RoverDude Posted October 21, 2016 Author Share Posted October 21, 2016 Then you likely have a design issue. Show us what it is you're doing Link to comment Share on other sites More sharing options...
Rodger Posted October 21, 2016 Share Posted October 21, 2016 that was a reply to a post from last year, it's fine lol Link to comment Share on other sites More sharing options...
ThirdOfSeven Posted October 26, 2016 Share Posted October 26, 2016 On 10/21/2016 at 3:39 AM, DrewDaBom said: You think that the Radial Impellers so not have thrust, but it simply is inadequate thrust to propel the craft, they only have 10 kn, its like a helium balloon trying to sink into the ocean, there is too much resistance. Actually it is enough to propell smallest Otter submarine to the unsafe limit of 12 m/s underwater. It seems like this submarine/boat implementation is the most sane one ATM. No "compressed water", no things like "it should weigh over 1250K tons to just be a boat". If I ever start making mod guides/reviews on my channel this will be in one of the opening episodes. Hovewer, it works incorrectly with TransparentPods 0.1.10.0: Link to comment Share on other sites More sharing options...
GrubbyZebra Posted October 30, 2016 Share Posted October 30, 2016 How do you all launch your subs? Link to comment Share on other sites More sharing options...
maja Posted October 31, 2016 Share Posted October 31, 2016 (edited) On 30. 10. 2016 at 5:08 AM, fwdixon said: How do you all launch your subs? Some kind of a platform and a decoupler for example Edited October 31, 2016 by maja Link to comment Share on other sites More sharing options...
GrubbyZebra Posted November 3, 2016 Share Posted November 3, 2016 On 10/31/2016 at 1:56 PM, maja said: Some kind of a platform and a decoupler for example That's pretty much the same thing I came up with, just kept crashing it on the way to the water so was hoping there was a better way. Link to comment Share on other sites More sharing options...
maja Posted November 3, 2016 Share Posted November 3, 2016 (edited) 2 hours ago, fwdixon said: That's pretty much the same thing I came up with, just kept crashing it on the way to the water so was hoping there was a better way. Top speed 10-15 m/s is ok and don't steer too much. Edited November 3, 2016 by maja Link to comment Share on other sites More sharing options...
SkyRender Posted November 13, 2016 Share Posted November 13, 2016 While I do love this mod, one thing I wish it had was a way to adjust the ballasts via action groups. When you have 4 or 5 ballasts on your submarine, having to manually adjust each one is tedious and potentially dangerous. Link to comment Share on other sites More sharing options...
nascarlaser1 Posted November 26, 2016 Share Posted November 26, 2016 How does someone get this in water? I tried air drop with parachutes, but.... parachutes + underwater physics do not like each other.... Link to comment Share on other sites More sharing options...
goldenpsp Posted November 26, 2016 Share Posted November 26, 2016 28 minutes ago, nascarlaser1 said: How does someone get this in water? I tried air drop with parachutes, but.... parachutes + underwater physics do not like each other.... Did you look through the thread? Your exact question was asked 4 posts above with one answer 3 posts above. Link to comment Share on other sites More sharing options...
nascarlaser1 Posted November 26, 2016 Share Posted November 26, 2016 1 hour ago, goldenpsp said: Did you look through the thread? Your exact question was asked 4 posts above with one answer 3 posts above. eerr no... I didn't... my apologies . Link to comment Share on other sites More sharing options...
EnriqueBNew Posted December 28, 2016 Share Posted December 28, 2016 Your mod is TERRIBLE!. When I done a submarine and tested it, when the HyperEdit ship lander finished to land it on water, it tilted, and, when I turned on the Engines, it lost control and tilted constantly, and finally crashed. PLEASE FIX THAT ISSUE I FOUND! Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 28, 2016 Share Posted December 28, 2016 28 minutes ago, EnriqueBNew said: Your mod is TERRIBLE!. Your post is terrible! 28 minutes ago, EnriqueBNew said: When I done a submarine and tested it, when the HyperEdit ship lander finished to land it on water, it tilted, and, when I turned on the Engines, it lost control and tilted constantly, and finally crashed. PLEASE FIX THAT ISSUE I FOUND! If you have an issue to report, you should know the drill: Put your logs up somewhere and link them, describe the issue precisely, and list the exact minimum steps to reproduce it. Link to comment Share on other sites More sharing options...
