kcs123 Posted January 3, 2016 Share Posted January 3, 2016 And here we come to need for ballast tanks. Could be that is already included somehow, but it would be nice if we got possible option to pump in/out water from and to ballast tanks to adjust buoyancy as needed. Existing storage containers for ore should suffice, only option missing is to allow them to accept water and have some water scooping parts. Maybe some air scooping parts can be adjusted to scoop water too ? Is it possible to achieve that trough MM patches ? Link to comment Share on other sites More sharing options...
RoverDude Posted January 3, 2016 Author Share Posted January 3, 2016 5 hours ago, kcs123 said: And here we come to need for ballast tanks. Could be that is already included somehow, but it would be nice if we got possible option to pump in/out water from and to ballast tanks to adjust buoyancy as needed. Existing storage containers for ore should suffice, only option missing is to allow them to accept water and have some water scooping parts. Maybe some air scooping parts can be adjusted to scoop water too ? Is it possible to achieve that trough MM patches ? Good thing I already included ballast tanks - both with an initial (coarse) adjustment in the form of lead, and with a fine-tuned adjustment in the ability to move IntakeLqd in and out of the tank via the ballast slider. Link to comment Share on other sites More sharing options...
Stikkychaos Posted January 5, 2016 Share Posted January 5, 2016 (edited) And i noticed new resource on the resource map just yesterday... But, might that mean that we'll get INTERESTING SEABEDS? [curiosity intensifies] Edited January 5, 2016 by Stikkychaos Link to comment Share on other sites More sharing options...
MatttheCzar Posted January 5, 2016 Share Posted January 5, 2016 (edited) This mod is really cool! Now, I'm not sure if this is really into the scope of the mod, but I would like to make a full-fledged Kerbal Aquatic Program, and I thought docking ports would really give a mod about under the sea a lot more... depth. Real life underwater docking (Didn't 1.0.5 add the ability to make male and female ports?) EDIT: Testing feasibility of underwater docking. Here's my sea station, which has a docking port. Edited January 5, 2016 by MatttheCzar Link to comment Share on other sites More sharing options...
smjjames Posted January 5, 2016 Share Posted January 5, 2016 1 hour ago, Stikkychaos said: And i noticed new resource on the resource map just yesterday... But, might that mean that we'll get INTERESTING SEABEDS? [curiosity intensifies] I think that's just Roverdudes version of 'compressed water', just a method of using water as a ballast. Shamefully, I have the mod, but haven't used it yet XD 1 hour ago, MatttheCzar said: This mod is really cool! Now, I'm not sure if this is really into the scope of the mod, but I would like to make a full-fledged Kerbal Aquatic Program, and I thought docking ports would really give a mod about under the sea a lot more... depth. Real life underwater docking (Didn't 1.0.5 add the ability to make male and female ports?) Actually, there's a 'male' and 'female' port mod that's been around for a while. Androgynus something something I think. Link to comment Share on other sites More sharing options...
MatttheCzar Posted January 5, 2016 Share Posted January 5, 2016 Conclusion: IT WORKS! Spoiler The Sealift descending to the Sealab. Maneuvering to get in front of the docking port. What's great is that once you find neutral buoyancy, the docking is pretty much two dimensional. Almost there... YES! Link to comment Share on other sites More sharing options...
Donziboy2 Posted January 6, 2016 Share Posted January 6, 2016 Damn you Roverdude I was trying to avoid KSP until 1.1 comes out..... Will it work on EVE? Link to comment Share on other sites More sharing options...
MatttheCzar Posted January 6, 2016 Share Posted January 6, 2016 24 minutes ago, Donziboy2 said: Will it work on EVE? Well it works with Environmental Visual Enhancements, and I dont know any reason it wouldnt work on Eve. Also, RoverDude, What is the Bouyancy Compensator for? The files seem to show that its a KIS scuba system for EVA's so how do I use it? Link to comment Share on other sites More sharing options...
smjjames Posted January 6, 2016 Share Posted January 6, 2016 42 minutes ago, MatttheCzar said: Well it works with Environmental Visual Enhancements, and I dont know any reason it wouldnt work on Eve. I've seen him test it out on Eve, so, it works, just need to adjust the buoyancy accordingly. Link to comment Share on other sites More sharing options...
