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  1. I'm very excited and impressed by the idea that we may be able to build boats and submersibles.. ekranoplans. At the very least the water will have physics and the docks will have gantries and cranes to fly through. Maybe there's also stuff at the bottom of Vall's lake now. Thank you dev team!
  2. 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.
  3. I'm designing an electric amphibious vehicle to send to Laythe whose design is based on my years-old Amphibian. The jet engines were replaced with Breaking Ground props, the passenger capacity was reduced to make room for scientific instruments and reaction wheels, the fuel tanks were (95%) emptied, and the pontoons were replaced with a lot of batteries. Image of the (second-to-latest) prototype. I named it "Saltrider" since the only way Laythe's waters can remain a liquid at below-freezing is if it has a high-enough salt concentration to make it have a significantly lower freezing point. The latest one had wing connectors (and control surfaces) in the back holding up the engines, although it did not make a difference in the outcome of the water test. I'm going electric so I don't get stranded in the middle of the ocean forever when I run out of power. It has retractable landing gear on the side as an anti-crash measure in case it tips over. Solar panels not included, as I need to conduct a successful water test before deciding the placement. Though the land tests looked promising - and I was probably going too fast (85 m/s at a 17-degree propeller blade angle) - the water test was not so much. It was nose-heavy when I got in, and when I tried turning right to I literally went belly-up. I brought back the engines to try and balance things out, but it didn't make a difference - structural pylons or wing connectors. Could you please tell me what's causing the boat to get all nose-heavy and how I can fix this? Here's the craft file if you want to mess with it - https://mega.nz/file/zaAGyIpD#62WNRZzcqXpyO-ipP2ISX5W25pZinpWrzQUbe17sUyI Thank you very much.
  4. KSP Version Operating System and version Windows 10 CPU and GPU models, any other system information which could be relevant Intel i-9 9900K Nvidia RTX 2080 Ti Description of the bug. Vehicles, or parts..., landing in a body of water fail to interact with the body of water and instead proceed on their course until just stopping under the water and appearing to just freeze. Expected Behavior When a vehicle lands in a body of water the expected behavior is a splashdown and then the craft either floating or sinking depending on its current buoyancy. Observed Behavior Vehicles instead go through the water layer, almost like a film, and then just stop at some point underwater but, frozen in position. Steps to Replicate Appears to occur reliably with rockets using a command pod, haven't checked to see if cockpits experience the same behavior. Fly a rocket with a command pod into the sky and then perform reentry with the command pod. Upon "splashdown" the command pod will go through the top layer of the water and then stop at a seemingly random point underwater and freeze in position. Fixes / Workarounds (if known..) None that I am aware of. A list of ALL mods. If the list is long, please consider using a spoiler window. None Other Notes / Screenshots / Log Files (if possible..) https://ibb.co/JKJ5nxX
  5. This mod intends to give users a decent alternative to scatterer oceans. If the scatterer ocean performance hit is too much for your system, this mod may provide you some relief and a little bit of eye candy. While this mod does not match scatterer in quality, it does look a lot better than stock oceans, in my opinion. There are 3 different versions: High Resolution: 2048x2048 textures Medium Resolution: 1024x1024 textures Low Resolution: 512x512 textures (this is also the stock resolution) This mod disables Scatterer's ocean shaders so you don't have to worry about doing that. Also works fine along side SVE and SVT. Only works for stock oceanic bodies (Kerbin, Laythe, Eve) and GPP (Gael, Tellumo, Tarsiss, Hadrian) oceanic bodies. Change log Update for 1.4.2 Removed MiniAVC; install full AVC to get update notifications TO INSTALL: Install the latest kopernicus (https://github.com/Kopernicus/Kopernicus/releases/) Drop the BLO folder into your GameData folder. some screenshots: Known Issues: DOWNLOAD HERE CC BY-NC-ND