MisterFister Posted January 3, 2017 Share Posted January 3, 2017 On 10/30/2016 at 0:08 AM, fwdixon said: How do you all launch your subs? Vessel Mover Continued might be a viable option for you, as well as KerbinSide. On 12/24/2015 at 11:20 AM, RoverDude said: Actually, don't list this on CKAN for now. It's just going to cause support issues. Hi there, @RoverDude! I love your mods! I see this mod listed on CKAN, but your above-quoted post from more than a year ago may or may not still be applicable. Is this mod listed on CKAN with your consent, and if so, to whom would I address questions about its metadata? I see references (not only in the CKAN metadata but on your GH download page itself) that this mod is keyed to KSP v1.2.1. I'm running v1.2.2. I have no idea how significant the differences are between those two KSP versions, whether for your mods or for other mods in general. First, would you suggest I try to run this mod on my v1.2.2 install? And second, as a member of the core team itself, what info do you think I should bear in mind when running into v1.2.x mod-compatibility issues? Link to comment Share on other sites More sharing options...
fatcargo Posted January 4, 2017 Share Posted January 4, 2017 (edited) Here is my attempt at using sub. http://imgur.com/a/2XCiu I do have another question about buoyancy : do stock parts tend to bring sub to surface ? I find very hard to descend, even with full throttle. I dive just for moment, then my sub jumps up, splashes hard and falls apart . Edited January 4, 2017 by fatcargo Link to comment Share on other sites More sharing options...
RoverDude Posted January 4, 2017 Author Share Posted January 4, 2017 Depends on the stock part. It's why the bouyancy bits on the otter have two sliders... a fixed one that is super heavy weight stuff to drop you like a stone, then the variable part of the ballast tank that just takes water in / out to fine tune your balance. It does take a lot of experimentation to square away a good sub design tho. Link to comment Share on other sites More sharing options...
fatcargo Posted January 4, 2017 Share Posted January 4, 2017 (edited) Ahh thanks ! Surely this whole bouyancy stuff is new to many of us players, so far there is no underwater equivalent to FAR to show craft design issues in editor (omg now THAT would be awesome ) and there is no other way than to launch and crash-test, the Kerbal Way EDIT : It's a pitty that ballast tanks have no action other than "Jettison Tank Contents" to add to custom groups. I have to "manually" open part menu in flight and tweak the whole thing. At least floats from Survivability Pack have actions to toggle deployment, increase and decrease bouyancy via action groups. Note to everyone using kOS and submersible pack : it is possible to write a script that will tweak ballast tanks to set desired state of submersible (dive, ascend, "zero bubble"), i haven't done that (did a few tests here and there, as my career game progresses i will use it). Ballast tank field value is shown in part menu and as such is accessible to kOS Edited January 4, 2017 by fatcargo Link to comment Share on other sites More sharing options...
fatcargo Posted January 4, 2017 Share Posted January 4, 2017 (edited) I have a problem that my Kerbal inside hitchhiker pod on deeply landed submersible (below 500m) needs to exit to perform experiment reset for mystery goo and materials lab, but instead holding to rails it immediately shoots for surface. I tried to roll sub so the hatch is upside down, but my Kerbal stayed in fixed pose for "i'm now shooting up to surface". There is a minor control but no actions can be performed. What we need is a "diver" plugin that restores Kerbals to space-like mobility. @RoverDude do you know anyone that can slap something together in a simple DLL+cfg/xml ? This would allow scientist to restore experiment to operational states on site. This would enable new missions, contracts, equipment (KIS/KAS/repairs/construction) in underwater environment. I have posted a mod request to have this issue noticed. Currently, i have to perform experiments, then go near surface (very surface not required), reset experiments and then dive back again. Edited January 4, 2017 by fatcargo Link to comment Share on other sites More sharing options...
