Jump to content

Search the Community

Showing results for tags 'ocean'.

The search index is currently processing. Current results may not be complete.
  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 22 results

  1. The Ocean Program : Explore the Ocean Floor Inspired by the Titan submersible project to discover the Titanic Hello, and welcome to a new project that I am doing called the Ocean Program , inspired by the "Titan" ship project, dive deeper than 3800m to explore the Titanic shipwreck . This project includes a main submarine and an auxiliary submarine, the main submarine is converted from a submarine carrying ballistic missiles and torpedoes. Therefore it has a nuclear reactor that allows it to operate for a very long time in the deep sea. As for auxiliary submarines, due to space limitations, they can only carry 2 small generators. It cannot dive to the bottom of the sea on its own because it lacks enough power, so the main submarine will help it do this. LET'S GO! We (scientists) started approaching the middle of the ocean at 5 am The First photo of the Ocean Floor ( 1300m ) And started the auxiliary submarine. Scientists began to explore Inside the submarine there is no water leakage and stable/balanced operation But it's time to return to the main ship because the electric is out And let's go home! We surfaced at 1am And scientists, Equipment remains safe, Ready for further discoveries! Scientists are planning further exploration to find the deepest part of the ocean. Going further, exploring the oceans of other planets...
  2. It’d be nice to see varying wave sizes depending on which planet you’re on. For example, Laythe would have absolutely massive waves in it’s deep ocean due to it’s proximity to Jool (at least 10 meters on average). Or maybe Kerbin’s/Eve’s waves could change depending on the weather. It could also make way for boat and water parts to come into the game. Having rigs in the oceans of planets collecting resources could be a good high risk high reward venture
  3. Hello all. I have tried searching the forums to see if anyone had already done this, but could not find anything. I like to see how realistic the physics of KSP are for things that were not it's original purpose. I have "Breaking Ground" and work within KSP 1.9.1. I had fun proving that "Down Force" works with KSP and that with Rotor based wheels you can drive up to the VAB, drive up to vertical and then use "Down Force" to hold you to the wall as you drive up to the top and and over the edge. To park on the roof. Now I am exploring underwater and after getting ballast tanks configed right to get within mm/s of neutral buoyancy for my subs, I wanted to be able to have my Kerbals walk around on the bottom without immediately bobbing up to the surface. Obviously with their helmets on. So I gave them an extra inventory slot and used the deployed science mystery goo config as a basis for a weight belt. I used a scaled down structural part as a mesh and set (after some experimentation) the mass to 90kg. This lets them sink gracefully and walk around as if they were on land. they can jump roughly as high as on land but come down slightly slower or swim if you go in a direction. I have a deloyed science cabinet next to my airlocks and have them equip the weight belt when they exit but are still holding on. When they return they just put it back in the cabinet before entering. Also if you click on the weight belt as if they were going to place it somewhere but don't. They loose the mass and float up. So you can use that to get up things if you need to. So, Has anyone else done this.?
  4. Who else would love to see wakes (from ocean going vessels) on the seas of Kerbin, Laythe, and even Eve? there are literally no water effect wakes mods.
  5. Hello. I'm @Dr. Kerbal. The weird with the weird profile pic. I went a bit overboard. A little bit. But I have a suggestion to improve the game. The oceans in Kerbal Space Program are kind of still. Without mods the oceans look dead. The liquids in them just sits still. Kind of creepy if you ask me. So I suggest that in an upcoming update the oceans should be revamps and improved. Even though this is Kerbal Space program and the focus is mainly on space, I think the oceans are important too. Visiting Laythe or Eve would be really boring. It makes no sense for Laythe oceans to be still. I mean it orbits a giant green gas giant (otherwise known as Jool). Shouldn't some waves come up? Or on Kerbin, the Mun's should cause some waves right? And the texture in the ocean make the ocean kind of boring. So I suggest that @SQUAD and the KSP Team should put an ocean revamp.
  6. In KSP 1, the ocean floor terrain is generated using simple noise, which makes it a very boring place to explore. I know KSP is not Subnautica, but oceans without realistic, interesting land forms are a waste of space. In KSP 2, do you think the developers are going to spruce up ocean topography? I would like to see some trenches and maybe coral reefs. And how about biomes? Ocean biomes could be based on depth or resources, giving the player a reason to explore.