  6. Ahoy Rocketeers, Seadogs and pilots, I'd like to see how you tackle my little challenge The Challenge: Build the fastest paddle wheel boat, powered by electricity, then get in to the shore, and show us how fast will it go. The Rules: No mods or expansions for the spinny part(bearing), has to be electric Rating: Speed category: by sustainable Vmax only 1. Pds314 @ 18,4m/s Efficiency category: Vmax/power drain while at equator (power drain=power needed to move the boat at Vmax, measure without generating power at the same time, ) 1.Pds314 @ 8.97 In this challenge you will have to develop a stock bearing system, way of driving it by electric means. Even getting that to spin is a win in my book, so let's go! So far my best design reached Vmax of 9,6m/s, while draining 9,68/s, which is about 1000% better than my first aproach(actual math 2m/s with 20/s) One to get you started:
  7. With the SM Marine mod seemingly defunct, a lack of other civvie ship mods, and a burning desire to bring "Death to the Green Button" (Credit to @RealKerbal3x for the idea), I've decided to start building ships capable of bringing crew capsules back to the KSC. However, I haven't a clue wher to start. I've never built any stock vessels capable of water transportation (not well, anyway), much less pick up a capsule and carry it home. I have an idea of the basic requirements: Bouyant parts (for floating) Non-bouyant parts (far not floating too much) Engines and air intakes (for moving while you float) Some sort of crane system, most likely modded (so the thing can pick up a capsule) My question is, how does one build a ship with a large enough cargo deck for a crew capsule? What are some tips for proper balance, effecient construction (low part count), and general things to keep in mind for seagoing vessels? I've noticed a thread or two that may help greatly with this, namely some of @Triop's circumnavigation threads. Any threads that may serve for good inspiration? Are there any mods I'm missing that may help with the whole ship thing? Moderators- Feel free to relocate this thread if it belongs elsewhere. I can't tell if it's at home in the questions subforum, or the spacecraft exchange.
  8. Hello! Today I challenge you to see how far you can go into the waters of either kerbin, eve, or laythe (or the real solar system depending on what mod's you got). This is my current lowest depth: If you can go lower, post an image and I will put you on the list of lowest depths: List of Lowest Depths (Kerbin): 1st - @Scarecrow : -1375 m 2nd - @Johnster_Space_Program : -1039 m 3rd - @A Random Kerbonaut: - 758 m 4th - @Rocket In My Pocket : -403 m List of Lowest Depths (Eve): 1st - @The_Arcitect : -1331 m 2nd - 3rd - 4th - List of Lowest Depths (Laythe): 1st - @GRS: Around -1700 m 2nd - 3rd - 4th - List of Lowest Depths (Other Planets With Oceans): 1st - @The_Arcitect: -267 m on Tekto 2nd - 3rd - 4th - @Klapaucius: Finite Depth?
  9. Do the mobile science labs float? And if they do, how much of them sticks above the water? I'm not at my home computer and will not be able to test this for some time. If someone could drop a lab in the sea and post a screenshot, that would be great. Also, could you take a similar length of the new structural tubing of the same diameter as the lab, capped by "Rockomax Brand Adapters 02s" at both ends, that would also be great. I strongly considering sending a sea plane base out to Laythe, but I am not sure how to build a craft carrying the required (for me) two science labs. But if I can use the labs as part of the floats, might be easier. I already know I'll need to build massive wings and between 4 and 8 jet engines (depending on the model I use). So if anyone isn't doing anything (I'm ADD-ing in a lecture on the basics of MS Word), some you mind dropping some things in the water for me?
  10. I understand waterskiing or hovercraft are not exactly core functionality for KSP but since I have struggled with this I'm going to list it anyway. Problem 1: Waterskiing When landing something on water, it immediately sinks in, which causes a massive drag spike. In reality, if you're going at all fast, water behaves more like a solid surface to start with: you would skip or ski on the surface until you slow down enough to sink. Consequently, things like seaplanes do not behave like in real life. If this was made more realistic, seaplanes, fast boats, and similar craft would become possible. Conversely, splashdowns might become more dangerous. Problem 2: Ground effect In real life, a plane flying close to the ground experiences a good deal of additional lift from an air cushion that forms beneath its wings. This makes aerodynamic landings easier and vessels like hovercraft or ekranoplans possible. Since KSP does not model ground effect, we can't do this. I think this would be a pretty simple change as you'd only need to adjust the amount of lift generated by distance to the surface up to 15 m or so to get close enough that it felt more or less right. This would significantly expand the range of craft we can make, as well as making planes easier to fly and things more realistic in general.
