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  1. Centaur Class Fleet Carrier My first carrier in a while, made from an old and unfinished follow up to the Bishop class light carrier. I'm quite happy with the deck shape and hanger, with space for 3 aircraft below deck with some space on the flight deck for parking. The Centaur class sits at 112 metres in length, a beam of 21 metres and a height of 25 and a half metres with a part count of 353. The Carrier is capable of ~25m/s in a straight line and is pretty lazy with regards to turning. https://kerbalx.com/chadgaskerman/Centaur-Class-Fleet-Carrier
  2. “Two roads diverged in a wood and I, I took the one less traveled by.” – Robert Frost Juan Sebastián Elcano (1476 – 4 August 1526) was a Spanish explorer of Basque origin who completed the first circumnavigation of the Earth. After Magellan's death in the Philippines, Elcano took command of the nau Victoria from the Moluccas to Sanlúcar de Barrameda in Spain. This challenge is simple. So simple, it's easy. Well...it sounds easy. Those of us who have completed it would probably disagree. The challenge to you is to become the next Elcano. To do what no one, or very few, have done. A challenge to circumnavigate an orbital body, be it moon or planet, solely by ground and/or water. This challenge is a continuation of the original Elcano Challenge, posted by Fengist. It was subsequently managed by Claw, then rkarmark. This is the fourth iteration of the Elcano Challenge. Fengist's Elcano Challenge Claw's Elcano Challenge rkarmark's Elkano Challenge The rules are simple: Basically, you are to circumnavigate (drive all the way around) a celestial body, using a vessel on the surface, such as a rover or boat. Your path should not deviate significantly from the intended direction. Mark your start location. Flags, KerbNet markers, or screenshots work. Some mods allow you to track your path as well. Drive or boat back to your start location- the long way around... The main mission and all support missions must be launched from the launchpad or runway and delivered to the destination body. Part of the journey is getting the crew/ship there. (i.e. No HyperEditing or save file editing the vehicle into position. Any combination of launching, refueling, docking, or ISRU is permitted. The vehicle must be Kerballed during the circumnavigation. Doesn't have to be a pod, the lawn-chair seats are fine. The Kerbal only has to be on-board during the circumnavigation. You don't need to launch the entire mission in one giant ship. If the Kerbal(s) come later or were already waiting for the rover, that's fine. Stay on the ground or on/below the surface of any water. Brief jumps over dunes and such are permitted. This challenge is about traveling over the surface. Thrust devices (rockets, jets, props, RCS) are acceptable, as long as they are only used while in contact with the surface. Using thrust of any sort to control or change the trajectory of your rover while above the surface is not allowed. The same vehicle that crosses land must also cross the water. No ferrying your vehicle on a boat. That also means you can't intentionally remove wheels or pontoons when they are no longer needed. The vehicle needs to complete the entire circumnavigation as-is. If parts blow up or get knocked off, well, that's the Kerbal way, and that's ok.. You may send replacement vehicles. If you read Fengist's circumnavigation of Eve, you'll see why. Game mechanics are not kind to ground vehicles. Your crew must be transferred to any replacement vehicle and it must be very similar to the original. I understand this is a learning process, and will allow some design changes. You may use aerial and orbital recon vehicles. You may refuel if needed. Use of ISRU or similar mods is permitted. Saving and reloading (F5/F9) is permitted. In fact I highly recommend it. Please note that in the past repeated F5/F9s have adversely affected vessels, particularly if you use F5 while in motion. Not sure if that is still a problem or not.. Added a modded planet/moon section to the leaderboards (August 2022). Circumnavigations of non-stock CBs are welcome! The intent is that you control the vehicle during the entire circumnavigation. Using an autopilot goes against the spirit of this challenge. Any rule I haven't thought of that breaks the spirit of this challenge. The point of the challenge is to build a rover/boat, deliver the vehicle, and circumnavigate the body. KSP2 entries are absolutely valid and accepted! I am planning on adding a note in the leaderboards for any Elcano completions performed in KSP2. Proof: Document your journey via images or video, or as those of us who have managed to complete this challenge have done, accompanied by a description of the journey. If you are posting more than 4 screenshots, I humbly request that you put them