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Underwater more fun?


nascarlaser1

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Something using terrain scatter would be cool.  I wonder though, does the game see the ocean floor as the same terrain type(s) as dry land?  If you told the sea floor to produce terrain scatter, would it be trees rocks and cacti? Would another terrain type need to be created and painted only on the ocean floors?  Interesting idea for sure!

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Agreed aside from the challenge  of getting a sub to work there's nothing down there to see or do, there are no undersea contracts that I'm aware of or any reason to go there at all.   There's nothing to stop anyone creating underwater objects for Kerbal Konstructs, it's just as easy placing things underwater  as it is on other planets,  I've experimented with a ship wreck or two and the odd reef, but it's such a small percentage of players who'd visit I have to ask is it worth the effort.  The limited functionality kills it apart from being something to look at, however cool an underwater feature looked it's still just ornamental, you can't use any static for anything apart from launching from and trust me launching from underwater is a kraken invite of the first order.  caves and such are no problem and fairly easy but time consuming , and will be useless unless Kerbals get a scuba mod too and while we're at it,  a mod to keep the water out of structures would make an undersea base something worth spending time on

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20 minutes ago, SpannerMonkey(smce) said:

Agreed aside from the challenge  of getting a sub to work there's nothing down there to see or do, there are no undersea contracts that I'm aware of or any reason to go there at all.  [...]

The only goal I can think of is doing science with the "Submersible Oceanography and Bathymetry" part from DMagic Orbital Science.

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I'd like to see a mod that allows splashed wrecks to hit the seafloor, rather than just floating forever.  Then it could provide contracts to locate and recover wrecks.  Why stop there?  Make "in flight above" type contracts that are "underwater below."  They could use all the stock science experiments.  I'd be curious to see what goo does at 100 atmospheres, or in a thermal vent.

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4 minutes ago, HalcyonSon said:

I'd like to see a mod that allows splashed wrecks to hit the seafloor, rather than just floating forever.  Then it could provide contracts to locate and recover wrecks.  Why stop there? 

Hi this is one of the problems i ran into when i took over the LBP and we started on the road to sinking ships, most parts have 0 buoyancy at a minimum, this sadly does not mean they sink, it means they are neutrally buoyant  and at some point that neutral buoyancy takes effect and the part pauses in the water column, to get parts to sink reliably took a little bit of code and cfg trickery and assigning a negative buoyancy value to everything not a hull part

While we went for as much as possible being destroyed things like weapons and rails cant be done so easily so after an LBP scenario in which a vessel is destroyed and sunk you often find an outline of the ship on the sea bed made from those parts that are not crushed and the turrets etc , we aimed as i say for as little remaining as possible as recovering 200 plus bits of debris is not fun! , but it would just be a patch tweak to disable the crushing and then you would have visitable and recoverable wrecks, technically you could recover ship sunk with HullBreach(the sinking mod) by just pumping out the sea water once the integrity is restored by cooling.

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