Jump to content

Rational HydroDynamics 1.0 [Feb 09, 2021]


Recommended Posts

vejyxy1.png

Sinking isn't so hard anymore, but now it's also more perilous...

orhphVF.jpgLII1DQB.jpgQTKBqO4.jpgDkmDP50.jpg

Spoiler

8U3ofpP.png

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:

DOWNLOAD :: SpaceDock :: GitHub

License: MIT

Edited by JadeOfMaar
Link to post
Share on other sites

" When you sink in lava... " :D

Really good. These demonstration pictures are also very beautiful. You solved it tastefully. The quality you are used to. 

Edited by AG-cs
Link to post
Share on other sites

Hello ... I liked the mod proposal but I have a question ...

PRAÇA:
Ryzen 5 3400G Cooler Stock
Asus Prime A320M-K
8Gb 2666Mhz Single RAM (I will still buy a kit to activate Dual)
HD 1Tb
500W power supply

Will my PC have performance problems with this mod?

Link to post
Share on other sites
11 hours ago, KallangoVerde said:

Hello ... I liked the mod proposal but I have a question ...

Will my PC have performance problems with this mod?

No, there is no performance cost. Your KSP will only take a bit longer to startup because MM will have more work to do.

6 hours ago, Daniel Prates said:

Intersmesting! One doubt: so ore tanks can INTAKE water to induce sinking? Or all buoyancy stats are permanent?

Buoyancy stats are permanent. What you will see is what you should expect from stock. You can make any tank intake its own resource to induce sinking, but patching tanks to do that is out of my scope. You still have to get a ballast plugin mod.

Link to post
Share on other sites
19 hours ago, JadeOfMaar said:

Não, não há custo de desempenho. Seu KSP levará apenas um pouco mais de tempo para inicializar porque o MM terá mais trabalho a fazer.

As estatísticas de flutuabilidade são permanentes. O que você verá é o que você deve esperar do estoque. Você pode tornar qualquer entrada de tanque seu próprio recurso para induzir o afundamento, mas remendar tanques para fazer isso está fora do meu escopo. Você ainda precisa obter um mod de plugin de lastro.

thank you!! :lol:

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...