Jump to content

Search the Community

Showing results for tags 'sub'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • 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

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 4 results

  1. Sinking isn't so hard anymore, but now it's also more perilous... This tiny yet powerful pair of mods, aimed at undersea engineers, does what no submarine/ballast plugin has done yet: It addresses the problem of all parts having maximum buoyancy and the same part pressure limit. ADVISORY: It may bloat your MM cache rather fast, as does Rational Resources. Depending on a modest array of characteristics expected of parts (primarily their categories, then certain keywords in their titles or certain modules or resources they hold) they are dynamically granted with buoyancy ratings. It becomes far easier to use normal Ore tanks as ballast, and adds to the sinkability of submarines powered by ballast plugin mods. How to use: Be mindful of the new stat ratio: average buoyancy vs mass. To keep things afloat, make sure that your ship contains more of parts that hold crew, are lifting surfaces, or are thermal category (the stock heatshields and radiators are pretty spacious and flat, and so, should be rather buoyant). And also make sure that your ship isn't very massive. Expect to sink at any time. Wings remain the most buoyant thing. The more you have, the more you float. Ore tanks are the least buoyant thing. The more you have, the faster you sink. (See screenshots) By default you'll always experience the first half of this mod: Rational Buoyancy. But to experience the second half, Rational Pressure, you must go into Difficulty Settings -> Advanced -> Turn on part pressure limits. If you plan to never use Rational Pressure, delete its config file and save your MM cache some weight. Included is a Cheat config that you can edit just 2 simple numbers in if you feel that the new buoyancy and pressure ratings are rather tight for you. Complementary mods or strategies that you'll want to prepare: Low-mass floatation devices and devices that enable you to thrust upward, to quickly shed mass, or to otherwise lift when splashed will become very important very fast. Lifting body science or resource return vehicles. Except for science labs, all science parts will very easily sink. Boats and subs of all sizes, even for the EVA kerbal as the kerbal can just barely float now in a stock game. Adding any mass (like life support) may cause him or her to start sinking. Known issues: My personal experience so far: your ship's average center of buoyancy may go anywhere now, and a submarine design may easily become heavy on one end with no regard to where the CoM or CoL are, so "buoyancy symmetry" or "buoyancy offset" may be a very important new thing to watch out for, and if possible, a mod will need to be made that can compute and show the ship's center of buoyancy. When you sink in lava... Recommended mods: KSP Ground Effect (not compatible with FAR). Any planet pack with abundant or exotic oceans. Includes special support for: Kerbal Planetary Base Systems Stockalike Station Parts Redux WBI Pathfinder (namely, its Castillo parts) DOWNLOAD :: SpaceDock :: GitHub License: MIT
  2. I have this submarine that I'm working on, and it just goes into an uncontrolable dive whenever I start diving. Any tips on how to fix this?
  3. 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?
  4. In KSP we have Space Crafts and Planes it has lots of water but we cant really go explore it. It would be nice if we could have submarines with special engine and pod types. I know currently there isn't much in the sea so you could add some coral or easter eggs under the water. The sub engines would basically be propellers under water. The submarine parts will have a setting for buoyancy level determining if it should sink or float overall. The submarine has a set of parts for it you get engines, fueltanks, and pods, with parts to weigh your craft down. You wouldn't get too much science under water but you would get some and when going eva with a kerbal, while swimming ctrl and shift should make you go up or down. For this to work the water will need alot of changes like : Better underwater effects, A bottom view of the sea like when your in a pool and see the waves upsidedown, Less light the farther down you go, Water Pressure, Compressed ores at the bottom, 3D underwater light models, Water not being like concrete mainly softer for impacts, A part that is only in the code that removes all water in your ship testing for all around where it can spread and where water can get in(like an air bubble to not have the inside of you place filled with water or water come through walls), Coral(always rendered no matter what settings unless its farther than 3 km or more than a setting for max amount being 20-unlimited(mainly 100,000) and it would be very tall being able to hide ships in it).
×
×
  • Create New...