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 1
    • 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
  • 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
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International


  • Developer Articles


  • KSP2 Release Notes

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 6 results

  1. If you like the mods I make feel free to support me on Patreon or Ko-fi Any donations help fund new tools for better mods! DOWNLOADS Github | SpaceDock License: MIT Credits: Thanks to @CobaltWolf and @Zorg for constantly helping me while making this mod, couldn't have done it without you! Dependencies (Not Included! Make sure to download): Bluedog Design Bureau - This mod makes use of a lot of custom configs from BDB as well as using the J-2 for its TVC Engines (Honestly if you don't have this are you even playing KSP?) Simple Adjustable Fairings - Allows for the very huge, solid and 8 Segmented fairing that sits on top of this rocket. Waterfall - These huge and beautiful engine plumes are thanks to this mod, make sure to grab it! FAQ What is this mod? Why did you make it? I wanted my fellow Sea Dragon fans to have a mod to play with that didn't require the usage of a RSS scaled solar system, was up to date in terms of artstyle, and also was more accurate to the original design study documents published in the 60s. Mods that original added Sea Dragon, most notably, RSSeaDragon, have quite an out dated art style and haven't been maintained for quite a while. I am also the first one to implement the correct expanding nozzle design! Why is this so powerful?! I managed to get to the outer solar system easily! Stock Scale Sea Dragon is designed for usage on a 2.5x / 2.7x Scale Solar System Only. You can choose to use a rescaled stock system, or KSRSS Reborn, or anything of that scale if you choose, as those are what this mod is designed for. How much payload is this rocket able to lift? This mods rocket is designed to lift about 220 in-game tons into an orbit of about 120km in KSRSS or similar scale systems.
  2. Sea Dragon (SEA) The infamous, never-built Sea Dragon rocket, in its full scale glory! By zer0Kerbal, originally by @NecroBonesaka Orvidius adopted with express permission and brought to you by KerbSimpleCo imgur Note Preamble by NecroBones See More YouTube review by Connor Hetner Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Recommends Hanger Extender Either 3 Module Manager /L Module Manager Suggests Adjustable Mod Panel (KAMP) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) Kerbal Joint Reinforcement On Demand Fuel Cells (ODFC) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) NecroBones suite of mods that play nicely together Fuel Tanks Plus Ltd (FTPL) large stock-like tanks with Color Coded Canister style: Fuel Tanks Plus (FTP) Fuel Tanks Plus Xtra Kerbal (FTPXK) Fuel Tanks Plus IS (FTPIS) Lithobrake Exploration Technologies (LET) lander parts, large chutes/legs/ladders/etc SpaceY Corporation (SYC) SpaceY Lifters (SYL) stock-balanced large rocket parts, 5m parts, large SRBs SpaceY Expanded (SYE) The Burger Mod (BURG) Joolian Discovery (JOOL) The Elephant Engine (ELEP) Modular Rocket Systems (MRS) stock-alike parts pack, NASA-like alternatives, and filling the gaps Module Rocket Systems LITE version (MSRL) Color Coded Canisters (CCC) beautification replacement models/textures for stock tanks, with color-coded end caps, and auto-closing shrouds ColorFuel Lines (CFL) color-selectable fuel lines Supports GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) NEAR-FAR Realism Overhaul Real Solar System Kerbal Joint Reinforcement 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 for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  3. 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.
  4. 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
  5. 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 !
  6. 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...