole "Adding Velocity" thing, which could be interrupted.

sCy2kbk.png

What do I even begin searching for to get an idea like this going?

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You'll find loads of great stuff here: http://forum.kerbalspaceprogram.com/threads/94638-New-Mod-Development-Links-Compilation

I'd suggest before you launch into it too hard, do a load of reading, watch a bunch of tutorial videos and get acquainted.

For setting up Visual Studio, this is invaluable: http://wiki.kerbalspaceprogram.com/wiki/Setting_up_Visual_Studio

There isn't much official documentation, but every mod is open-source, so go have a look at loads of mods that you think might have something similar to what you want to do. This is abandoned, but similar to what you want to do: http://forum.kerbalspaceprogram.com/threads/81667-WIP-Mass-Driver-Parts-and-Plugin-request-for-modeling-help%21

The Unity3D forums and API docs are really good, so don't limit yourself to KSP specific stuff. You can do some pretty cool stuff with rigidyBody.AddForce(), which might be helpful, but this is probably a good place to start before you get way ahead of yourself: http://forum.kerbalspaceprogram.com/threads/92643-Official-PartModule-Documentation

Nice idea, btw. Good hunting!

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hmm wait minute this brings this to mind

http://regmedia.co.uk/2010/10/08/carrier_medium.jpg

notice the launch ramp

could just use somthing like kerbtown or kerbal konstructs to add a launch ramp at the end of the runway

The point is not a ramp, the point is a aircraft catapult-- an assisted takeoff mechanism that accelerates the vehicle either to a specific speed in a short distance, or to a high speed without having the vehicle expend any propellant.

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that should be possible - but it needs a plugin for sure..

I see a problem with the decoupler thing - well "problem" is relative..

but that decoupler will add complexity..

KSP works well with positioning in thin air, as if a magnet would hold it..

a fixed connection adds unneeded complexity..

basically you don't want to make an animation because afaik animations do not move attached things..

you should move the vessel with forces as the real thing would do..

Then, at the end of the "cycle", you give the vessel a direction vector and a speed.

To add the sled as animation is no big deal but that would only be eyecandy with no function..

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that should be possible - but it needs a plugin for sure..

I see a problem with the decoupler thing - well "problem" is relative..

but that decoupler will add complexity..

KSP works well with positioning in thin air, as if a magnet would hold it..

a fixed connection adds unneeded complexity..

basically you don't want to make an animation because afaik animations do not move attached things..

you should move the vessel with forces as the real thing would do..

Then, at the end of the "cycle", you give the vessel a direction vector and a speed.

To add the sled as animation is no big deal but that would only be eyecandy with no function..

Having the "Abort" detach function would be similar to the "cycle" end, except it's player determined, rather than waiting for the end of the animation, yes?

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no, the player "starts" it - it should end automatically when the ship reaches the end of the ramp (in my view)..

depending on the selected speed, the player might not be able to hit the button in the right moment at the end of the ramp I think..

With cycle I ment the time you accelerate the ship - bad wording

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Well, a launch ramp would be a very Kerbal thing, no question.

How about a straight launch array like the Sky ramp?

As a start it could simply have a platform that accelerates until it hits the end, then it stops! The vessels can be mounted there with the existing launch clamps and it would add to the suspense to release them at the right moment. Otherwise, Kerbal fireworks at their best :)

Key challenge would be to figure out how to make that moving ramp where you can attach stuff.

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Well, a launch ramp would be a very Kerbal thing, no question.

How about a straight launch array like the Sky ramp?

That looks like an underground pneumatic Space Gun.

A Space Gun is basically the same as a Mass Driver or Catapult, except the latter two have acceleration loads much more tolerable to crew (at the expense of being larger). (Mass Drivers typically accelerate things much faster, and Catapults are just designed to get modestly high speeds in a very short distance).

I want to try and get rid of the headaches of having the part be able to be reoriented because of how it would be attached to the ground. I also don't want to deal with testing and debugging parts longer than 200 meters onto vessels, which is why I'll be trying to keep it like a launch-clamp: mounted to the ground.

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You'll just have to copy whatever Squad did to make the launch clamps orient to the ground (except in rare instances in the SPH when it gets screwy) and procedurally extend to the ground, and make the connection act like the launch clamps. For the movement, you might be able to set up something like you get with IR parts, but you'll have to customize how the parts accelerate and the moment of launch-clamp release, instead of the instant movement of IR parts.

I'd love to see a version of this oriented for a vertical catapultation (I think I just made up a word there) or at least near-vertical.

Edited by Gaalidas
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