Jump to content

Search the Community

Showing results for tags 'sea'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Suggestions & Development Discussion
    • KSP 2 Dev Diaries
    • Show and Tell
  • Kerbal Space Program
    • The Daily Kerbal
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Player Spotlight
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 5 results

  1. WIP - needed link update soon. a 'real blast from the past' Sea Dragon (SEA) The infamous, never-built Sea Dragon rocket, in its full scale glory! By zer0Kerbal, originally by NecroBones aka Orvidius adopted with express permission and brought to you by KerbSimpleCo http://imgur.com/a/Q9kw1 Note Preamble by NecroBones See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes: See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages YouTube review by Connor Hetner Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Either 3 Module Manager Module Manager /L [Hanger Extender][he] Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) [Kerbal Joint Reinforcement][kje] Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) NEAR-FAR [Realism Overhaul][ro] [Real Solar System][rss] [Kerbal Joint Reinforcement][kje] Tags parts, config red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks NecroBones for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS: How to support this and other great mods by zer0Kerbal and it is true. Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  2. License: All Rights Reserved This is for the .mu files, everything else is open for use. Link: https://spacedock.info/mod/3128/The Belafonte Hi and welcome to "The Belafonte". This a companion mod for @Caerfinons "The Life Aquatic" mission packs mod. https://spacedock.info/mod/2808/Kerbin%20Side%20Remastered%20-%20The%20Life%20Aquatic Included are the ship "The Belafonte", The mini sub "Deep Search", The small helicopter "Zelicopter", A "Resue Boat" , a Deck Crane and cable that use the BREAKING GROUND system, 3 types of grabbers: A magnet for the crane to pick up the sub, A heli pad grabber to secure the Zelicopter and a boat grabbing frame to retrieve the rescue boat. The boat and the frame have a decouple on the nodes that first connect them so that the boat can be included when building. You then decouple and use the grabber from then on. Remember to unstage all decouplers if you don't want them to immediately decouple when first staging. There is a marine engine for the Belafonte and there are 2 nodes on the bottom rear for 2 of them to attach to. They will not work above sea level. The boat motor has a reverse toggle, as do the sub and the Belafontes marine engines. There is a docking plate that has a node on deck to attach to, in front of the crane, it is for the sub to dock to. Just undock right before grabbing with the magnet and then crane the sub to the water. On return drop the sub just above it and the sub will usually vibrate itself back to being docked. The sub and boat have a ballast system. The boat should spawn half full, this is because to get the balance between not going under at full load and not looking like it is hovering above the water it needs to be balanced. It should look right at first but if you full load you will probably need to empty some. There is built Belafonte in a SPH folder in the main folder, minus the Zelicopter. The Zelicopter is all one piece so you just spawn and it is ready to go. The top 2 staircases never would climb out right so you need climb till you are above the deck and then let go. Type Belafonte for all pieces. There is also a custom category if you have the Community Categories mod. I hope you have some fun with this.
  3. This will serve as a Q&A for the Sea Iron Mod Post all Questions here and I will do my best to resolve the issues. https://spacedock.info/mod/2313/Sea Iron
  4. Hi everybody ! I contact you because I have a little problem ^^ After days and days of experiments I finaly mad SSRSS work on KSP 1.6.1. As you read in the title, everything work perfectly except of Scatterer. It work good on the global map window but in KSC and Flight View all the sky and the sea are completely dark. I tried now for a few week to make it work, I changed .CFG files, Folders, set it for RSS... But nothing work. Scatterer is suppose to work well with SSRSS (I know it's for 1.3.1 version normaly), so I really think there is just a little line to change or something like that to make everything work. But I understand nothing about programming... Is there a very nice person who is ok to help me or take a look to my game data folder to see what break scatterer ? I know there is some people who realy want play SSRSS with one of the latest KSP version, don't hesitate to ask me my folders, as I said everything else work fine Thank your for your help !
  5. speedboat? hydroplane? ekranoplan? Elcanoplan! Kerbin sea circumnavigation - as much travel over water as possible (but a part of the route will have to cross the land) Start point: Just drove off the runway and into water Engine engaged, raising onto hydrofoils, reaching the cruise speed and let's go! Phase 1: Northeast island Distance: 141 km MET: 0:55-2:11 Land! Looks like a nice bay And crawling out of the water. Not that much fuel spent, but let's fill the tanks And after full refueling Let's swim across the ocean! What? Sunset? Has it really been that long? And we are still halfway to the next destination... Phase 2: Cape of Falling Stars (or were those actually spent stages?) Distance from last point: 244 km (242 km) Total distance traveled: 385 km (383 km) Distance from KSC: 359 km (354 km) (numbers in parenthesis are straight-line measurments before accounting for curvature) MET: 0d 3:39 Land? Not just land - the end of a continent! Crawling ashore right on the cape Between two oceans We have enough fuel - let's no waste the night. And further east! Phase 3: Good morning island! Isn't it a good sign to find an island on sunrise? And right near a cape from a big continent! Distance from last point: 297 km (294 km) Total distance traveled: 682 km (677 km) Distance from KSC: 647 km (616 km) MET: 0d 5:10 - 1d 0:54 Sun! Land! Marching ashore A well deserved shore leave Reached a new continent! Not a continent? Slightly offshore? Still a nice island! OK, now we are refueled And set course northeast! Phase 4: Owl island White Owl once considered building an airbase there to land reusable boosters. He was using modded space center location - on the continent west of this island. Distance from last point: 397 km (390 km) Total distance traveled: 1079 km (1067 km) Distance from KSC: 939 km (846 km) MET: 1d 3:00 And the Sun set halfway there again... Choosing a good beach And we are here! Longest single glide so far! Well, we still have half of total fuel capacity and half the night is still there... Let's move on (and hope we don't run out of fuel) Phase 5: Crack gulf cape Distance from last point: 370 km (364 km) Total distance traveled: 1449 km (1431 km) Distance from KSC: 1225 km (1023 km) MET: 1d 5:07 - 2d 0:51 Looks like we got there! Drop out of glide, switch to swim and get on the beach And into this gulf our path goes next 767 km covered since last refueling! And by the time we got here, morning reach our previous stop. But we saw the sunrise halfway here. Let's just fill... What? Sunset?! Already?! But we mined just half the fuel! Okay, let's move on. At least we aren't crossing an ocean this night. Phase 6: Landcrack gulf This place really looks like if somebody tried to tear the landmass apart. Distance from last point: 100 km Total distance traveled: 1549 km (1531 km) Distance from KSC: 1287 km (1054 km) MET: 2d 1:25 Cruising inland along the shore Is that ..? Yeah, the ocean has ended We have run out of water Kind of... Land is full of lakes
  • Create New...