goldenpsp Posted January 4, 2017 Share Posted January 4, 2017 4 minutes ago, fatcargo said: I have a problem that my Kerbal inside hitchhiker pod on deeply landed submersible (below 500m) needs to exit to perform experiment reset for mystery goo and materials lab, but instead holding to rails it immediately shoots for surface. I tried to roll sub so the hatch is upside down, but my Kerbal stayed in fixed pose for "i'm now shooting up to surface". There is a minor control but no actions can be performed. What we need is a "diver" plugin that restores Kerbals to space-like mobility. @RoverDude do you know anyone that can slap something together in a simple DLL+cfg/xml ? This would allow scientist to restore experiment to operational states on site. This would enable new missions, contracts, equipment (KIS/KAS/repairs/construction) in underwater environment. I have posted a mod request to have this issue noticed. Currently, i have to perform experiments, then go near surface (very surface not required), reset experiments and then dive back again. Sounds like an excuse to learn modding! Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 4, 2017 Share Posted January 4, 2017 7 minutes ago, fatcargo said: I have a problem that my Kerbal inside hitchhiker pod on deeply landed submersible (below 500m) needs to exit to perform experiment reset for mystery goo and materials lab, but instead holding to rails it immediately shoots for surface. I tried to roll sub so the hatch is upside down, but my Kerbal stayed in fixed pose for "i'm now shooting up to surface". There is a minor control but no actions can be performed. What we need is a "diver" plugin that restores Kerbals to space-like mobility. @RoverDude do you know anyone that can slap something together in a simple DLL+cfg/xml ? This would allow scientist to restore experiment to operational states on site. This would enable new missions, contracts, equipment (KIS/KAS/repairs/construction) in underwater environment. I have posted a mod request to have this issue noticed. Currently, i have to perform experiments, then go near surface (very surface not required), reset experiments and then dive back again. One thing you could do is use KIS to put a tank of ore in the Kerbal's inventory which would make them a lot heavier and might allow them to stay underwater. Link to comment Share on other sites More sharing options...
fatcargo Posted January 4, 2017 Share Posted January 4, 2017 4 minutes ago, goldenpsp said: Sounds like an excuse to learn modding! Minor thread hijack quick search for what may be a starting point in KSP API : BetterBuoyancy @ github link Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 4, 2017 Share Posted January 4, 2017 (edited) 9 minutes ago, fatcargo said: Minor thread hijack quick search for what may be a starting point in KSP API : BetterBuoyancy @ github link thing is that was last updated for 1.0.4 and Squad did major buoyancy revamp for 1.0.5. still could be useful though Edited January 4, 2017 by TheRagingIrishman Link to comment Share on other sites More sharing options...
fatcargo Posted January 4, 2017 Share Posted January 4, 2017 9 minutes ago, TheRagingIrishman said: One thing you could do is use KIS to put a tank of ore in the Kerbal's inventory which would make them a lot heavier and might allow them to stay underwater. Your solution, as it is now - just may work. Testing ... Can't find anything small enough for personal inventory but heavy enough. Otherwise, it may be entirely doable to have KIS item specific to this problem. But, that raises a question of having enough personal inventory space for other items. Does KIS limit mass as well volume ? I would understand if players were limited to EVAs within certain depth, but there may be contract and part pack creators that would like to extend KSP to include even Mariana's-Trench-size EVAs There is a lot of underwater exploration possibilities left out of KSP, even if Squad leaves this environment as it is, mod makers can develop a completely new branch of tech tree. 8 minutes ago, TheRagingIrishman said: thing is that was last updated for 1.0.4 and Squad did major buoyancy revamp for 1.0.5. Yes, i.m aware of this. I just wanted to point this out as start in digging through API and eventually finding appropriate functions. Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 4, 2017 Share Posted January 4, 2017 34 minutes ago, fatcargo said: Your solution, as it is now - just may work. Testing ... Can't find anything small enough for personal inventory but heavy enough. Otherwise, it may be entirely doable to have KIS item specific to this problem. But, that raises a question of having enough personal inventory space for other items. Does KIS limit mass as well volume ? 1 I don't know but you could try editing a small part to have a ridiculous mass and then seeing if KIS will let you use it. Link to comment Share on other sites More sharing options...
fatcargo Posted January 5, 2017 Share Posted January 5, 2017 (edited) 23 hours ago, TheRagingIrishman said: I don't know but you could try editing a small part to have a ridiculous mass and then seeing if KIS will let you use it. I have managed to make a MM patch that simply glues whole Ballast Tank part config into KerbalEVA. Now underwater EVAs work ok (even planting a flag 500m below sea level ).Here is the relevant MM code for my quick and dirty patch @PART[kerbalEVA]:FOR[ModuleBallast] { RESOURCE { name = IntakeLqd amount = 1500 maxAmount = 1500 } RESOURCE { name = Lead amount = 250 maxAmount = 250 isVisible = true } MODULE { name = ModuleBallast ResourceName = IntakeLqd } MODULE { name = ModuleFuelJettison } } Maybe @RoverDude could make a slight variation on the ModuleBallast for kerbals that also enforces wearing a suit when sumberged, similar to KSP on-screen warning message when player chooses "Toggle EVA suit" in vacuum of space. Oh, and if possible, make it compatible with alternate suit packs (like Cetera's) so pack authors can add suit versions for diving operations. Edited January 5, 2017 by fatcargo Link to comment Share on other sites More sharing options...
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