inside a spoiler. Categories: Note that support and delivery vehicles also affect which category your entry falls under. Stock - Stock means stock. If you use any mods at all, you do not qualify for the stock category. Breaking Ground and Making History (BG & MH) are stock expansion packs, and do not disqualify you from a Stock entry. Stock Craft - The craft and all support craft are made from all stock parts with their stock configuration. Installed mods may not modify physics or add/modify parts in use by the craft. Mods that add PartModules to stock parts, but do not alter the stock parameters, are also permitted. Examples of permitted mods are information displays (such as KER), transfer window planners(TWP and KAC), and visual enhancements (such as EVE). “Stock Craft” means the .craft or save file can be used on a stock install and it looks/works exactly the same way (your mission would remain effectively unchanged without the mods). Modded - Use of add-ons that change physics or add/modify parts in use by the craft are permitted. An add-on’s technology level must be “near term” or of “next tier” type of capabilities as compared to stock. Mods that allow the user to skip elements of the challenge or violate the spirit of flying to and circumnavigating a body are not permitted. (i.e. Slightly better/larger/stronger engines, wheels, fuel tanks, etc. are permissible. Hyperdrives, antimatter engines, wormhole generators, hyper dense or exotic fuels, etc. are not allowed.) This challenge is not for the faint of heart. It will take persistence and a great deal of patience. If you're the competitive type and think of this challenge as a race it will get boring really quick. The leaderboards do not differentiate by speed or times- if you completed a circumnavigation you are on the leaderboard. Good luck and um... Godspeed.... And before you grumble about how long this will take... think back at how many hours you spent doing other things in KSP that ended up being less rewarding... If you are considering this challenge, but aren't sure how, I suggest looking at how other members accomplished it. As this (4th) version of the challenge is still new. take a look at the posts from the first three Elcano challenges, linked near the top of this post. Badges: I believe Fengist (original creator of the Elcano Challenge) designed the badges, for which I am grateful, they look great! If you believe you qualify for a badge, go ahead and grab it! You don't need to wait for your name on the leaderboard- if I am busy with work/life who knows how long that could take. Edit- actually I think the original badges were by @Fengist, but they were all redone by @Claw , who also probably had to add some new ones. FAQ: Coming soon! Circumnavigators GRAND MASTER NAVIGATORS Those who have circumnavigated every body in the stock KSP solar system. @Claw Stock @damerell Modded - Epic mission @Jack Joseph Kerman Stock @mystifeid Stock @Pouicpouic Stock - With a single rover @18Watt Stock ________________________________________________________________________________________ Master Navigators (aka Planetary Navigator) Those who have circumnavigated both Kerbin and Eve. ________________________________________________________________________________________ Master Mariners Those who have circumnavigated both Laythe and Kerbin by sea. (See notes in spoiler) ________________________________________________________________________________________ Kerbin Circumnavigators See notes in Master Mariner spoiler about Kerbin sea circumnavations. ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ Extra Planets From Mods Circumnavigators Badge not yet ready, but coming!
  3. Carrier Vessel eXpansion You can Download it here! Album: https://imgur.com/a/L3mph Images: Videos: What is CVX? CVX is a low parts mod that allows you to build a Nimitz class Aircraft Carrier. The mod currently contains 5 parts: 1 screw, 1 rudder, 1 hull, 1 radar tower, 1 bridge tower. The idea behind CVX is so players can explore Kerbin while carrying aircraft and not have to worry about having enough fuel, or... You just want an aircraft carrier without worry about tanking your cpu with parts count. What is Included? 