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Stuff in the waters


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Hey Guys! Whos Bored in the water and wants to explore or you have the submergable parts mod but has nothing to do down there?

i want stuff added in to the waters eg sharks fish ship wrecks were you can find money. it would be great! all we has is this maxresdefault.jpg pure darkness D:

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Maybe a SAB - Submarine assembly building!

Just joking, although underwater detail would be cool, I think the main focus should stay in space. Actually don't be put off exploring the oceans. I am sure the developers have probably hidden an easter egg or two somewhere....

Edited by worir4
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1 hour ago, worir4 said:

Maybe a SAB - Submarine assembly building!

Just joking, although underwater detail would be cool, I think the main focus should stay in space. Actually don't be put off exploring the oceans. I am sure the developers have probably hidden an easter egg or two somewhere....

Lol Yeah! Or maybe like a crashed probe somewhere!

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There is actually alot of stuff to cover under the sea, even for space sim as KSP. Science is one of them, and resources in the (now obsoleted) ORS were present in underwater environments. Another reason is example of Europa's cryo geysers .

To elaborate deeper on subject : is there even a rudimentary fluid dynamics for underwater sim part of game ? I don't expect a full KSP game engine just for this, at least Squad could let plugins devs try to make something. Just look what FAR did for aero. At least let flapping fins to slowly propel crafts and such. I've searched for and there are plenty of open source fluid dynamics sims that can be used for basic/reduced sim versions in KSP. At least Squad could let plugins devs to try develop through API similar to FlightIntegrator.

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Its a cool idea, but I fully agree the development of the game should remain on space for the foreseeable future.  Otherwise where do we call the cut off.  Why not add combat mechanics, Aliens, space trading and factions?  well because thats a different game :P

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Exploring underwater is just a valid and valuable as exploring the 'dry bits' from a scientific point of view.  From a game angle it gives more stuff to find, and new challenges to face trying to find it.

So yes, I think the game would benefit from underwater features/anomalies, biomes and collectable science etc.  Currently sinking/underwater counts as 'splashed down' and on the seabed counts as 'landed', so distinctions for them would be handy.

The main focus should, of course, always be the space flight aspect, but with the addition of just a few specialist parts, such as 2 sizes of electric propulsion and ballast tanks, the gameplay possibilities are increased enormously.

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Sorry for late response, i look at forums when i have time.

To add to previous post : so far, mechanical stress and high temperatures are main factors in durability of crafts and structures. Pressure was never an issue since all parts are assumed to be space-worthy. But if/when underwater environment is implemented, high pressures become major factor and temperatures are important only near areas like hydrothermal vents.

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27 minutes ago, fatcargo said:

Sorry for late response, i look at forums when i have time.

To add to previous post : so far, mechanical stress and high temperatures are main factors in durability of crafts and structures. Pressure was never an issue since all parts are assumed to be space-worthy. But if/when underwater environment is implemented, high pressures become major factor and temperatures are important only near areas like hydrothermal vents.

I think pressure should be implemented, it would give real challenges to penetrating gas giants and if you make one of the planets more Venus like it can give real challenges to successfully landing a probe and retrieving it. So it's definitely something with a wide impact even for people who never build subs

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