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[Partially solved] mod for Kerbonaut EVA buoyancy to enable diving operations


fatcargo

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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.

Edited by fatcargo
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55 minutes ago, fatcargo said:

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.

Look in KSP/GameData/Squad/Parts/Prebuilt   

You will see a KerbalEVA.cfg  and a kerbalEVAfemale.cfg

open one of them you will see something like

Spoiler

PART
{
    name = kerbalEVA
    crashTolerance = 50
    maxTemp = 800
    skinMaxTemp = 800
    boundsCentroidOffset = 0.0, 0.25, 0.2
    CenterOfDisplacement = 0.0, 0.1, 0.0
    CenterOfBuoyancy = 0.0, 0.1, 0.0
    dragModelType = default
    MODULE
    {
        name = KerbalEVA
        __OVERLOAD = True
        isCfg = True
        walkSpeed = 0.8
        strafeSpeed = 0.5
        runSpeed = 2.2
        turnRate = 4
        maxJumpForce = 10
        boundForce = 1
        boundSpeed = 0.8
        boundThreshold = 0.04
        swimSpeed = 0.8
        waterAngularDragMultiplier = 0.01
        ladderClimbSpeed = 0.60
        ladderPushoffForce = 3
        minWalkingGee = 0.17
        minRunningGee = 0.6
        initialMass = 3.125
        massMultiplier = 0.03
        onFallHeightFromTerrain = 0.3
        clamberMaxAlt = 100
        splatEnabled = True
        splatSpeed = 50
        propellantResourceName = EVA Propellant
        boundFrequency = 0.15
        boundSharpness = 0.3
        boundAttack = 0.4
        boundRelease = 2
        boundFallThreshold = 1.5
        _flags = 1
        flagReach = 0.3
        Kp = 0.7
        Ki = 0.25
        Kd = 0.300000012
        iC = 0.005
        rotPower = 1
        linPower = 10
        PropellantConsumption = 0.025
        stumbleThreshold = 3.5
        hopThreshold = 2
        recoverThreshold = 0.6
        recoverTime = 3
        splatThreshold = 150
        clamberReach = 0.9
        clamberStandoff = 0.45
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = surfaceSample
        experimentActionName = Take Surface Sample
        resetActionName = Discard Sample
        reviewActionName = Review Sample
        hideUIwhenUnavailable = True
        rerunnable = True
        resettable = True
        resettableOnEVA = False
        hideFxModuleUI = True
        resourceToReset = Supplies
        resourceResetCost = 5
        xmitDataScalar = 0.25
        dataIsCollectable = True
        deployableSeated = False
    }
    MODULE
    {
        name = ModuleScienceExperiment
        experimentID = evaReport
        experimentActionName = EVA Report
        resetActionName = Discard Report
        reviewActionName = Review Report
        hideUIwhenUnavailable = True
        rerunnable = True
        resettable = True
        resettableOnEVA = False
        hideFxModuleUI = True
        resourceToReset = Supplies
        resourceResetCost = 5
        xmitDataScalar = 1
        dataIsCollectable = True
    }
    MODULE
    {
        name = ModuleScienceContainer
        allowRepeatedSubjects = True
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = kbEVA_flagDecals
    }
    MODULE
    {
        name = ModuleTripLogger
    }
    RESOURCE
    {
        name = EVA Propellant
        amount = 5
        maxAmount = 5
        isTweakable = False
    }
}

 

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Thanks for pointing out the relevant files. I was busy and unable to respond earlier.

I managed to make a MM patch that adds ballast tank module (from USI Sub Pack) to Kerbonaut. Now my kerbal scientist can EVA and perform operations normally. It's  a quick-and-dirty proof of concept.

 

Edited by fatcargo
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I've run a few "Sealab" missions, myself, and I've found an even quicker workaround was to use KIS, and just give each diver a concrete block to carry in their inventory as "ballast."

Possibly overkill, though—IIRC, just giving them an electric screwdriver in their inventory was enough to weigh them down just as well.

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