Jump to content

Search the Community

Showing results for tags 'underwater'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 12 results

  1. No doubt, the rules on this have changed over game versions, but I'm particularly interested in 1.12 (which is near enough to 1.11, which I play). This mechanism is important when trying to swim from one craft to another one, very close by, in order to board it. Kerbals seem to have a loiter-in-a-very-slow-climb mode that is quite annoying if they escape and begin crawling to the surface. Call that 'crawl' mode. Then they have a 'shoot' mode in which they rise rather rapidly. I have built underwater base experiments with e.g. 'verandas' or overhead arches to provide a 'safe zone', but don't really know what I am doing without knowledge of the 'rules'... Ideas?
  2. My first ever underwater docking, and in IVA view ! Recently I discovered the beautiful Buffalo 2 mod by @Angelo Kerman, with a neatly made MAS IVA. I fired this up, along with sunkworks (by him too : ) ) and went underwater, with parallax scatters, and oh boy I was thrilled. That's the start... The end is me making an absolutly gigantic underwater city, modifying the submarine IVA to add even more cool screens and props, and voilà ^^ Rabbit hole again haha You can find the video at the bottom of this post, as the modlist : ) Just sharing some bits of the process, since it was... interesting hehe : I first made the city, it was more than 800 parts when completed, of course using tweakscale like hell, to make the parts huge. Then I welded it (with Ubio welding mod), that brought the part count to less than 40. But it still lags a lot, I guess because that's a huge texture model to render, and + there's a lot of lights... Image in the VAB, and on the runway, to show the size comparison with KSC : Then sunking that thing starts to get funny... Since the center of mass of a welded part is placed at the center of the geometry... haha, So of course ore tanks won't do, not weighty enough. I tried a trick using utiliy weight mod, then with hyperedit, in flight, increased the "tons" (it's a resource in this mod), but it did break the attachement point each time, and resulted in a beautiful and thrilling R.U.D. I tried using the ballasts from sunkworks, but they weren't enough too. And finally, the simplest idea came to edit this goddam craft file... I increased the mass of the city to some thousands of kilo tons. Increased the crash resistance to 1000 m/s, and voilà ! It sank in 5 seconds, and hit the seabed at 100 m/s The city is at ~500 m depth. I changed parallax scatter settings so they look nice with the city, and also scatterer ocean settings, so it's less dark at this depth. Then I embarked on the submarine, first I used the SEA 64 to level the craft (wasn't intuitive at first, but afterwards really stable and worked very well ! Great mod ). Then I moved around with the engine, and the underwater RCS for translation and thus docking too. Sadly I couldn't make any quicksave/load, since the ballasts got reset, and made my craft go up to the surface instantly, so I had to do the whole mission in one save (btw in the video, this is my first docking attempt: ) That's it, the rest can be seen in the video, let me know If you've any questions ! And enjoy ! (best watched with headphones) After an expedition to gather some kelp to make kelp pies, and taking some scientific measurements, the Echo-3 exploration submarine returns to the capital underwater city of the Kerbin oceans, Nereia. Also, apparently, the tastier kerbin kelps are found deep, near the sea bed. But ancient Kerbal tales also speak about a giant specie, that would be responsible for so many ship sunkings, and thus was at some point adored by some kerbal cultures as a divinity... : The Krakiatan. (from the Great Kerbal Book of Mythology, he's supposed to be the great uncle of the Kraken himself) Hope's it's gonna be allright ! Important mods used : Also this gives idea for better underwater stuff I guess (at least If I was a planet modder)... Just sharing most of the things that passed by my head when exploring the depths : more types of scatters, thus more underwater(water) biomes. The load distance and behavior of the seagrass and others gets clunky when increased, so sadly it's only small range around the craft (still ~400m). Have different variant of scatterer underwater tint, not global, so they can be set per biome, and thus have normal color for shores, maybe some green_ish for "algae-like" biome, purple/deep-blue for some forest mushroooms (yeah subnautica^^), etc. Have a better terrain height map (idk if some planet pack has one for underwater ? if so I'd be glad to know! : ) ), so the sea bed is more interesting to explore (canyons, craters, wave like formations, mountains, underwater volcanos (possible with EVE integration ? like geysers for instance? ),...) But yeah it's really small niche in the player base, so I guess those will remain dreams haha... or in KSP 2 ? ^^ Cheers (Also would anyone like to make a Leviathan (Krakiatan sorry) and peeper mod ? )
