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ColdJ

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8 hours ago, Caerfinon said:

The otter sub from USI Exploration Pack has an RSC module built into the command pod part. Does that help any?




	MODULE
	{
		name = ModuleRCS
		thrusterTransformName = RCSThruster
		thrusterPower = 1
		fxPrefabName = fx_exhaustFlame_white_tiny

		PROPELLANT
		{
			name = ElectricCharge
			ratio = 1
		}
		PROPELLANT
		{
			name = IntakeLqd
			ratio = 1
		}

		atmosphereCurve
		{
			key = 0 337.5
			key = 1 450
		}
	}

 

It does, except for me because I'd already puzzled this out from other config files. You can config a new resource and call it what you like as long as it doesn't have the same name as another resource in your game. I will pop in the spoilers my resources config and thrusters config, and since I went with needing an intake for sub thrusters and Submarine engines, my intake config. I have also worked out how to have your kerbals have a buoyancy compensator built in, in games before they changed the system to be able to remove the backpack, I just have to write it up.

Resource config, either create a new config or drop it into the Squad Generic resource file.

Spoiler

RESOURCE_DEFINITION
{
  name = IntakeWater
  displayName = Intake Water
  abbreviation = INWater
  density = 0.005
  unitCost = 0
  hsp = 10
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = false
  isVisible = false
      RESOURCE_DRAIN_DEFINITION
      {
        isDrainable = false
        showDrainFX = false
      }

 

 

 

Drop this in to Squad/Parts/Aero/airintakeRadialXM-G50/ I named the config file WaterIntakeRadialXM-G80, but you can name it what you like.

Spoiler

PART
{
    name = airScoopSub2
    module = Part
    author = NovaSilisko, Porkjet, CJ
    mesh = RadialIntake.mu
    rescaleFactor = 1
    node_attach = 0.0, 0.3370661, 0.0, 0.0, 1.0, 0.0
    buoyancy = 0.1
    TechRequired = aerodynamicSystems
    entryCost = 2500
    cost = 250
    category = Aero
    subcategory = 0
    title = XM-G80 Radial Water Intake
    manufacturer = Vac-Co Advanced Suction Systems in conjunction with CJ Marine
    description = An intake duct version that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for submarine flight.
    attachRules = 0,1,0,0,0
    mass = 0.02
    thermalMassModifier = 6.0
    // heatConductivity = 0.06 // half default
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 10
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000
    bulkheadProfiles = srf
    tags = Submarine intake
    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeWater
        checkForOxygen = true
        area = 0.0061
        intakeSpeed = 15
        intakeTransformName = Intake
        machCurve
        {
            key = 1 1 0 0
        }
        atmosphereCurve
        {
            key = 0 100
            key = 1 9000
            key = 5 9000
        }
    }
    RESOURCE
    {
        name = IntakeWater
        amount = 4
        maxAmount = 4
    }
}

And then thruster for large submarine. Drag under water is massive. So thrust needs to be big enough to compensate. An engine that will throw a large rocket into space above water, will barely move the same underwater, so your thrust has to be much greater. Note the Atmosphere Curve keys. If in a vacuum, key = 0 ,does not have a value greater than zero e.g, key = 0 0 .Then you thruster or engine won't work. At a minimum set, key = 0 100. Also For sea level and under give it something reasonable e.g key = 1 9000, key = 5 9000.

I called this config file LinearImpeller, Drop it in Squad/Parts/Utility/linearvernorRCS/
 

Spoiler

 

PART
{
    name = linearRcsSub
    module = Part
    author = Pablo
    MODEL
    {
    model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS
    }
    
    rescale = 4    
    scale = 1
    node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
    TechRequired = advFlightControl
    entryCost = 800
    cost = 25
    category = Control
    subcategory = 0
    title = Place-Anywhere Sub impeller
    manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd
    description = #autoLOC_500895 //#autoLOC_500895 = For every space that really needs an RCS thruster, Reaction Systems Ltd has you covered with its new Place-Anywhere 7 Linear RCS Port!
    attachRules = 0,1,0,1,1
    mass = 0.02
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 0.1
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2600 // = 3400
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
    tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate
    EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.02 0.2
                volume = 0.5 0.2
                volume = 1.0 0.2
                pitch = 0.0 0.75
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_small
                transformName = RCSthruster
                emission = 0.0 0.0
                emission = 0.1 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
                localRotation = -90, 0, 0
            }
        }        
    }
    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCSthruster
        thrusterPower = 300
        resourceName = ElectricCharge
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 2
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = IntakeWater
            ratio = 1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }

