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Found 8 results

  1. The Maritime Pack v0.1.9 Release Date: 11/22/16 This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. Downloads to date: Donations to Date List of Donors.... THANK YOU! Download counts, usage chart, donations and the donors list is updated once every 24 hours. This chart shows the number of times a copy of KSP was started up with Maritime Pack installed over the past 30 days. Pictures! Ok, so it seems someone has disabled imgur album imbeds and left large gaping holes in the forums. You can view all of my KSP images here Other Links: The website where I sorta keep track of this mod ____________________________________________________________________________________________ This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. ____________________________________________________________________________________________ Thanks to @Beale and his modding tutorial He's responsible for this. ____________________________________________________________________________________________ Known Issues Required Plugins: Firespitter Plugin - made by Snjo (included) All rights to the included plugin are held by the original creator, for license information, please refer to the provided link.
  2. I have few small mods for KSP, but mostly nobody knows about them. So I make this topic to post here all of my work on KSP. Let`s begin! -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ballast Water Tanks: add few parts with changeable mass in flight. Designed for submarines, act good if used as payload weight. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SmallTweaks: so small... -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ... another mods incoming . Use MM and have fun!
  3. Working on a Kerbal Submarine with 8 Torpedo Rounds, craft will be release on the Spacecraft Exchange Forum when complete. Man O' War A Kerbal Submarine
  4. Welcome to the Kerbmarine challenge! Intro: Our research team has been having a lot of trouble trying to discover the depths of the ocean, they required something sufficient enough to go to very deep depths and collect data from the mysterious ocean floor. They agreed on making it true. Jebediah Kerman had the decission to actually participate in the first test mission, nothing special, it's not as if there's a kra- oh.. Explanation: The mission sounds very easy, but is krakenly hard because of the water physics Kerbal Space Program has to offer. You are prompted to create a functional submarine that can dive into the water, this challenge is actually difficult, so I have included some mods that may help you out with this challenge. Allowed mods: Kerbal Aircraft Expansion: For a realistic propeller. Tweakscale: To tweak all parts to whatever size you want your kerbmarine. SM Marine: You may use any part from this mod, but I mainly added it for ballast tanks (VERY Highly recommended, I don't even know how it will be possible without this mod) Vessel Mover: To put your mighty krakma- Erm, Kerbmarine into the water. I highly appreciate any visual enhancement mods, you'd make me happier. Notice: Difficulties: Sandbox: Do whatever you want, I WILL check your Kerbmarine, but there's a very little chance that you will get added to the winner list (You are allowed to use ANY mod in sandbox mode). Easy: Make a functional Kerbmarine. Moderate: Make a very maneuverable submarine (What I mean about maneuverable is not how fast it turns, it's how fast it can dive or surface). Hard: Make a mini-submarine, and launch it from a ship. Impossible: Make a big submarine (Width of a jumbo tank or higher), get it to space, de-orbit it, survive re-entry, survive the seriously loud splash. Submitting: Include the .craft file for me to download (Essential, there have been a lot of fake submissions recently) Include a video (Recommended) Include directions of use (Essential) Include screenshots (Essential) Include side notes (Highly Recommended) Include which mods you have installed on your game (Essential) Winner Board: Outro: I wish you the best of luck! The Kerbals will finally get to learn what lurks at the bottom of the ocean. Post is now horrible looking due to an administrative edit. (Font sizes were organized) Ugh.
  5. Jebediah found himself wandering around the design department recently, so thought he would have a go at putting together something for fun rather than the serious business of space exploration. The flying sub is what he came up with, and surprisingly managed to get it on to the production line as well. Pros: Is quite versatile, fun for a while, is a bit different Cons: Has no real practical use, has a short range, doesn't fly particularly well which makes it a cow to land, isn't a particularly good submarine due to the positive buoyancy, though it does make a reasonable boat. Operational notes. Taking off from water should be done from the submerged position as too much speed is lost when trying to transition from the surface. Try not to land too slowly as this requires the nose to be pitched up to reduce vertical velocity, which usually results in bouncing all over the place when the main gear touches down. A nose high attitude when landing on water usually results in the engines getting knocked off. Action group key 1 toggles the engine mode. Craft file on Dropbox ETA: Have made a few small changes to the craft since posting, so that it now flies better (marginally) and is not so prone to skidding across the runway when landing, but it's still a cow to land.