5 parts: 1 rudder 1 screw 1 hull 1 radar tower 1 bridge tower Why only one carrier? More ships are on the way. Soon I'll be releasing a Wasp-class LHD, Essex-class CV (for recovering the Kapollo) and an Admiral Kuznetsov CV (for all you Krussians) in the first phase. The second phase is experimental carriers such as a submersible carrier and a helicarrier. Why are there no weapons or radar? There are already mods covering that, and a list of recommended mods are further down the page. Where can I get that F-14 craft? The F-14, made by GrandAdmiralJon, can be found here on KerbalX. Recommended Mods: BDArmory (Continued) [1.3] (maintained by pappa_joe) SM Marine [1.3] [SpannerMonkey(smce)] BoomsticksRev3 [1.3] [SpannerMonkey(smce)] Master Tech Weapons [1.1.3] (TMasterson5) Blue Hawk Industries [1.1.3] (TMasterson5) MalFunc Weaponry [1.1.3] (Themorris) North Kerbin Dynamics [1.1.3] (harpwner) Never Enuff Dakka Redux [1.3] [SpannerMonkey(smce)] Kerbal Attachment System [1.3] (maintained by IgorZ) Kerbal Inventory System [1.3] (maintained by IgorZ) Hanger Extender is helpful for building very large crafts. Hanger Extender (recompiled for 1.2/1.3 by Alewx) The following is for placing the carrier in water. VesselMover Continued [1.1.3] (maintained by pappa_joe) Boat Launch Central [A channel marker buoy made by SpannerMonkey(smce)] For use with Kerbal Konstructs. [1.2.1] Hyper Edit [1.3] The following is for keeping the massive vessel together. Kerbal Joint Reinforcement [1.3] Arrester Cable and Hook, By Flywlyx Aircraft Carrier Accessories [1.3] Bugs and Issues: The big glaring bug this mod has is the Boat Kraken in 1.1.3, this is where the vessel is flung into the atmosphere, caused by a floating point error. The release of KSP ver 1.2 fixes this so there is nor more the need for either use FAR or AirPark but both are excellent mods, try them anyway. The new current problem is the stock joint system, where even rigid attachment will allow parts to separate, KSP's attachment nodes weren't designed for such heavy masses. I recommend using the cheats for both inserting into the water and operation until Kerbal Joint Reinforcement is updated. Change Log: Version 0.13.1: 1.3.1 Compatibility Update: -Dependency Update Version 0.13: 1.3 Compatibility and Fixes Fixes: -Fixed Fuel Capacity in Nimitz Hull -Fixed Engine Thrust Added: -Added Reaction Wheel to aid in turning -Added Support for USI Life Support -Added Support for Aircraft Carrier Accessories (Nimitz Catapult and Toy Box Catapult [for Future Top Secret Vessel] -Added Pre-made Craft Files -Updated Dependencies 0.12: Various fixes and adjustments: -Models and Dependencies updated to KSP 1.2 -Model recompiled as a second attempt to fix the Light Dim Bug. -Added normal maps -Added new hull textures -Added new resource, KSteam -Adjusted screws (still not perfect, still goes too fast for a carrier, 40m/s, but hey this is a game.) -Adjusted Buoyancy, hull rests at waterline. -KSP 1.2 has better floating point so no more boat bounce -Fixed phantom forces with rudder, but is as useful to steer a carrier as a fly swatter. Hopefully a solution coming soon. 0.11: fixed issues with rudder settings. 0.10: Initial Release Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with C.V.X.) RoverDude: for Community Resource Pack (Also packaged with C.V.X.) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  4. It’d be nice to see varying wave sizes depending on which planet you’re on. For example, Laythe would have absolutely massive waves in it’s deep ocean due to it’s proximity to Jool (at least 10 meters on average). Or maybe Kerbin’s/Eve’s waves could change depending on the weather. It could also make way for boat and water parts to come into the game. Having rigs in the oceans of planets collecting resources could be a good high risk high reward venture
  5. I'm designing an electric amphibious vehicle to send to Laythe whose design is based on my years-old Amphibian. The jet engines were replaced with Breaking Ground props, the passenger capacity was reduced to make room for scientific instruments and reaction wheels, the fuel tanks were (95%) emptied, and the pontoons were replaced with a lot of batteries. Image of the (second-to-latest) prototype. I named it "Saltrider" since the only way Laythe's waters can remain a liquid at below-freezing is if it has a high-enough salt concentration to make it have a significantly lower freezing point. The latest one had wing connectors (and control surfaces) in the back holding up the engines, although it did not make a difference in the outcome of the water test. I'm going electric so I don't get stranded in the middle of the ocean forever when I run out of power. It has retractable landing gear on the side as an anti-crash measure in case it tips over. Solar panels not included, as I need to conduct a successful water test before deciding the placement. Though the land tests looked promising - and I was probably going too fast (85 m/s at a 17-degree propeller blade angle) - the water test was not so much. It was nose-heavy when I got in, and when I tried turning right to I literally went belly-up. I brought back the engines to try and balance things out, but it didn't make a difference - structural pylons or wing connectors. Could you please tell me what's causing the boat to get all nose-heavy and how I can fix this? Here's the craft file if you want to mess with it - https://mega.nz/file/zaAGyIpD#62WNRZzcqXpyO-ipP2ISX5W25pZinpWrzQUbe17sUyI Thank you very much.