        atmosphereCurve
        {
            key = 0 240
            key = 1 9000
            key = 5 9000
        }
    }
    MODULE
    {
        name = FXModuleAnimateRCS
        animationName = linearRCSGlow
        responseSpeed = 0.01    
        thrustForceMult = 2    
    }
}

 

This is the vanilla version. I use Ion Engine sound and WildBlues Buffalo mod Impeller bubbles in my EFFECTS section. Hope this helps.

Edited by ColdJ
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On 4/18/2021 at 4:41 PM, ColdJ said:

Obvious question is how did the Kerbal get the Big ballast tank out into the middle of the ocean?

Also A kerbal with a jet pack and parachute on only needs 90kg extra mass to sink gracefully.

If you have breaking ground simply make this and put in your inventory.

. If you have Breaking ground then in Gamedata/SquadExpansion/Serenity/Parts/DeployedScience. Create a new text document saved as WeightBelt.cfg

Copy and paste the following in it and save.


 

  Reveal hidden contents

 

PART
{
    name = WeightBelt
    module = Part
    author = Squad
    MODEL
    {
         model=SquadExpansion/Serenity/Parts/DeployedScience/Assets/GoExOb
    }    
    rescaleFactor = 0.4
    //node_attach = 0.0, 0.0, -0.15, 0.0, 0.0, -1.0
    TechRequired = miniaturization
    entryCost = 3500
    cost = 1000
    category = Cargo
    subcategory = 0
    title = Weight Belt

    manufacturer = #autoLOC_501665 //#autoLOC_501665 = FLOOYD Dynamics Research Labs
    description = Weight Belt for underwater exploration.
    attachRules = 0,0,0,0,0
    mass = 0.09
    dragModelType = default
    maximum_drag = 0.1
    minimum_drag = 0.1
    angularDrag = 2
    crashTolerance = 10
    maxTemp = 1200 // = 1200
    tags = #autoLOC_6012006 //#autoLOC_6012006 = experiment research science cargo deploy



	MODULE
	{
		name = ModuleCargoPart
		stackableQuantity = 5
		packedVolume = 1.0
	}

}

 

This is raw without a mesh change so it will still look like the mystery goo machine.

Play Ksp. Make a craft with a Deployed science cabinet known in game as the Cargo catagory. Load with the machine named Weight Belt. Take your craft to water. EVA and have the Kerbal load the Weight Belt into their inventory slot. Happily sink. If you did this somewhere deep. Click on the inventory slot so the Weight Belt is on your pointer but don't put it anywhere. as long as you don't left click the mouse to drop it somewhere then the Kerbal will float back up and swim etc. If you click it back in the inventory slot the Kerbal will go back to sinking. Enjoy,

Also your kerbal seems to be plummeting at over 17 m/s. That must have hurt when you hit bottom.

 

Make that, only needs "0.0735" or 73.5kg in laymans terms.

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Ok. Not as elegantly as I would have liked, because Squad has a constriction somewhere other than in the KerbalEVA file. That means EVA Propellant is the only thing that can be displayed in the Kerbal UI. This is for game versions before they changed the system to be able to remove RCS and Parachutes from the Kerbal. But for any game before, that has the Generator Module (input this, output that.), You can now have a Kerbal that can buoyancy compensate without having to pick something up. No need for anything but Stock KSP.

It involves amending 2 files for pure vanilla. If you choose just 1 gender to have the ability. Or add 1 for pure, 2 for Breaking Ground, and as I don't have making history I assume 4, assuming they have another Spacesuit outfit.

So first it is necessary to amend the weight of Eva Proppellant in the Squad ResourcesGeneric.cfg

Spoiler

Change density to density = 0.0075

Then you need to amend and add to the gender or genders you want to be able to buoyancy compensate.
 

