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Hydrodynamics and a look at the sea.


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In kerbal space program, you can conquer land, air, and space. But, I noticed that we don't have any stock navel parts. I doubt that we even have hydrodynamics. We haven't even explored all of the sea, before looking to the stars. I think it would be good to have stock navel parts, a hydrodynamic system, and maybe even a "dock".

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"Kerbal Space Program"

The official purpose of planes in KSP is to build SSTOs or space-related aircraft (like air-launched rockets).

I don't think that hydrodynamics will be simulated, at least for the near future. KSP already demands a lot of memory simulating aerodynamics and other physics, imagine having to simulate water as well.

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"Kerbal Space Program"

The official purpose of planes in KSP is to build SSTOs or space-related aircraft (like air-launched rockets).

I don't think that hydrodynamics will be simulated, at least for the near future. KSP already demands a lot of memory simulating aerodynamics and other physics, imagine having to simulate water as well.

People have been saying this for as long as I have had the game, and yet there still exist plane parts that aren't for SSTO's. Now that we have contracts, it's obvious by the contracts we receive that some of KSP is actually meant to be exploring Kerbin by air and land. Visiting Gregnor's coral reefs would make as much sense as visiting BillybobBubba Kerman's lake. Why not go fiddle with water a bit? Make water less destructive if nothing else, I hate stuff vaporizing on contact when it would survive on land. If you want to do even more, make lightweight empty parts like the structural mk1 fuselage have good buoyancy, and then add deployable or inflatable floatplane gear. No need for battleships and rudders, the aero parts can be used to steer. No need for complex hydrodynamics right away, just let us try this.

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Thanks for replying! Kerbal space program IS focused on space, but it is also focused on exploration. There are a few Easter eggs on kerbin, after all. Hydrodynamics are not that different than aerodynamics. Water is just heavier, that's all. It should not take that much memory if you slightly merge the two systems. Think of it as a Y. The bottom part is the simmularity, and the split is where the system factors in the differences, like weight. Also, a couple of new, specialized parts won't hurt.

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Space exploration is also concerned with exploring undersurface seas on other planets/moons.

Condemning a suggestion to include hydrodynamic parts is slightly luddite in my opinion.

Its a good idea... just needs to be balanced and aligned with the concepts of space exploration rather than naval conquest.

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I posted about this a long time ago too. It's sad that a major thing on planetary bodies has been overlooked so long. Exploring another planet's oceans would be amazing for science. Along with the possibility of a superheavy SSTO ISRU seaplane.

Improved water Dynamics, an improvement pack in 4 parts:

First: Improved buoyancy and object/water impact mechanics.

The current "water" is a simple placeholder, I still don't get why a 1.0 release with placeholder water is still going through. Kerbin is, what, 60% water?

Second: Inclusion of hybrid Air/Water parts. Tweakables for current engines to work in an aquatic or semi-amphibious environment.

Imagine replacing IntakeAir with IntakeWater, and using a water adapted simple jet engine that uses IntakeWater and ElectricCharge to provide thrust.

"Wet" "Wet" Wings that carry fuel and are designed for water usage i.e. hydrofoils.

Also, the density of the fluids on the surface of the planet could support HEAVY loads.

Third: Undersea biomes(hydromes?), and possibly seeded RNG ground clutter related to biome; with separate experiments for each.

Not necessarily sea creatures, but possibly suspended trace elements. Along with sea currents, and assorted icebergs or object "junk".

Fourth: Undersea anomalies, and other reasons to make an interplanetary submersible a viable project for your space program.

Moving undersea Kraken. Using mapsat components in a cargo bay to keep them dry, and mapping the seafloor. Trace element extraction from the seawater itself. All could be yours, if the price is right.

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On one side landing on water is a possibility of space exploration.

On the other side I don't want water landing to be as deadly than reentry and aerobraking became, giving you one more thing to worry about than the speed at which you can open your Parachute.

And even if I can imagine awesome idea to improve it, it is mostly not worth the trouble and the time it will take for devs to get anywhere close them.

So I'll pass.

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  • 1 year later...

Im not so sure it should locked.

It's still a very reasonable idea to consider tools and subsystems to explore oceans (assuming undersea biomes can become a thing)

I hope Squad or a strong model can make this  a reality. (unless it already is, in which case perhaps folks can link in the appropriate mods)

 

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