  7. i need help i have been playing KSP with scatterer for awhile, but i installed EVE (haha pun) and SVE, to make it better, but it appears that i have glitched scatterer, and now the atmosphere of all planets + the ocean of all planets is a white mass. can't screenshot it right now because i'm not on my PC, but it looks like a low poly sphere when you reach space (i've done it after 7 attempts, because the sky was hurting my eyes.) Please help me solve this, as it seems many people are getting this error, even though there is no solution if you search it on Google. By the way, i know it's scatterer when i removed it and everything was back to normal. I have a 64-bit computer , 8gb RAM, Intel Core i5-7200U, Windows 10, with a NIVIDIA GeForce 920MX. Is Scatterer doing some conflict between EVE(pun x2) or SVE?
  8. So I have a problem I have noticed others have had in the past with scatterer. I installed Graphics Enhancement Assembly, which comes with EVE and Scatterer along with some cloud and atmosphere textures for EVE to use. However I seem to be experiencing an issue. There is no skybox for space, instead of the many stars that should be there, there is only black. I am also missing an ocean surface, I can see the blue ocean bed, but no actual ocean surface. I saw another thread here and supposedly removing Transfer Window Planner did the job for them. That unfortunately didn't work for me. Screenshots: Missing Ocean Screenshot Black Skybox Screenshot Here are the mods I am using: B9 Aerospace BDArmoryContinued BDArmory Weapons Extension Cryogenic Engine Pack For Science! Kerbal Atomics Kerbal Engineer Redux Knes KSP Interstellar Extended KSP Recall MechJeb2 Mouse Aim Flight Near Future Electrical Near Future Launch Vehicles Near Future Propulsion Near Future Spacecraft Parts OPT Space Plane Parts 2.0 RCS Build Aid SpaceY Heavy Lifters Parts Pack Stockalike Station Parts Expansion Redux Time Control 2.0 Graphics Enhancement Assembly (includes EVE, BoulderCo, Distant Object, and Scatterer)
  9. Before I begin, here is my modlist: B9 Aerospace BDArmoryContinued Distant Object Enhancement Docking Port Alignment Indicator Environmental Visual Enhancements Ferram Aerospace Research Firespitter Kerbal Alarm Clock Kerbal Attachment System MechJeb 2 ModularFlightIntegrator Module Manager Physics Range Extender PlanetShine RasterPropMonitor SmokeScreen - Extended FX Plugin Texture Replacer Replaced Transfer Window Planner All of the above (except for EVE) were installed manually. KSP Version: 1.7.3.2594 (I'm new to KSP modding. I really enjoy how these mods improve the experience, but please do let me know if any conflict and may cause issues.) My specs: i7 7700k, Z270 Mobo EVGA 1080ti SC 16GB 2400MHz RAM 2 512GB SSDs in RAID 0 So it seems that the black sky bug that apparently happens often with Scatterer is happening to me, but with even more issues on top of that. Here is how playing KSP goes for me atm: The game loads, looks great and works just fine when I first load in. Loading into anything a second or third time seems to work well too (i.e. loading into VAB and then launching pad). It seems that after the fourth loading screen or the second time loading into the space center screen, I load in okay but I'm presented with a black sky with clouds and an ocean with no water (I just see a blue surface where I assume the bottom would be). After entering any other loading screen (i.e. into VAB again or to take control of a flight), the game stutters as it normally would during loading and then the little rotating loading indicator starts moving again. Then: The loading screen never finishes and I am forced to force quit the game. This happens unless I press ESC to open the pause menu, which seems to close the loading screen and open up whatever instance I was loading into. This only works with 3D instances like VAB. If it was a 3D instance and I pressed ESC during the last step, I am now in the game completely unable to move my camera while still having the black sky and missing ocean. I am tired of searching for solutions. I've spent hours looking stuff up that might be related to my issue but have never seen the disappearing ocean and infinite loading screen part online. I'm assuming a screwed up mod installs somehow, but I've tried many things like: reinstalling visual mods verifying game integrity on Steam disabling certain mods yet the problem persists. I have tried disabling Scatterer and this did fix the black sky, but it caused a tsunami bug and didn't change the infinite loading screen behavior. I honestly don't even know if it fixed the black sky, as my game behaved the exact same except a darker blue sky came in when the fully black sky would have with Scatterer installed. I'm desperate at this point. I want to play this game with mods but I guess I will have to go without until anyone can give me any suggestions. Thanks for your anticipated help.