  6. So guys, here it is: The Amfibie Challenge. The time that i came up on this challenge was when i was messing around with planes and cars... i decided to make a flying car with retractable wings... This was really fun to make and i would definitely give it a shot if i was you... Easy mode: Make a flying car Normal mode: Make a flying car that can dive underwater Hard mode: Make a flying car with retractable wings that can dive underwater You can use the mods: Infernal Robotics, tweakscale, procedural tanks and kerbal joint reinforcement (b9 aerospace for designing, you have to use stock engines tho) my craft: you will have to take of the runway and make a few turns in the air, then you will have to dive into the sea (<-- normal mode or higher) then you have to take off uit of the water (<- normal or higher) and then you land on the ground. You have retract your wings (if your are doing hard mode) and drive into a building with a speed of around 20 m/s. Rating will be done on how the craft looks. i won't put you in the leaderboards if you are using cheats or mods that i don't allow. -easy mode: 1. 2. 3. 4. 5. -normal mode: 1. notsodeadjeb 'THE Koyoda Kundra' 2. PointySideUp 'microsub of flying' 3. 4. 5. -hard mode: 1. I guess me? 2. 3. 4. 5. Have fun with this challenge! Ps... you will be rated higher if you make a video about it! And if you subscribe on me (advertisement, i know)
  7. Sector 7 Space Laboratories Deep Sea Exploration Division - Scuba Do Craft - Scuba Do KSP v1.0.5 After experiencing my first Submarine called "Squirt" it gave me a desire to build another. I believe if you follow the coastline for Ore to refuel exploring Kerbin's Oceans could be done as much as you would like. Craft Assembly: Probodobodyne OKTO2, MK7 Rocket Nose Cone, Vernor Engines, FL-T200 Fuel Tanks, Radial Intakes,Drills, Convert-O-Trons, Fly-by-Wire Avionics Hub, Standard Canards, Advanced Canards, MK1 Lander Cans, Large Reaction Wheel, Whiplash Engines, Batteries, Rockomax Brand Adapter, Medium Size Landing Gear, Lights Operations: At the Hangar be sure Kerbals DO NOT ENTER, the Kerman's love this Submarine and they can go along for the ride if you like but be sure to control the Sub from the OKTO2. When arriving the runway engage the RCS and SAS, hit spacebar and give a little throttle only to reach low speeds 6 to 8 m/s until course is set for the water. Land speeds are ok up to 40-50 m/s running straight but not sure what Top Speeds can be reached. Just before entering the water come to a complete stop and lock the brakes. Press action group 1 for the drills and panels to extend. Press action group 2 after the drills have had enough time to extend completely other wise the drills will not began to Harvest. After time warping to fill the Ore Tanks retract the drills and panels by pressing action group 1. If necessary panels can be toggled alone with action group 10. **** SPECIAL NOTICE: You must Jettison Only the Fourth Ore Tank to began underwater maneuvers.**** This can be done at anytime, I traveled the Ocean floor to a Depth of 545 Meters, you might like to do this then Jettison the Ore Tank, do this step whenever you like. Engineer's Report Parts - 75 Mass - 37.7t Height - 5.9m Width - 7.1m Lenght - 18.1m Craft File Scuba Do
  8. Hi Kerbonauts , I have a challenge for you. The challenge is simple, yet hard to complete! The challenge is to land two submarines on laythe and dock them in Laythe's Sagen Sea. The only mods you are allowed to have are Firespitter (for the propellers it contains), and Ballistanks (so that the subs will sink). You need to provide a screenshot of the subs docked in the Sagen Sea. Note: Laythe is One Of Jools Moons! A badge will be awarded to the winners. (only 2). The winners are the first 2 people to submit a qualifying entree. You can also use Kerbal Joint Reinforcement and Kerbal Engineer Redux! HAVE FUN! UPDATE: Submarine Systems Is now an allowed mod! Good Luck, Gelix You Are also allowed to use balastanks-extended If you prefer!