  11. 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.
  12. One day I decided to build a seaplane. Water Cruiser 52 parts Mass: 15,8 t Dimensions: H: 5,8 m W: 14,3 m L: 17,4 m Action groups: 1 Toggle engines 2 Reverse thrust 3 Deploy/retract flaps Designed for landing at sea (Landing gear for dry land included) Extremely stable (4 SAS modules) Will most likely pitch up slightly without any control input Flying slowly (~60-70 m/s) is enough to land safely, works without the flaps as well To take off from the water, gather some speed and lower the flaps... the plane will take off by itself DOWNLOAD (Dropbox) Feedback is appreciated!
  13. So this is my first post (Hi!!) and I decided to make it about (water-based) ships, which have been a slight obsession of mine for the past, well, since I saw one. I finally tried my hand at building a few in KSP, but there are still some things that I need to work on. Basically, I'd like to see some ship designs from you all, and otherwise just exchange ideas for the best hull shapes, engine placement, etc. Here's the best ship I've built so far: The name at the moment is simply 'Corvette.' Her top speed is 67 m/s, and she's also quite stable when making tight turns: Part count is 50.
  14. Tired of not getting a better dip in the waters of Kerbin? Tired of not having the FREEDOM to walk on things that are under the water? Sick and tired of not being able to look at things below the water? Totally fed-up with not having a sub water layer showing where the water ends and the sky begins? Watch the Youtube Video! Look no further... Ker-Plunk your KSP now! - Effects are only shown during EVA. - Not tested on other planets. Left Shift and Left control adjust up/down rate of travel. GET IT HERE Have Fun!
  15. I made this little page on what I found orbiting. Come back later to see more, except with Kerbonuats involved (for doing research on the area I'm showing you guys). https://goo.gl/photos/V5jaYAkN8WCWNv5b6 Sorry about the external link, I couldn't figure out how to get it into the post. It wouldn't let me... Kerbals coming soon!
  16. Laythe is the closest moon to Jool in terms of distance. It is also the most visited one. We know that laythe is an ocean world filled with water. It is spread all over the surface with a little exceptions like islands and small volcanoes. Such surface tells us about laythe internal structure. But how did islands formed on surface of Laythe? (surface of laythe before volcanism stopped, not to scale) For now, sadly volcanism on Laythe stopped, but we still can see the results. And back to oceans! But how did surface ocean appeared on such a distant world? For example Ice caps on Duna appear to be made of water ice, while Duna is way closer to Sun than Layhte is. It appeared because of heat coming from mantel that is heated up by core. It simply doesn’t let water turn into ice. Making contrast of temperature on surface and underwater. Heat from the iron core would be powered by tidal friction. Tidal friction itself may cause volcanism, in our case underwater volcanism. Perhaps if there wasn’t any volcanism ,islands wouldn’t form and there would be absolutely no solid surface to walk on (except the bottom of the ocean). Oxygen in the atmosphere could appear from vapor of water that interacted with lava from volcanoes. Though it still could be gas that came with the planet itself. So as a result of heat coming though core all ice melt and kept it from to our days. Island formation-https://www.youtube.com/watch?v=RMtuTfAqAb I hope it was at least a bit infromative! And still, it is just a theory. If you know more or find an error in my theory try to write down in the comments about the issue!