  3. Purtroppo non posso programmare, ma penso che qualcuno che trova interessante la mia idea potrebbe rilasciare la mod a cui sto pensando. La mod riguarda (come probabilmente avrai già letto) sui fluidi: un sistema che cambia il modo in cui funzionano le stive di carico e parti simili, ora se metti una stiva di carico in un aereo e ci metti delle parti avranno resistenza, sollevare... e quindi comportarsi come se fossero fuori, la mod dovrebbe risolvere questo problema e migliorare la fisica dell'acqua, come rendere inutili le prese d'aria sott'acqua, aggiungere alcune prese d'acqua con i motori ad acqua... sarebbe anche bello farlo così che nelle stive di carico non si vede acqua (sott'acqua) se sono chiuse, ma se si aprono si riempiono d'acqua e cambiano assetto e riempimento d'acqua. Sarebbe anche bello rendere più pericolosa l'esplorazione subacquea, aggiungendo la pressione dell'acqua che cambia con la profondità e facendo anche in modo che i kerbal subacquei indossino sempre una tuta intera. So che è piuttosto difficile da creare, ma sarei davvero felice di vedere un mod come questo essere rilasciato Qui lascio un'idea delle aggiunte della mod, dimmi se pensi che siano buone o meno Miglioramenti: Le baie di carico possono essere riempite d'acqua se vengono aperte sott'acqua e cambiano galleggiabilità, anche le baie di carico sono impermeabili quando sono chiuse La pressione aumenta sott'acqua, i cordoli e le parti possono essere distrutti se portati sott'acqua due ali staccate una di fronte all'altra si comportano come nella vita reale, non producono doppia portanza e resistenza, e un velivolo dietro l'altro ottiene la turbolenza tutte le parti aerodinamiche si comportano sott'acqua come farebbero in IRL (più controllo con le superfici di controllo) Parti: Cisterne di zavorra (Mk1, Mk2 e Mk3) Prese d'acqua Pompe dell'acqua Motori subacquei radiali Regolari motori subacquei Pozzetto resistente alla pressione Parti che resistono a forti urti (ad esempio potrebbero essere utilizzate per siluri lanciati dall'aria) Varie: Migliore visione subacquea I kerbal possono nuotare sott'acqua I Kerbals hanno bisogno di bombole di ossigeno per andare sott'acqua con l'EVA Do you think this could be cool?
  4. You have gone to space. You have gone to planet side. You even floated on Laythe. Are you ready to take the adventures underwater? This mod provides the parts and tech to control your ballast and propel your crafts forward as well as maneuver your craft. Included in the pack is newly revamped SinkEmAll, this time redesigned to utilize intake ducts to control ballast. Liquid Intake ducts used to take in and compress liquids. Underwater Thrust Blocks that use liquids to provide accurate maneuvers. Lastly, a Waterjet to push your craft to fantastic speeds. To submerge, 1. Attach Liquid Intakes (at least one) to your craft (preferably on the fuel tank.) Be sure to set the intakes to closed. 2. Then, set the action group to toggle the intake. 3. Set another action group to toggle the converter to exhaust ballast as needed. 4. Add in the thrust blocks and the engine and you are ready to dive! 5. Balance the craft by applying liquid ballast as needed. Usable on all planets! ...with oceans NOW WITH KERBAL EVA BALLAST CONTROL!!! How to build your first sub! Laythe sea floor Link: https://spacedock.info/mod/1717/MOIST! Underwater Technologies License: MIT
  5. Hello all. I have tried searching the forums to see if anyone had already done this, but could not find anything. I like to see how realistic the physics of KSP are for things that were not it's original purpose. I have "Breaking Ground" and work within KSP 1.9.1. I had fun proving that "Down Force" works with KSP and that with Rotor based wheels you can drive up to the VAB, drive up to vertical and then use "Down Force" to hold you to the wall as you drive up to the top and and over the edge. To park on the roof. Now I am exploring underwater and after getting ballast tanks configed right to get within mm/s of neutral buoyancy for my subs, I wanted to be able to have my Kerbals walk around on the bottom without immediately bobbing up to the surface. Obviously with their helmets on. So I gave them an extra inventory slot and used the deployed science mystery goo config as a basis for a weight belt. I used a scaled down structural part as a mesh and set (after some experimentation) the mass to 90kg. This lets them sink gracefully and walk around as if they were on land. they can jump roughly as high as on land but come down slightly slower or swim if you go in a direction. I have a deloyed science cabinet next to my airlocks and have them equip the weight belt when they exit but are still holding on. When they return they just put it back in the cabinet before entering. Also if you click on the weight belt as if they were going to place it somewhere but don't. They loose the mass and float up. So you can use that to get up things if you need to. So, Has anyone else done this.?