Spoiler

 

Go in to Squad/Parts/Prebuilt. I am assuming anybody who attempts this is smart enough to copy a backup of any cfg files they are planning to amend before they do and will put the copies outside of the KerbalSpaceProgram folder structure.

Open up the kerbalEVA cfg of your choice (I went with kerbalEVAfemale) and amend the EVA Propellant amount from 5 to 10 (If you want to leave it at 5 you will have to double the density you set in the resources cfg.) This way is more practical for fine buoyancy control.

    RESOURCE
    {
        name = EVA Propellant
        amount = 10
        maxAmount = 10
        isTweakable = False
    }

You will then need to add this to the bottom of the cfg file. Obviously before the ending bracket. and just after the Inventory slots end bracket.

    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = false
        activateGUIName = Fill Start
        shutdownGUIName = Fill Stop

        OUTPUT_RESOURCE
        {
            name = EVA Propellant
            rate = 0.01
        }
    }
    MODULE
    {
        name = ModuleGenerator
        requiresAllInputs = true
        activateGUIName = Empty Start
        shutdownGUIName = Empty Stop
        
        INPUT_RESOURCE
        {
            name = EVA Propellant
            rate = 0.01
        }
    }

If you have Breaking Ground you must in this case amend the "kerbalEVAfemaleFuture.cfg" found in the Squad/Serenity/Parts/Prebuilt/ folder as well. If you don't it won't work. Identical amendments. Obviously the same if you do the males. I assume that Making History probably has it's own EVA cfg's to amend.

 

So there you go. If you follow the instuctions correctly it will work. If you don't then remember to copy the copies back in.

You should get something like this.

sofVc6H.pngZ7fvn7q.png

I know it is hard to tell from a pic, but she is floating neutrally buoyant in the second pic. Swimming around is fun. And a full tank provides just enough ballast to run and jump a good height and jump and swim. Very fun. Enjoy. And for purists. In real life compressed reaction mass has MASS so it fair and won't ruin space walks. You would only cheat in space if you use the generator to refill your RCS propellant while space walking, that is your moral choice to make.

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6 minutes ago, Weak Player said:

@ColdJ what are you trying to do i don't understand, is it a custom mod or custoumised parts or sth, then drop its directly in gamedata not squad

Squad folder IN the Gamedata folder, Sorry. Most people I interact with already know that everything is done in the Gamedata folder structure. I shouldn't have assumed. It is ,I suppose if you want to put it this way, a mod or amendment to the stock set up that allows for a kerbal to walk around under water and buoyancy compensate so that you can sink or rise to a chosen height. Balance the up force of buoyancy with the down force of mass and then float at that height and swim around. Basically combined with the ballast tanks people have created to sink and balance craft for the same function. You can explore, build or practice Space walking and docking underwater. I can't make a Kerbal use an RCS pack underwater as I have no idea where that is configed but we have created thrusters for submerged craft and engines so that once you make a craft neutrally buoyant you can do the things you would do in orbit and practice them without having to heave them into orbit on a rocket first. Just like NASA trains their Astronaughts in large water tanks to do space walks before they go up.

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3 hours ago, ColdJ said:

It does, except for me because I'd already puzzled this out from other config files. You can config a new resource and call it what you like as long as it doesn't have the same name as another resource in your game. I will pop in the spoilers my resources config and thrusters config, and since I went with needing an intake for sub thrusters and Submarine engines, my intake config. I have also worked out how to have your kerbals have a buoyancy compensator built in, in games before they changed the system to be able to remove the backpack, I just have to write it up.

Resource config, either create a new config or drop it into the Squad Generic resource file.

  Reveal hidden contents

RESOURCE_DEFINITION
{
  name = IntakeWater
  displayName = Intake Water
  abbreviation = INWater
  density = 0.005
  unitCost = 0
  hsp = 10
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = false
  isVisible = false
      RESOURCE_DRAIN_DEFINITION
      {
        isDrainable = false
        showDrainFX = false
      }

 

 

 

Drop this in to Squad/Parts/Aero/airintakeRadialXM-G50/ I named the config file WaterIntakeRadialXM-G80, but you can name it what you like.