  6. The Maritime Pack v0.19 Updated for the final release of KSP 1 Download from GitHub License is: a modified Creative Commons Attribution-NonCommercial 4.0 International Public License and is viewable on GitHub. Ok, so it seems someone has disabled imgur album imbeds and left large gaping holes in the forums. Thanks to @Beale and his modding tutorial He's responsible for this. This mod contains code originally written by @snjo and @allista. Thanks for their permission to reuse this code and their permissive licenses. ____________________________________________________________________________________________ Code Source - MPUtils - Fengist Anim - FSResizer Known Issues Required Plugins: NONE! (finally)
  7. Sometimes Kerbals need some R&R. After a long mission and creating wonderful crafts it’s time our Kerbal Space Program gave back and gave our Pilots, Engineers, and Scientists some fun. The Athena Super Yacht is here to make that happen, with Space and availability for friends and family. Come stay over and travel the sea’s on this amazing Yacht. Celebrate Parties with Fireworks and Drinks. Seating for all. Lavish wood decks gold front finish. Stay in Luxury as we cater to you and your crew. This is a 100% Stock Craft AG1 Toggle Engines AG2 Toggle Reverse Engines AG3 Toggle Control From Point (forward) AG4 Toggle Back Ladder AG5 Toggle Fireworks 1 AG6 Toggle Fireworks 2 If you want the looks this will require Flags Flag Download Drop Box: https://www.dropbox.com/s/ptf3ixxguwwnv2g/AthenaYacht.zip?dl=0 Google Drive: https://drive.google.com/file/d/10wJeYL4BM-eTyXom_dHLu5fvPpDF7ieE/view?usp=sharing KERBAL X DOWNLOAD LINK: https://kerbalx.com/InterstellarKev/Athena-Super-Yacht
  8. I worked on a series of airplanes, that are capable of landing on water with their hull. But they should also look cool and resemble real Flying Boats as much as possible. Here are some of my results. Some designs had trouble with lifting of the water. I found that the alignment of the thrust vector is critical and that not all parts survive the impact into the water Most of this planes can be landed on the sea just like on the runway with a normal speed, only the smallest 'Boatplane S' flips when I don't slow down enough. What do you think? Have you done similar crafts? Boatplane XL Boatplane L Boatplane M Boatplane S
  9. ABANDONED [WMS] WorldWar Maritime Ships. Download SpaceDock Features Contains a WW2 German U-Boat (U-557) Contains the Prinz Eugen (the german one) Installation Download the ZIP file from SpaceDock Either drag and drop or extract the files from the ZIP into your GameData Directory You finished it should be there if not send me a message and ill check it out Dependencies Module Manager (included in the file) Media License [WMS] WorldWar Maritime Ships by BuzzFeed4Lief is licensed under a Creative Commons Attribution 4.0 International License. ChangeLog sorry this has taken a while, its still a bit all over the place and you may see some random things but its fairly working. iv had less time lately than i had originally Added Gneisenau. Trying to fix the props for the gneisenau. Trying to get the rudders on the Gneisenau to work. Still trying to get the rudders on the Gneisenau to work. Credits Submarine U_557 Model by ThomasBeerens Here Prinz Eugen Model by ThomasBeerens Here Code for a Category .cfg by Next_Star_Industries Here Gneisenau Model by ThomasBeerens Here BTW check the spacedock changelogs i sometimes forget to add things there to the forums BTW feel free to suggest anything ill be sure to read them all. By BuzzFeed4Lief
  10. Ahoy Rocketeers, Seadogs and pilots, I'd like to see how you tackle my little challenge The Challenge: Build the fastest paddle wheel boat, powered by electricity, then get in to the shore, and show us how fast will it go. The Rules: No mods or expansions for the spinny part(bearing), has to be electric Rating: Speed category: by sustainable Vmax only 1. Pds314 @ 18,4m/s Efficiency category: Vmax/power drain while at equator (power drain=power needed to move the boat at Vmax, measure without generating power at the same time, ) 1.Pds314 @ 8.97 In this challenge you will have to develop a stock bearing system, way of driving it by electric means. Even getting that to spin is a win in my book, so let's go! So far my best design reached Vmax of 9,6m/s, while draining 9,68/s, which is about 1000% better than my first aproach(actual math 2m/s with 20/s) One to get you started:
