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Found 7 results

  1. You have gone to space. You have gone to planet side. You even floated on Laythe. Are you ready to take the adventures underwater? This mod provides the parts and tech to control your ballast and propel your crafts forward as well as maneuver your craft. Included in the pack is newly revamped SinkEmAll, this time redesigned to utilize intake ducts to control ballast. Liquid Intake ducts used to take in and compress liquids. Underwater Thrust Blocks that use liquids to provide accurate maneuvers. Lastly, a Waterjet to push your craft to fantastic speeds. To submerge, 1. Attac
  2. Tired of not getting a better dip in the waters of Kerbin? Tired of not having the FREEDOM to walk on things that are under the water? Sick and tired of not being able to look at things below the water? Totally fed-up with not having a sub water layer showing where the water ends and the sky begins? Watch the Youtube Video! Look no further... Ker-Plunk your KSP now! - Effects are only shown during EVA. - Not tested on other planets. Left Shift and Left control adjust up/down rate of travel. GET IT HERE Have Fun!
  3. 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.
  4. 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?
  5. Welcome to the Kerbmarine challenge! Intro: Our research team has been having a lot of trouble trying to discover the depths of the ocean, they required something sufficient enough to go to very deep depths and collect data from the mysterious ocean floor. They agreed on making it true. Jebediah Kerman had the decission to actually participate in the first test mission, nothing special, it's not as if there's a kra- oh.. Explanation: The mission sounds very easy, but is krakenly hard because of the water physics Kerbal Space Program has to offer. You are prompted to create
  6. Today lady's and gentlemen I give to you one of the most interesting(not really) challenges ever put onto the KSP forums! Your challenge is to circumnavigate Kerbin, from one side to the other, while keeping your craft entirely submerged in the water as quickly as you can. Your craft can be as large as you want it to be and you can use any mod you want. You cannot however use any kind of cheat/cheat-like mod whatsoever throughout your trip. You also might want to make your craft self-sustainable with drills/converters/solarpanels as I doubt you could carry enough fuel/electricity for the whol
  7. So after playing with @RoverDude's Otter Submarine mod (which you should definitely check out if you haven't) for a while, I noticed a few things. One: It's very fun to drive a sub all over Kerbin, and two: that the stock underwater effects are extremely unaccomodating. Not only is it impossible to see the sea floor beyond a certain depth, and the surface of the water at all, but the fog does little to create an illusion of depth, with it's ridiculous lighting effects which look more like the souposphere of pre-0.90 than water. In short, while the mod is extremely fun to play with the way sto
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