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Found 9 results

  1. I'm very excited and impressed by the idea that we may be able to build boats and submersibles.. ekranoplans. At the very least the water will have physics and the docks will have gantries and cranes to fly through. Maybe there's also stuff at the bottom of Vall's lake now. Thank you dev team!
  2. Anybody out there able to give a clear understanding of the buoyancy parameter in config files? I have made it work in some circumstances but never been clear on if it is a binary switch or a value or a hybrid of both?
  3. Playing through a campaign after upgrading to 1.7.3... things were going swimmingly (pun intended) until my Kerbals splashed down from their first trip to Minmus in their nifty Mk 1-3 command module... which promptly plummeted below the surface, open parachutes and all, until the pressure limit was reached and the capsule exploded. (Really should be imploded, of course, but then it shouldn't have sunk in the first place...) I reverted to a quicksave and brought it down on land. Tried it again on a different mission, including jettisoning the heat shield; no joy. Reverted and landed on land. Doing a search of the forums fingered Kerbalism as possible culprit, but I do not have Kerbalism. Are there any other mods that might cause this behavior? I have successfully splashed down Mk 1 pods in the meantime, so it seems to be something with the Mk 1-3, or at least with pods heavier than the Mk 1? I'm looking suspiciously at the suite of mods with the GEA (Graphics Enhancement Array), as those all went in in a bunch... thinking of removing them all and just going with Scatterer and EVE, which seem to be the major parts of GEA anyway. But on the face of them, none of them would seem to me to be doing anything to buoyancy. Any thoughts?
  4. Hey guys! Hope everyone is great today! I have a simple question regarding gravity and atmospheric density that maybe any of you would like to answer. What would be a combination of low gravity and high atmospheric density that would enable a 100 kg object (shape it the way you want - a flat panel will do) to remain buoyant above a planetary surface, floating in the dense atmosphere? I will specially appreciate equations showing the equilibrium of forces. Let me know if I am missing something that would hinder my assumptions. Many thanks in advance!
  5. 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.
  6. Any way to change the settings for the water physics? Or even a mod that allows such a thing? Specifically I want things to sink more.
  7. Greetings fellow Kerbogineer and Kerbonauts, First, merry christmas to all of you ! I have designed a seaplane - SSTO, based on a kerbin seaplane that met my expectations. During test and trials on Kerbin's water, everything went as expected : Front floaters have enough "clearance" to allow my boat out of the cargo bay. Then, while doing a few test on Laythe water (HyperEdit), found out that : As you can see, the plane now is much lower, despite having exactly the same fuel mass. As far as I understand, on Laythe, this craft should weight roughly 80% of its weight on Kerbin. Water displaced by floaters is the same in volume, and 80% in weight. So, it should have the same waterline, excepted if water on Laythe has a different density as water on Kerbin !!! Question : - Is Laythe Ocean made of lighter, freshwater ? - Is KSP buoyancy model taking part of the temperature ? - Why does the water looks clear on Kerbin, and not on Laythe ? My possible answers are : - I have a flaw in my above-stated assumption - Laythe water properties was not yet set as water on Kerbin - Laythe water properties differ from Kerbin's one intentionally What do you think ?
  8. As per this thread, an interesting discussion arose around methods of calculating displacement or buoyancy of a craft. This got me thinking, would it be possible or a good thing now we specifically have the ability to splash around to have a displacement or buoyancy indicator much like COM COL COT indicators in the VAB and SPH to tell whether a craft will be positively, neutral, or negatively buoyant as we build it, instead of having to repeatedly test or do the math. Edit: It's just been pointed out to me that apart from a few limited applications (subs, underwater bases, and highly specialised rovers) a buoyancy indicator is largely useless, and what actually matters is not whether something will float, but where the water line is. With this in mind I'm interested to find out what people think of either a water line indicator, or a buoyancy indicator, or both, and have edited the title of the thread. SM
  9. Recently, I have jumped into my 1.0.5 testing sandbox to test submarine designs to use in that sandbox or in the later game in my career save. I created two submarine designs over the weekend; a very small submarine that just fits into an Mk2 cargo bay (with part clipping into the bay walls, but with nothing poking through the outside), and a very large and elaborate submarine. As I was testing the large one, the SunkenSapphire Submarine, a cool exploration device that can also transport small submarines, I found out that despite the fact that about half it's mass is ore, it won't sink, and yet, the small submarine, for some odd reason, still sinks slowly with full fuel when all of it's ore is ejected. This got me to pondering, what are the buoyancy values for fuel tanks? Is there a way to easily find out how many ore tanks are needed to sink a creation without actually going to the water? Here is an album so you can see the submarines:
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