  11. I tried searching for this on the internet and on this forum, but so far didn't find any discussions on the topic. So here's my story. Skip to the end of the post to see the weird polar caps. So, I recently installed the new KSP 1.9.1. I usually play with Kopernicus planet packs or with Sigma dimensions as stock game does not seem as challenging as it used to be. I usually play with 5 times the scale and 7 times the distance, but Kopernicus is not updated to 1.9.1 so far, so I decidet to play stock with visual/interface mods and no custom parts. I quickly found myself sending rovers to travel long distances on non-atmospheric bodies, even managed to circumnavigate Minmus and Ike, failing to do so with Dres as terrain is just too rough and the rover kept crashing. So then I decided to go to Laythe... (I can share the craft file, if this IMOAB-1 craft looks interesting to you. Goes 50m/s on Laythe, 60m/s on Kerbin, not very good at driving on the ground) I landed in the equatorial region and soon was on my way towards the north pole, making some stops on the way. It took me several hours of real time, but eventually I've reached latitude 80, and so there were the polar caps. Before this journey I didn't even remember if Laythe has them, Scatterer makes it impossible to determine from the map view. But yes, there was solid ground on my way. But it was quite not what I had expected. As you can see here, that looks... Pixelated. And on closer inpection it was even weirder. It was very flat, it ended in the ocean abruptly, there was no slope to drive on. I was able to push the boat onto is, I was glad I used the sharp nosecones, not the stubby ones. My polar expedition was on its way from that point, but I knew I just had to send in a rover from Kerbin to take more screenshots and just show everyone how weird this shore is. In the next picture you can see how this wall just goes down. It seems to go vertically all the way to the bottom of the ocean. And just look at how sharp those corners are. It's... Pixelated. So now I just really want to know if anyone knows the story behind this. Was it unfinished by the developers? Wat it left this way intentionally? Is it one of the easter eggs? Beacuse it's pretty big for an easter egg, the whole shore is like this. And I have never heard anyone talking about it, never have I seen anyone visit this shore in a YouTube video. Maybe I didn't look for it to well. To me this place just feels unfinished and weird. Laythe is by far my favourite place in the KSP, and you've seen screenshots, you know why I love it. So if anyone has noticed this before, I would like to hear your response and your speculation/information on why this exists the way it is.
  12. INTRODUCING THE RSV DOLPHIN The RSV (ReSearch Vessel) Dolphin is the Proverbial 'Big Mama' of long range research and experimentation featuring Premium QualityTM Cabins For scientists and Researchers away from Home. Just look at how happy they are! Craft Link; craft file here Hopefully in the future I hope to put this badboy on Laythe as Mobilebase/Refueling Station for seaplane SSTOs But I don't have the talent or skillz to get her into orbit let alone over to Laythe, any help would be appreciated ~Chad
  13. Challenge: Build a boat that goes as fast as you can make it travel. Rules: -Must have at least one kerbal in it (this can be in anything as long as the kerbal is secured to the vehicle, the kerbal can't be holding on to it) -Must have at least one part under the surface of the water -Must have at least a net total of 0.25 tons under the surface of the water (you can estimate this) -Must be intact and not break any parts (planned staging is okay as long as it still applies to the rules above) -Must provide screenshot and/or video evidence of the attempt -Highest speed will be counted as the highest speed measured for 3 seconds as long as the boat applies to the rules above -Have fun (Side note: vesselmover or similar mods are acceptable to get the vessel into the water) Scoring: -Each kerbal on the boat is worth 10 points -Speed is divided by thrust, then multiplied by the weight, that is then multiplied by 5, finally your amount of kerbals is multiplied by 10, and added to the total. -The equation for points is this: -((m/s)/kN)*5t+(10)K OR -((meters/sec) / (available thrust)) * (5 * mass in tons) + (10 * Kerbals onboard) Example: -500m/s top speed, 390kN (3 panthers in wet mode), 12 tons, 3 kerbals -((500/390)*(5*12)+30=106.92 points Scoreboard: - - - - -
  14. ------------------------------------------------------------------------------> Kerbal network said THE KSP WORLD RECORD HAS BEEN BROKEN BOAT GOING AT 186 m/s boat this speed if you see 169.3 m/s thats when speed got killed in 1 sec .........................................................................................................................................................................................