  17. This is the first real mod I would like to build: something to really take advantage of any and all oceans. I normally spend my KSP time making sci-fi ships and overblown stations or bases and try to harness resources in unconventional ways--and spend more of that time testing things than doing missions with them. I love the concepts of producing fuel from [resources; situations] other than [Landed; Ore] and you'll be seeing the fruits of this knowledge in the mod that I'm helping to develop: Galileo's Planet Pack. But before that mod is finished (at least, it reaches release 1.0), I want to expand on or complete this exact knowledge and develop my own little thing to gift to everyone. I've tried to build boats and in my experience it's bothersome that feature-filled sea vessels or simply any that can go far need to be super-massive or have a support craft deliver fuel to them [such as amphibious crafts taking the Elcano challenge], and I've tried to build things that can refuel themselves in ocean, especially Kerbin's ocean. The Karbonite mod has parts for this but Kerbin itself is very scarce in karbonite and I don't want to hack that and theoretically poison the planet with karbonite. Then again, kerbal oceans might as well overflow with that instead of typical salts. They can get the salt for their non-sweet snacks from some other place. Outline and Progress The method/intention is this: I want to utilize the IntakeLqd and Water resources, add these capacities to all intakes and stock LF tanks, augment air-breathing engines (especially the low-altitude turbofan type) to use IntakeLqd and Electricity, and I would like to have LF, LFO, LH2 options facilitated via Electrolysis in the Convert-O-Trons. I've already taken a few shots at it but I'm not seeing any hint of progress yet. I've produced 5 config files so far but they're little more than scraps with the tweaks I hope for and attempted clones of the Whiplash engine and short Mk2 LF tank, and attempt to add modules to all intake and ISRU parts. The mods that have inspired me are @5thHorseman's MM patch collection (namely the ISRU Ablator patch), @MatterBeam's SimpleConstruction mod (stockifies EL), and @Nertea's Near Future Propulsion: I've lovingly made ships that run on only ArgonGas and with atmo scoops they can refuel while landed--no drills, no worries about landing where the resource is scarce. Goals The purpose of this mod is to provide a stockified or stock-based means to make Kerbin's ....(and yeah, Laythe's oceans!) very useful: to provide a whole new mining experience, and make it easier for boats and amphibious vessels to run much longer--run as long as their batteries are charged, and to refuel while splashed down while keeping the Vanilla rating high: if this mod goes absent, no ships get crippled, no kerbals go MIA.
  18. Dang it, i've been planning this complex mission for weeks now and the big idea was to land on the water on another world and IRSU my way to full tanks. But a quick test of the vessel on Kerbin seems to indicate that if you're not touching the sea bed, you cannot mine. Is this indeed the case? In which case the whole premise goes back to the drawing board ...
  19. So I have an SSTO plane that I want to be able to land on the ground or the water. I haven't played for a while so the water is new to me. I managed to land in one piece consistently now, but taking off is another thing. Despite 4 RAPIERS, my top speed in the water is 30 m/s. I must be dragging a lot, although my underside is made of nothing but fuselage, wings and landing gear (which of course I have retracted), so there's nothing I can get rid of. And even if I could go faster, there's the problem of pitching up, it just won't. I suspect this is because my "fulcrum" is way behind my COM at the back edge of the wings (it's a delta wing design). So that's my problem, I'm hoping to hear some ideas on how to solve it.
  20. Hello guys, i dont know how to disable the water effects of the water for example when something splashes into it. Is there anything obvious that i miss or isnt there a setting for it? Thanks for awnsering
  21. So I was sailing a boat in KSP when I went to the KSC. Then I switch back to it, and suddenly the boat is 50 m in the air. Can someone explain to me how to avoid this from happening and if there are any realistic water mods that prevent this?
  22. 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.
  23. 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 pure darkness D:
  24. Parts inside storage bay or cargo bay should have better crash tolerance under water... or even water shouldn't be able to break them at all. I have tested remote tech (before 1.1) and if we are going to have similar stock functions then default range for probe cores should be more than 3 km... near 70-100km seems fine for me. More capsules with many additional functions like in this mod This is really great idea to have empty tanks in capsules, so we can save few parts. I would add some capsules tweak for small solar panes, RCS thrusters, additional life support (for future use ), landing legs and lights. Few more wheels and landing legs would be good addition... like SpaceX legs used on Falcon 9, and tracks wheels for heavy vehicles (using plane landing gears for this is really ugly). Landing legs could have tweaks, like cargo bays doors, for how much we want them to eject them. More adapters... this is pain in stock. Stock ramp, 2.5 tail section is great, but for smaller crafts would be great to have small ramps for ground vehicles.
  25. Hi, I'm just wondering if there was/if anyone was working on a SSWS? Thanks
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