  10. When I spawn into the game my screen has a lot of tiny white pixels (most notably when in orbit) all over my screen (see attached screenshot) and I have no idea why it is like that or what may be causing it. I have around 98 mods installed (which doesnt help) so I'm out of ideas and need some help. Picture: https://drive.google.com/open?id=13Iia56E4yyf8rsya9f7LVwF79CXuAK6m Also my oceans seem to be a tad glitchy too flickering on the shorelines (especially when in orbit). I assume this has something to do with the Scatterer mod but this was way worse when I had the Better Oceans mod installed and uninstalling that helped but there are still obvious flickering popping up. Any help is highly appreciated! Thanks in advanced for the help!!! KSP latest version (Steam) - 1.7.1 All mods are up to date according to each mod's official thread Log: https://drive.google.com/open?id=1wtSiHeR16ZRzJ-YRGBqeYPtvUcUbd4q9
  11. I think this is the best place to put this. So I'm trying to redo my whole 'Gliese 581' system alteration from last year that, well, turns the stock system into the GJ 581 system. To preserve realism, I'm making the planets all 1/100 their irl mass and 1/10 their potential sizes rather than just putting them into the orbits of the planets of GJ 581. Now there are two planets where this resizing is a major problem: Kerbin, which is now almost 1000 km in radius (it takes the place of GJ 581c), and Laythe, which is about 1500 km in radius. (it takes the place of GJ 581b) Because I've increased their sizes so much the water is literally below the ground, so I need to raise it somehow. I've tried a few different things, mostly messing around with VertexHeightMap, but none of it worked, and the water is still below ground. I'd like some help with this so I can actually finish the mod this time around.
  12. I recently installed opm with sve, eve and scatterer but when im on tekto´s ocean it acts weird. When i zoom in a white circle apears covering the ocean Can someone tell me how to fix this
  13. Adds the sound of water gently lapping at the sides of your craft when splashed down, as well as underwater sound effects. Downloads CurseForge | SpaceDock | GitHub | Kerbal Stuff | MediaFire Download packages, art and sound assets, binaries and libraries licensed All Rights Reserved. Source included, also available on github, licenced under GPL v2. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log v2.3 (2016-10-24) Rebuilt for KSP 1.2. v2.2 (2016-07-29) Fixed deployment issue. v2.1 (2016-06-30) Fixed dive and surface sounds playing on loading a vessel. Fixed underwater ambience continuing to play when the game is paused. v2.0 (2016-06-25) Fixed 1.1 compatibility issue. Added underwater sound effects. Added sounds for entering and exiting water. Added KSP-AVC support . v1.2 (2015-11-17) Fixed 1.0.5 compatibility issue. v1.1 (2015-05-19) Improved sound effect looping. v1.0 (2015-05-19) Initial release.
  14. This is a challenge where you go from launch pad to splash down the ocean as fast as possible. Rules. 1: No cheats 2: From time of first spacebar to splash down 3: Stock in game clock. 4: Mods allowed, separate category 5: must be kerballed 6: kerbal must survive the entire time to count. 7: action groups allowed Good luck my attempt is ten seconds, didn't expect him to survive at 50 m/s LeaderBoard: 1: Eidahlil 0s 2: Russax 8s
  15. Okay, I have googled, and I have searched the forum, yet found no answer. Here's what it is: I play only sandbox, and I build funny little ships that I fly to the Mun, mostly. When I set up my return trajectory, I can see where it will hit Kerbin. But Kerbin will, of course, keep rotating. So I often end up burning huge amounts of ∆v in a last-minute course alteration just so that I can hit an ocean. If I don't use such huge amounts to first circularize and then set up a nice reentry. I can build my craft so that I'll be lugging quite enough ∆v for all of that. But I don't wanna. I don't need to hit an ocean. I know I can land on land, no worries. I know it was once undesirable to hit an ocean, if memory serves. But I am of the firm conviction that spacecraft that don't have landing gear go in the water. That's how I roll. Or splash and bob, as the case may be. So. What part of the game have I totally missed learning about? What mod did I not find? What is the trick? From what I understand, the Apollo spacecraft didn't exactly first circularize and then set up reentry. But were put on the right trajectory, right from the Moon. And even came down near the right aircraft carrier. If those pinkskins could do it, I'm sure the Kerbals should be able to, also. Problem is how to get me able to do it, also. I'm sure it's elemental, trivial, everybody knows about it. I suspect there might be something in the game I just have failed to learn about, inexcusable as that may be. So, as humiliating as this may be for me. Please somebody explain to me how I can aim for an ocean from the Mun. Thanks.