  15. Hello, everyone. I've already got a surface robot on Laythe exploring one of the islands. However, if I really want to cover some ground, I need to be able to travel by sea too. Does anyone have any ideas for an unmanned boat I can send to Laythe and cruise around with? If you had something that could travel on both land and water, that would be awesome. Thank you. (PICTURE OF ELEGAIL ON LAYTHE'S SURFACE, NEXT TO THE DELIVERY CAPSULE/RELAY)
  16. Is there a way to make functioning, preferably electric, propeller engines in the stock game, without having them be a separate craft? I know of one youtuber who built a cool fan boat, but his design required stage separating the propeller assembly and controlling it as a separate craft. I'm looking for a way to propel an amphibious base on Eve's bodies of explodium, so jet engines are out of the question, and rockets would be extremely inefficient.
  17. Do the mobile science labs float? And if they do, how much of them sticks above the water? I'm not at my home computer and will not be able to test this for some time. If someone could drop a lab in the sea and post a screenshot, that would be great. Also, could you take a similar length of the new structural tubing of the same diameter as the lab, capped by "Rockomax Brand Adapters 02s" at both ends, that would also be great. I strongly considering sending a sea plane base out to Laythe, but I am not sure how to build a craft carrying the required (for me) two science labs. But if I can use the labs as part of the floats, might be easier. I already know I'll need to build massive wings and between 4 and 8 jet engines (depending on the model I use). So if anyone isn't doing anything (I'm ADD-ing in a lecture on the basics of MS Word), some you mind dropping some things in the water for me?
  18. This is a Fictional Warrior Class Strike Craft based off the South African Navy, SAS Makhanda. Some credit to RixKillian for the Cleveland-Class Light Cruiser that I built off of. https://kerbalx.com/BuxtonHouse/SAS-Tortouga
  19. ~ Triton Mk-IV ~ 224 Parts, Stock, Version 1.3.1 Ever wanted to check out the seas of Laythe with a speed boat? How about some off road dune action? Perhaps an enjoyable flight past picturesque mountain peaks? Using the Triton Mk-IV, you can do all 3 with 1 launch. Establish an adventure colony on Laythe today! THE ROCKET Triton Mk-IV rocket: Designed to deliver a small 4 kerbal exploration team and 3 vehicles to Laythe (one way). Straight forward stage progression and generous delta-V values make getting to Laythe an enjoyable experience. After you drop the first stage, slowly push forward a full 90º until you are parallel with the surface. This should put your apoapsis at around 80~90k. Keep your remaining stages right on the horizon and if you do it right, your nukes will only need to use about 100dV or so to put the periapsis at 80~90k and all the prior stages will de-orbit properly. This will leave you with an orbital craft sporting just over 8,200dV, plenty for the journey to Laythe. Once there, simply de-orbit over the ocean and let the parachutes do the work. THE VEHICLES Trident: A jet boat and vehicle carrier. It's purpose is to transport the Beast from island to island, unloading and reloading it from beaches. It can achieve speeds over 42 meters per second and has reversible jets that act as brakes. It has good steering and enough fuel to reach land from nearly any landing location in the ocean. Always open and close the loading ramp slowly using the percentage slider. If you are stuck on a beach, you can reverse full thrust and use the ramp to dislodge. (packed on the Triton Mk-IV) PRESS "1" to toggle thrust direction. Beast: A mining and fuel refinement truck. The truck can be used to explore deep inland and produces fuel for the other two vehicles. It has a narrow wheel base to allow for unloading and loading on to the Trident. Always slow down below 10 meters per second for turns or steep hills. If you start to tip over, counter steering can often save you. In flatter areas, you can safely go 20~35 meters per second without tipping over. (packed on the Trident) PRESS "2" to toggle solar panels when on land. Firebolt: A very small and highly maneuverable jet weighing less than 900kg! It is capable of flying medium distances and is perfect for surveying the surrounding area. Even with a kerbal in the seat it has zero torque, allowing maximum benefit from the SAS. It is very easy to land, but care must be taken to prevent crashes. Using the brakes it can take off and land using a very small area. Keep SAS on at all times. It is the fastest of the 3, allowing for horizontal flight speeds of over 160 meters per second. (packed on the Beast) DOWNLOAD THE CRAFT FILE HERE! IMAGES OF A SUCCESSFUL LAUNCH! Design Notes: *Craft is turned 90º left on launch pad to accommodate unorthodox payload shape, just press up/forward instead of right when turning into orbit. **Once deployed, the Firebolt cannot be combined with the Trident and Beast again for sea transport. However, the Firebolt has enough range to follow the Trident most places and can be flown separately.
