archnem Posted July 13, 2019 Share Posted July 13, 2019 I've been playing about with BG and tried to make a propeller-driven sub. As far as I can tell, propellers don't work in water? Has anyone got this working? Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted July 13, 2019 Share Posted July 13, 2019 Quite a few folks have, actually. At least using wing parts as the blades, and rather aggressive pitch. Quote Link to comment Share on other sites More sharing options...
Aegolius13 Posted July 13, 2019 Share Posted July 13, 2019 Did you set the propellers to "deploy"? If they're not deployed, they will spin uselessly since they're aero/hydrodynamically inactive. Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted July 15, 2019 Share Posted July 15, 2019 On 7/13/2019 at 10:52 AM, archnem said: I've been playing about with BG and tried to make a propeller-driven sub. As far as I can tell, propellers don't work in water? Has anyone got this working? I thought this at first, but they do. Water has some weird high friction at first, almost like static friction, once you overcome that, away you go! You may see this and think... its not working: Wat do?? no working??? Wait, wat? small yellow lines, in addition to the big red ones? speed not even 0.1, wat do? What sorcery is this?!? the massive red lines went away, and we're moving forward? Sacré bleu! they do work This was in 1.7.1 or 1.7.2. The rotors are more powerful now, and I'm getting over 11 m/s I haven't tried with the new props that they gave us, but the control surfaces work just fine. Note the time points for the amount of time it took to accelerat. Playing with initial deployment angles helped make it faster to respond. Back in 1.7.2, I had a working quad copter and deployable+recoverable sub: Its taken some work to the quad copter it after 1.7.3 8and update to use the helo blades), but the sub kept working fine With some modding to add underwater features: Quote Link to comment Share on other sites More sharing options...
archnem Posted July 16, 2019 Author Share Posted July 16, 2019 Wow! Thank you for all of this! Telling me about the static friction made me think and try again, and now the depths of Kerbin's oceans are open to me! (Well, I play with pressure limits, so as long as it's shallower than 300m). Thank you again! Quote Link to comment Share on other sites More sharing options...
Jeremy_Clarkson Posted April 30, 2020 Share Posted April 30, 2020 On 7/15/2019 at 6:02 PM, KerikBalm said: I thought this at first, but they do. Water has some weird high friction at first, almost like static friction, once you overcome that, away you go! You may see this and think... its not working: Wat do?? no working??? Wait, wat? small yellow lines, in addition to the big red ones? speed not even 0.1, wat do? What sorcery is this?!? the massive red lines went away, and we're moving forward? Sacré bleu! they do work This was in 1.7.1 or 1.7.2. The rotors are more powerful now, and I'm getting over 11 m/s I haven't tried with the new props that they gave us, but the control surfaces work just fine. Note the time points for the amount of time it took to accelerat. Playing with initial deployment angles helped make it faster to respond. Back in 1.7.2, I had a working quad copter and deployable+recoverable sub: Its taken some work to the quad copter it after 1.7.3 8and update to use the helo blades), but the sub kept working fine With some modding to add underwater features: Hwat mod is that for the underwater surface features? And do they generate science? Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted April 30, 2020 Share Posted April 30, 2020 (edited) The mod is my own little mod, it only takes text file editing. They do generate science if configured that way (by editing the scienceDefs.cfg file in the same folder, or making your own science defs) Go to the KSP>GameData>SquadExpansion>Serenity>Resources, and open rocsdef.cfg Basically take a feature, copy and paste the text, renaming the feature and changing the body and biomes that it specifies. You can also make your own text file and place it in your own mod folder in gamedata, and it should work Here's some examples, the first one is for the underwater basalt formation (that surface feature is normally found on Eve, but I duplicated it and made it appear in the oceans): Spoiler ROC_DEFINITION { Type = KerbinBasaltFormation // previous was EveBasaltFormation displayName = #autoLOC_8004367 //#autoLOC_8004367 = Basalt Formation prefabName = eveBasaltFormation modelName = eveBasaltFormation_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = -0.32, 1, -0.21 localSpaceScanPoints = 0.8, 1, 0 localSpaceScanPoints = 0.32, 1, -0.11 localSpaceScanPoints = -0.58 ,1, -0.26 localSpaceScanPoints = 0.12, 2, -0.31 localSpaceScanPoints = -1.06, 1.25, -0.17 Scale = 1 CELESTIALBODY { Name = Kerbin // Changed from Eve Biome = Water // } } ROC_DEFINITION { Type = KerbinVolcanicRock displayName = #autoLOC_8004366 //#autoLOC_8004366 = Volcanic Rock prefabName = eveVolcanicRock modelName = eveVolcanicRock_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.2, 0 Scale = 2 CELESTIALBODY { Name = Kerbin Biome = Badlands } } ROC_DEFINITION { Type = KerbinGeyser displayName = Kerbin Geyser prefabName = laytheGeyser modelName = laytheGeyser_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.35, 1.10, -3.47 localSpaceScanPoints = 1.60, 1.83, 1.04 localSpaceScanPoints = 2.23, 1.83, -0.63 localSpaceScanPoints = -1.55, 1.50, -0.92 localSpaceScanPoints = 0.48, 3.00, -0.75 localSpaceScanPoints = -0.20, 1.50, 0.88 localSpaceScanPoints = 1.77, 1.50, -2.53 localSpaceScanPoints = -0.76, 1.50, -2.51 burstEmitterMinWait = 60 burstEmitterMaxWait = 120 sfxVolume = 0.75 idleClip = SquadExpansion/Serenity/Sounds/sfx_geyser_idle burstClip = SquadExpansion/Serenity/Sounds/sfx_geyser_burst Scale = 1 applyForces = true vfxBaseForce = 1.2 vfxForceRadius = 1.5, 7 vfxRadiusCenter = 0.6, 6.5, -1.2 forceDirection = 0, 1, 0 CELESTIALBODY { Name = Kerbin Biome = Badlands } VFX_CURVEFORCE { key = 0 0 key = 0.3 0 key = 0.322 0 key = 0.344 0.15 key = 0.366 0.15 key = 0.592 0.15 key = 0.614 0.15 key = 0.636 0 key = 0.658 0 key = 4.32 0 key = 4.342 0 key = 4.364 0.2 key = 4.386 0.2 key = 10.762 0.2 key = 10.784 0.2 key = 10.806 0 key = 10.828 0 key = 11.25 0 key = 11.272 0 key = 11.294 1.5 key = 11.316 1.5 key = 22.622 1.5 key = 22.644 1.5 key = 22.666 0 key = 22.688 0 } } ROC_DEFINITION { Type = KerbinIceChunk displayName = #autoLOC_8004387 //#autoLOC_8004387 = Eeloo Ice Chunk prefabName = eelooIceChunk modelName = eelooIceChunk_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.15, 0 Scale = 2 CELESTIALBODY { Name = Kerbin Biome = Ice Caps Biome = Tundra Biome = Northern Ice Shelf Biome = Southern Ice Shelf } } ROC_DEFINITION { Type = KerbinBerg displayName = Kerbin Berg prefabName = eelooBerg modelName = eelooBerg_LOD00 OrientateUp = false Depth = 0.4 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.00, 1.00, 1.68 localSpaceScanPoints = -0.20, 1.00, -1.73 localSpaceScanPoints = 5.79, 1.00, 0.00 localSpaceScanPoints = -5.57, 1.00, 1.35 localSpaceScanPoints = -3.62, 1.00, -0.82 localSpaceScanPoints = -2.81, 1.00, 2.27 localSpaceScanPoints = 2.91, 1.00, -1.47 localSpaceScanPoints = 2.95, 1.00, 1.61 localSpaceScanPoints = -4.00, 5.00, 0.42 localSpaceScanPoints = 4.39, 5.00, 0.04 localSpaceScanPoints = 0.34, 8.00, -0.15 Scale = 1 CELESTIALBODY { Name = Kerbin Biome = Northern Ice Shelf Biome = Southern Ice Shelf } } Edited April 30, 2020 by KerikBalm Quote Link to comment Share on other sites More sharing options...
Jeremy_Clarkson Posted May 1, 2020 Share Posted May 1, 2020 Thank you! Quote Link to comment Share on other sites More sharing options...
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