  16. Hey, Does anyone have some tips on how to create good looking textures for kerbin-like planets. I'm trying to create ones with GIMP but I can't get it good-looking. Thanks
  17. Hello, Can someone please help me make eve/scaterer compatible atmospheres for my planets? Also, how do I make oceans? Thanks in advance
  18. Hello everyone. This is a very simple "mod", more of a patch, which will help the lag when looking at the ocean from space. This doesn't fix lag at sea level, as the ocean lag is purely dependent on your hardware, so don't expect it to be 100% gone. This patch works by lowering the ScaledVersion and PQS fadeStart, fadeEnd and deactivateAltitude. The ocean completely unloads at 70,000, when you get to space in this patch. Before, it was 160,000. DEPENDENCIES: Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/tag/release-1.3.0-2 ModuleManager: https://ksp.sarbian.com/jenkins/job/ModuleManager/127/artifact/ModuleManager-2.8.0.zip DOWNLOAD: https://www.dropbox.com/s/a8yizsm8c3orheh/GSLX - OceanPatch.zip?dl=0 PLEASE NOTE: IF YOU DO NOT CURRENTLY EXPERIENCE LAG WHEN LOOKING AT THE OCEAN, THIS PATCH IS NOT NEEDED AND WILL HAVE 0 EFFECT ON YOUR GAME. This patch is aimed at people with low spec PCs with either an integrated GPU, or an old one. @lajoswinkler Note to the Moderators: I had no idea where to put this thread, but making an addon release for it will bring more attention to it, meaning people suffering from this problem will see it easier. Feel free to move if needed.
  19. Large Boat Parts Pack Get it on SpaceDock Get it on Curse This mod gives you a vast assortment of pre made parts you can use to build ships. Mods like VesselMover and WASD Editor camera or Hangar extender are recommended as your ships can get very big. Textures are easy to edit. They are in .png format and they consist of different flat colors. If I add any other texture than a flat one then the texture would look very stretched. A lot of parts are provided to make many different ships If you use BDArmory plus any of its mods then you are in luck. These parts were designed to take a beating. They wont explode easily. Feel free to comment what you think. I can do requests also. Have fun! Here are some old videos: Cruiser Vs Jet Aircraft Carrier Corvette Vs Spies
  20. Any way to change the settings for the water physics? Or even a mod that allows such a thing? Specifically I want things to sink more.
  21. I have a contract for an Eve surface base. The (relatively) new hydrodynamic model got me thinking of putting it in the oceans. Has anyone ever landed a floating base in the oceans of Eve? I'm wondering if the surface of the ocean counts as the surface. Some thoughts: How would one go about assembly without rovers, maybe with RCS? Lining up the docking ports would be easier. Would ISRU work there? Do the oceans contain ore? I know there was a rumor going around for a while that the oceans were made of rocket fuel... Feel free to take this as a challenge and post pictures of your own floating Eve base! (Or Laythe if you're into that)
  22. Hi Kerbonauts , I have a challenge for you. The challenge is simple, yet hard to complete! The challenge is to land two submarines on laythe and dock them in Laythe's Sagen Sea. The only mods you are allowed to have are Firespitter (for the propellers it contains), and Ballistanks (so that the subs will sink). You need to provide a screenshot of the subs docked in the Sagen Sea. Note: Laythe is One Of Jools Moons! A badge will be awarded to the winners. (only 2). The winners are the first 2 people to submit a qualifying entree. You can also use Kerbal Joint Reinforcement and Kerbal Engineer Redux! HAVE FUN! UPDATE: Submarine Systems Is now an allowed mod! Good Luck, Gelix You Are also allowed to use balastanks-extended If you prefer!
×
×
  • Create New...