  20. You know as they say, all code and no play let jack = "ZHVsbCBib3k="; So after days of some serious KSP-related coding, I took a break and made this... FLYING CAT Jet powered, extreme-sports land/sea/air catamaran for the discerning Kerbal adventurer. IT WAS NEVER MEANT TO FLY! But then it did, and quite well too, providing care is taken with turning. Many of our volunteer test pilots were promptly lost to the ocean upon unexpected aquabraking, causing quite some concern around the offices of KSC. The addition of wheels was simply perfunctory and wholesome. Nevertheless, this is why you're here. CONTROLS AG1 Toggle flaps DOWNLOAD FlyingCat.craft 184Kb *While this is technically stock, I may have tweaked the reaction wheel strength slightly. Should work as intended in a stock game. If not, let me know and i'll say ten "hail krakens" or something. Enjoy!
  21. ADVENTURERES WANTED! The Kerbal Geogeographic Society (KGS) and the Maritime Exploitation Institute (MEI) are seeking enthusiastic Kerbals to join in the exploration of the coasts and waterways of Kerbin. As a part of Global Geophysical Initiative, Kerbals are encouraged to abandon their planes, rovers, and rockets, and embrace the hydrosphere. To promote the exploration of Kerbin's coasts, the KGS and MEI announce a series of challenges/contests. There can be only one top record holder, but through your efforts, you can help name coastal features of Kerbin. Entry rules: Use KSP 1.2 No mods that add parts or alter physical performance of stock mods. No mods that alter the game physics. MechJeb, Hyperedit, and other non-performance changing mods are allowed. Build a boat using stock parts. Power your boat using stock engines (see Scoring Levels below). Start from near the Kerbal Space Center (I have been using Hyperedit to get my boats into the water just east of the runway). Report or show your starting latitude/longitude. Travel to a location on the coast. Plant a flag and name the location. Report of show the latitude/longitude of the site you named. Take a screenshot for the history books. Either continue on your voyage to name more locations or return to the location you started from. If you can't return to your starting point using the same craft, with all of your crew, it doesn't count. Remember the Maritime Exploration Institute's attempt to change its image after the disastrous pleasure cruise last year: No Kerbal Left Behind. To be clear, you can plant multiple flags during a voyage. The maximum number of flags you can place during a given voyage is determined by the number of kerbals onboard your vessel. Ten kerbals? Ten possible flags...and you get to name all those locations. Take a screen shot showing mission clock. Oh, and no refueling. The fuel you leave the KSC with is the only fuel you have. Coolness++ if you go into detail about your ship and its journey. Each entry will be cataloged and added to a downloadable file compatible with MechJeb or WaypointManager, allowing other intrepid explorers to more easily navigate to the place you named. Scoring: Scoring is fairly straight forward. [(Total distance (m) travelled)/(mission clock time in seconds)]* (number of flags placed/number of kerbals on board) A detail: the distance reported by the F3 info screen is often incorrect. To get the distance, either a "Great Circle" calculation will be made using the start and flag lat/long info, or a round trip will be calculated using Kerbal Earth. Short video tutorial showing how to use Google Earth with maps of Kerbin. Scoring Levels: Level 1 "Juno" engines only Level 2 "Wheesley", "Panther", "Whiplash", "Dart", and "Juno" Level 3 "Goliath", "Wheesley", "Panther", "Whiplash", "Dart", and "Juno" Level 4 Any engine you want, including rockets That's right: Kerbals are a score multiplier. The MEI wants Kerbalkind to start exploiting the waters of Kerbin, not just engage in "flags and footprints". Scores: Level 1: @seanth The Skutaliepooper 6.18 (distance: 60,581.07m; flags: 3 ) @seanth The Skutaliepooper 2.78 (distance: 99,213m; flags: 1) Level 2: @gilflo The Gliding Dolphin 84.62 (distance: 2,998,000 m; flags: 10) @seanth The Kitty Wine 6.54 (distance: 267,535.71m; flags: 2) Level 3: @seanth Quarterway and the Pip 21.31 (distance: 1,768,563.22m; flags: 5) @seanth The Western Nosebleed 15.07 (distance: 1,205,202.63m; flags: 3) @seanth Quarterway and the Pip 5.6 (distance: 626,730m; flags: 1) Level 4: -->MechJeb File with the