MatttheCzar Posted January 6, 2016 Share Posted January 6, 2016 19 hours ago, MatttheCzar said: Also, RoverDude, What is the Bouyancy Compensator for? The files seem to show that its a KIS scuba system for EVA's so how do I use it? I see. Its a ballast tank for Kerbals. Great mod! Link to comment Share on other sites More sharing options...
smjjames Posted January 7, 2016 Share Posted January 7, 2016 Hey@RoverDude, is the scuba pack actually just not textured atm? I don't see a texture for it and since DTL is causing a couple texture issues, I'm not sure whether it's also borked or just isn't textured. Link to comment Share on other sites More sharing options...
RoverDude Posted January 7, 2016 Author Share Posted January 7, 2016 It's not even finished Link to comment Share on other sites More sharing options...
smjjames Posted January 7, 2016 Share Posted January 7, 2016 Okay, just wanted to be sure as I thought I had seen it with texture before. Link to comment Share on other sites More sharing options...
MatttheCzar Posted January 8, 2016 Share Posted January 8, 2016 I got it to work by reducing the weight to 0.0000000000000001. Link to comment Share on other sites More sharing options...
Guest Posted January 9, 2016 Share Posted January 9, 2016 Idea: maybe add the ability for the lights to move? Link to comment Share on other sites More sharing options...
Matuchkin Posted January 11, 2016 Share Posted January 11, 2016 Hold on. I'd want to see some internal shots of the crew pod and lab. Can you do that? Thank you. Link to comment Share on other sites More sharing options...
RoverDude Posted January 11, 2016 Author Share Posted January 11, 2016 Probably not as fast as you just loading the mod and taking a look Link to comment Share on other sites More sharing options...
*Aqua* Posted January 11, 2016 Share Posted January 11, 2016 (edited) Is there a rule of thumb on how to archieve neutral buoyancy? Something like "for every ton you'll need 1000 intake liquid units"? My first sub behaved weird. No matter how full the tanks were or wether the floaties from your survivability pack were inflated, the boat stayed at it's depth. I had to use the drive and the "wings" (don't know the word for it) to dive down or up. The second boat just drowned like a stone because I left the lead in it. But how do I know how much lead I will need? And a suggestion: To take the uboat to the water we either drive on wheels or fly it there (or cheat). It would be nice if there'll be a part which allows easy attachment of the boat to other parts like decouplers or docking ports. Also, is there an end cap part planned? I first tried to build a boat without the inline propeller and was a bit sad that there's nothing to cover the end of the inline ballast and crew tanks. Edit: Edited January 12, 2016 by *Aqua* Link to comment Share on other sites More sharing options...
Thegamer211 Posted January 14, 2016 Share Posted January 14, 2016 Is the mod on CKAN yet? Link to comment Share on other sites More sharing options...
Guest Posted January 14, 2016 Share Posted January 14, 2016 36 minutes ago, Thegamer211 said: Is the mod on CKAN yet? Yep. Link to comment Share on other sites More sharing options...
Thegamer211 Posted January 14, 2016 Share Posted January 14, 2016 1 hour ago, CliftonM said: Yep. I can't find it? Link to comment Share on other sites More sharing options...
RoverDude Posted January 14, 2016 Author Share Posted January 14, 2016 There's a link on the OP Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted January 14, 2016 Share Posted January 14, 2016 (edited) as always Umbra Industries surprises me - incredible detailed innovative models. ingenious ! Thanks for the inspiration. Edited January 15, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RoverDude Posted January 15, 2016 Author Share Posted January 15, 2016 Glad you dig the parts Link to comment Share on other sites More sharing options...
politas Posted January 23, 2016 Share Posted January 23, 2016 On 14/01/2016 at 0:44 AM, Thegamer211 said: Is the mod on CKAN yet? No, because @RoverDude asked us not to list it for the moment. If it's ready to go on, we can release it. Link to comment Share on other sites More sharing options...
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