  6. Hi to any developers who hopefully read this. We had a working buoyancy compensation system for Kerbals that I introduced in my mod Working Underwater lite. It works up to 1.10.1 but have tried it in 1.11.2 and something has happened now that the Kerbals have the new system that allows them to remove the things on their backs. Sinking and rising are much slower and now instead of swimming flat at a neutral buoyancy, they instead stay at whatever height they are above land. Which means that they will follow a slope down if it is going down, maintaining height above land but going deeper underwater or vice versa if going up. Is there any way that it could be patched so that they react in water the way they did in 1.10.1 please?
  7. Tired of not getting a better dip in the waters of Kerbin? Tired of not having the FREEDOM to walk on things that are under the water? Sick and tired of not being able to look at things below the water? Totally fed-up with not having a sub water layer showing where the water ends and the sky begins? Watch the Youtube Video! Look no further... Ker-Plunk your KSP now! - Effects are only shown during EVA. - Not tested on other planets. Left Shift and Left control adjust up/down rate of travel. GET IT HERE Have Fun!
  8. I tried a quick look at Kerbal EVA buoyancy and found nothing. I need this for underwater EVAs since i use mod called USI Submarine Parts which gives player ability to construct and drive submersibles. If all operations are performed in IVA or by using available actions on desired part in external view mode, there are no immersion-beraking effects. And i remember seeing someone making a contract pack for using submersibles, so this idea will be useful to others trying this new exploration path.
  9. Mabye there could be like an update entirely focused on underwater exploration? mabye make it so normal engines don't work underwater so you have to use propellers, under water caves to discover? and mabye lots more?
  10. 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.
  11. Today lady's and gentlemen I give to you one of the most interesting(not really) challenges ever put onto the KSP forums! Your challenge is to circumnavigate Kerbin, from one side to the other, while keeping your craft entirely submerged in the water as quickly as you can. Your craft can be as large as you want it to be and you can use any mod you want. You cannot however use any kind of cheat/cheat-like mod whatsoever throughout your trip. You also might want to make your craft self-sustainable with drills/converters/solarpanels as I doubt you could carry enough fuel/electricity for the whole journey. Okay, technically you cant go entirely from one side of the planet to the other but you can get pretty darn close. If you look at the image down below you can see there is a route that goes almost all the way around. Your mission is to get from A to B or vise versa. This post will be updated with more stuff later, I'm writing this in a fairly short amount of time. And if you have Ideas of what to add to the challenge please comment them. Different modes and rewards to come! Please post videos of your adventure down below! I cant wait to see what kinds of craft you people come up with! Good luck!
  12. So after playing with @RoverDude's Otter Submarine mod (which you should definitely check out if you haven't) for a while, I noticed a few things. One: It's very fun to drive a sub all over Kerbin, and two: that the stock underwater effects are extremely unaccomodating. Not only is it impossible to see the sea floor beyond a certain depth, and the surface of the water at all, but the fog does little to create an illusion of depth, with it's ridiculous lighting effects which look more like the souposphere of pre-0.90 than water. In short, while the mod is extremely fun to play with the way stock handles being underwater, while obviously far better than olden days, is still terribad. In short, what I would like to ask is whether or not it is feasible to ovveride the stock Water System with a better one. I believe @Fengist was working of something of the sort before he left the forums, but I haven't a clue about the specifics of it. Screenshots for emphasis:
×
×
  • Create New...