Player Named Coastal Locations: MechJeb.CommunityKerbinNavalWaypoints.cfg<-- -->Waypoint Manager with the Player Named Locations: WaypointManager.CommunityKerbinNavalWaypoints.cfg<--- -->Google Sheet with names and locations: https://docs.google.com/spreadsheets/d/1nfzsfbdglJkgbw4mQiehCojOKY3mh4Yuc4AvABhpqLw/edit?usp=sharing<-- -->Github repository with all files and free ships anyone can use<-- Tools: Kerbal Maps is down, maybe for good. Copy is available on the Internet Archive, or can us downloaded. Links in this thread. If you find that jet engines are producing too much "fog" in KSP 1.2, a suggested solution is here. Download available here. Video tutorials on using MechJeb to control boats Custom info windows and stable hydrofoil control Picking and navigating to targets Using (and sharing) Spaceplane "waypoints"
  22. KSS Ocean Master KerbalX .craft download I've always wanted to circumnavigate Kerbin, but the clumsy-glitchy nature of rover tires has always sort of turned me off to the idea. The KSS Ocean Master was designed to be able to circumnavigate via water, and also to recover crashed down debris. Uniquely included, is a stock recovery crane on the rear of the boat. I've built upon my previous "ball-joint hinge system" to increase reliability and reduce part count. Stage to set the crane onto the boat and use the "Free Pivot" option to give yourself free range of motion to recover debris. Utilize the ore balancing system to pick up heavier debris efficiently. The engine pack on the back can push this boat along at a cruising speed of 38 m/s, and a speedy 48 m/s on afterburners. At cruising speeds you will have 4 hours of fuel, with plenty of room to add more fuel if you'd wish. **Only 232 parts!** KSS Ocean Master also has the equipment to act as a mobile Relay Station that can go anywhere on Kerbin, though admittedly I have not tested to see if it actually works that way! As far as boats in KSP go, KSS Ocean Master is extremely reliable and capable of full speed FULL time warp turning. You will need SAS activated to maintain correct roll orientation, however. Controls: 1. Main engine Toggle 2. Main engine Afterburners 3. Toggle left turn engine (for turning while stationary) 4. Toggle right turn engine "" "" 5. Toggle Reverse Engine
  23. This is an interpretation of Castille7's Crawfish Queen because the boat and it's creator are awesome! It's a bit lighter and a bit smaller, and while some of the details were left out I think it still keeps the spirit of the original craft. 5.9m/s on paddles only, not too bad. My first real boat, yay! KerbalX Castille7's KerbalX Original posting
  24. Large Boat Parts Pack Get it on SpaceDock Get it on Curse This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. Textures are easy to edit. They are in .png format and they consist of different flat colors. If I add any other texture than a flat one then the texture would look very stretched. A lot of parts are provided to make many different ships If you use BDArmory plus any of its mods then you are in luck. These parts were designed to take a beating. They wont explode easily. Feel free to comment what you think. I can do requests also. Have fun! Here are some old videos: Cruiser Vs Jet Aircraft Carrier Corvette Vs Spies
  25. Rage Runner The Rage Runner is an Offshore Oilfield Transportation Vessel AKA a Crewboat. This craft build would need so much more detail to be an actual replica of a crewboat. This is similar to one I operated when working as a Captain Offshore during the 80's & 90's, it was named the Mr. Blake. You can see it here with details and here is a Video of other Vessels for the same company as the Mr. Blake. The name Rage Runner got it's name from the often times I was unhappy about how Companies handle their business with these Vessels, including Coast Guard Regulations. Rage Runner Craft File: Rage Runner Parts: 796 Mass: 535.808t Height: 18.1m Width: 14.1m Length: 52.6m Rage Runner with Cargo Box Craft File: Rage Runner WC Parts: 1015 Mass: 595.308t Height: 18.1m Width: 14.1m Length: 52.6m Cargo Box Parts: 207 Mass: 58.890t Operation: At launch start with starboard engines only so the Vessel can travel off the side of the runway as shown in the video, enter the water slowly. Run all engines at full steering with keys DE, QA. Action Groups 1- Toggle Port Engines 2- Toggle Starboard Engines 3- Toggle Vector Engines
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