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Found 4 results

  1. I hope this works. The Kraken (KSS 501) undergoing sea trials. Dove to 677 meters, top speed 25 knots. No armorment as of yet.
  2. Sea... the Final Frontier... to boldly go to the exact opposite direction sane kerbonauts usually aim for... ...but I don't have a clue how to start. My ship-prototypes tend to sink, while my test-submarines float happily. Both have a tendency to break apart when I get them into water. Ok, I heard that filled ore tanks are good for ballast, but that's the end of my expertise. What to use for propulsion? And for steering? Some smart way to get to water without hyperediting? Is there a way to EVA down there? I'm looking for vague, general advice here. I'm mainly interested in stock-solutions, but I don't mind a few targeted mods either if it's needed for certain tasks. So... how should a spacelubber start to conquer the waters of Kerbin?
  3. Submarines

    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).
  4. Part Buoyancy Values?

    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: