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Waseemq1235

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Everything posted by Waseemq1235

  1. As @Streetwind said, it's the best to have the slowest minimum speed possible. To do so, add a lot of wings, the more wings the slower the minimum AND maximum speed will be. Also, good floaty parts would be empty fuel tanks, by the power of kerbal space program water physics, you can get something very floaty with them. Hope this helps.
  2. Greetings, I have been having this question for long, and unanswered. What are the tools that I need to start modding? I have got used to cfg editing, but, I wonder how do I make textures and models. (Free and paid programs will work, but for now, I'd like to have free programs) I apologize if this was asked.
  3. Huh, I am interested in making a modern sub, I want it to contain torpedoes, but that's just impossible...
  4. 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 a functional submarine that can dive into the water, this challenge is actually difficult, so I have included some mods that may help you out with this challenge. Allowed mods: Kerbal Aircraft Expansion: For a realistic propeller. Tweakscale: To tweak all parts to whatever size you want your kerbmarine. SM Marine: You may use any part from this mod, but I mainly added it for ballast tanks (VERY Highly recommended, I don't even know how it will be possible without this mod) Vessel Mover: To put your mighty krakma- Erm, Kerbmarine into the water. I highly appreciate any visual enhancement mods, you'd make me happier. Notice: Difficulties: Sandbox: Do whatever you want, I WILL check your Kerbmarine, but there's a very little chance that you will get added to the winner list (You are allowed to use ANY mod in sandbox mode). Easy: Make a functional Kerbmarine. Moderate: Make a very maneuverable submarine (What I mean about maneuverable is not how fast it turns, it's how fast it can dive or surface). Hard: Make a mini-submarine, and launch it from a ship. Impossible: Make a big submarine (Width of a jumbo tank or higher), get it to space, de-orbit it, survive re-entry, survive the seriously loud splash. Submitting: Include the .craft file for me to download (Essential, there have been a lot of fake submissions recently) Include a video (Recommended) Include directions of use (Essential) Include screenshots (Essential) Include side notes (Highly Recommended) Include which mods you have installed on your game (Essential) Winner Board: Outro: I wish you the best of luck! The Kerbals will finally get to learn what lurks at the bottom of the ocean. Post is now horrible looking due to an administrative edit. (Font sizes were organized) Ugh.
  5. Looking forward for the video, thanks.
  6. First time to see a divable submarine! If only someone would make a divable modern sub..
  7. Looking forward for that! Good luck! I shall add vessel mover to the list.
  8. Welcome to the first known Kerpedo challenge! Intro: Our Kerbal engineers have noticed that they are very vulnerable to attack by other Kerbal nations, or even aliens. They decided some types of weapons, but they had trouble inventing something for underwater attack, So they had a discussion together. "What can we do to have something underwater that can launch a bomb?" Said Linus Kerman, Wernher von Kerman replied "Huh, an underwater missile?" Linus Kerman nodded and replied with excitement "That's an amazing idea! But, our research shows that it's impossible to get a rocket to fire underwater...Any ideas Wernher?" Wernher von Kerman answered as if it's a very simple question "But propellers do work underwater! We shall name it the Kerpedo, is that a good name?" Mortimer Kerman nodded and said "That's a great name! And it will be as cheap as missiles! Any more ideas?" Linus and Wernher shook their heads, and Mortimer instantly shouted "Dismissed!" Explaination: What I am bad at The challenge is to create a fully working torpedo (I'll be addressing the torpedo as "Kerpedo"). The torpedo has to be launched into the sea, and must be fully manuverable. The kerpedo may contain parts from the mods that will be listed below. I like to see realistic torpedoes, but hey, IT'S YOUR CHOICE! Allowed mods: The following mods are allowed to be used in this Kepedo challenge, please notice that visual enhancement mods are allowed and I very much appreciate them. BDArmory: Only use for an explosive warhead. Kerbal Aircraft Expansion: For a realistic propeller. Tweakscale: To tweak all parts to whatever size you want your kerpedo. KSP Maritime pack: Use for ballast parts to get a non-floaty torpedo (KSP Water Physics are a bit too good) Vessel Mover: For moving your vessel. This list is currently very early, this list will be expanded when mods come into my memory, you can help me decide which mods I should add by replying with the following format: <Name of the mod> <Why I should add it> [Side notes] Difficulties: Sandbox: Do whatever you want with the torpedo, I will check it out, but you will not be listed on the winners list. I will only add you to the list of you make something impressive. You may even make an airdrop torpedo. Easy: Make a working Kerpedo Moderate: Make an impressive Kerpedo Hard: Have an advanced underwater launch base for the Kerpedo (Use the Maritime Ballast Tanks to have a sinky base) Impossible: Make a fully working submarine containing the Kerpedo, I'd be seriously impressed! Well, only for ksp physics Submitting: Include the .craft file for me to download (Essential, there have been a lot of fake submissions recently) Include a video (Recommended) Include directions of use (Essential) Include screenshots (VERY Highly Recommended, though not essential) Include side notes (Highly Recommended) Include which mods you have installed on your game (Essential) Winner Board: Outro: Goodluck to you all! I wish you the best of luck! Your Kerpedo will serve the Kerbal Military, and you will be remembered as an honored scientist! Also, just a note, having the Scatterer mod (for the beautiful oceans) will make me VERY happy! I may record a video intro to this challenge.
  9. Guys, can someone give me a download link of the catapults/arresting gear? It's been a while and the download still isn't working I really want to exploit those catapults
  10. To someone wanting lots of clouds for their normal kerbin, but who is it?
  11. @Maverick_aus My apologies, didn't see that. I'd be happy if anyone re-uploaded the link for me to download.
  12. There's a problem with the alpha catapults and carrier download, when I click the download button, it redirects me to this: OOPS! 404 It looks like that page does not exist. Return home or try a search Thanks.
  13. I'd like to know what to change in the cloud config, thanks.
  14. Any kind of way to increase the number of clouds in a game? I'd like to have LOTS of clouds.
  15. I've been playing Kerbal Space Program V1.1.2, I've been having crashes, the crashes aren't very frequent though. The crashes mostly happen when I'm switching between crafts ([ and ]). Computer Qualifications: Processor: Intel Core i3 4160 CPU @ 3.60 GHz RAM: 8 GB System Type: 64 bit (Note: I AM using the KSP_64) I appreciate any help. Thanks, Waseem.
  16. Banned for banning a banner that banned a banner that banned a banner that banned a banner that banned a banner.
  17. And I discovered a bug, transponders that are landed on kerbin will sometimes "false" explode when switching to it or when it comes out of time warp. What I mean by "false" exploding is that it looks like it exploded, but it's still there.
  18. Nice mod though! Suggestion: A little bit of electric charge storage.
  19. Does this mod stop debris from despawning when it is further than 2.5 km away?
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