  Reveal hidden contents

PART
{
    name = airScoopSub2
    module = Part
    author = NovaSilisko, Porkjet, CJ
    mesh = RadialIntake.mu
    rescaleFactor = 1
    node_attach = 0.0, 0.3370661, 0.0, 0.0, 1.0, 0.0
    buoyancy = 0.1
    TechRequired = aerodynamicSystems
    entryCost = 2500
    cost = 250
    category = Aero
    subcategory = 0
    title = XM-G80 Radial Water Intake
    manufacturer = Vac-Co Advanced Suction Systems in conjunction with CJ Marine
    description = An intake duct version that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for submarine flight.
    attachRules = 0,1,0,0,0
    mass = 0.02
    thermalMassModifier = 6.0
    // heatConductivity = 0.06 // half default
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 10
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000
    bulkheadProfiles = srf
    tags = Submarine intake
    MODULE
    {
        name = ModuleResourceIntake
        resourceName = IntakeWater
        checkForOxygen = true
        area = 0.0061
        intakeSpeed = 15
        intakeTransformName = Intake
        machCurve
        {
            key = 1 1 0 0
        }
        atmosphereCurve
        {
            key = 0 100
            key = 1 9000
            key = 5 9000
        }
    }
    RESOURCE
    {
        name = IntakeWater
        amount = 4
        maxAmount = 4
    }
}

And then thruster for large submarine. Drag under water is massive. So thrust needs to be big enough to compensate. An engine that will throw a large rocket into space above water, will barely move the same underwater, so your thrust has to be much greater. Note the Atmosphere Curve keys. If in a vacuum, key = 0 ,does not have a value greater than zero e.g, key = 0 0 .Then you thruster or engine won't work. At a minimum set, key = 0 100. Also For sea level and under give it something reasonable e.g key = 1 9000, key = 5 9000.

I called this config file LinearImpeller, Drop it in Squad/Parts/Utility/linearvernorRCS/
 

  Reveal hidden contents

 

PART
{
    name = linearRcsSub
    module = Part
    author = Pablo
    MODEL
    {
    model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS
    }
    
    rescale = 4    
    scale = 1
    node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
    TechRequired = advFlightControl
    entryCost = 800
    cost = 25
    category = Control
    subcategory = 0
    title = Place-Anywhere Sub impeller
    manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd
    description = #autoLOC_500895 //#autoLOC_500895 = For every space that really needs an RCS thruster, Reaction Systems Ltd has you covered with its new Place-Anywhere 7 Linear RCS Port!
    attachRules = 0,1,0,1,1
    mass = 0.02
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 0.1
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2600 // = 3400
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
    tags = #autoLOC_500896 //#autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate
    EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.02 0.2
                volume = 0.5 0.2
                volume = 1.0 0.2
                pitch = 0.0 0.75
                pitch = 1.0 1.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_small
                transformName = RCSthruster
                emission = 0.0 0.0
                emission = 0.1 0.0
                emission = 1.0 1.0
                speed = 0.0 0.8
                speed = 1.0 1.0
                localRotation = -90, 0, 0
            }
        }        
    }
    MODULE
    {
        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCSthruster
        thrusterPower = 300
        resourceName = ElectricCharge
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 2
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = IntakeWater
            ratio = 1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }

        atmosphereCurve
        {
            key = 0 240
            key = 1 9000
            key = 5 9000
        }
    }
    MODULE
    {
        name = FXModuleAnimateRCS
        animationName = linearRCSGlow
        responseSpeed = 0.01    
        thrustForceMult = 2    
    }
}

 

This is the vanilla version. I use Ion Engine sound and WildBlues Buffalo mod Impeller bubbles in my EFFECTS section. Hope this helps.

Sorry I realised I gave you thrusters and not an engine. this turns a Wheesley into a large Submarine engine. If it is too big or too powerful for a smaller sub just change the rescale and or thrust max figures.
 

Spoiler

 

PART
{
    name = JetEngineBWater
    module = Part
    author = Porkjet
    //mesh = turboFanSize1.mu
    MODEL
    {
        model = Squad/Parts/Engine/jetEngines/turboFanSize1
    }
    //MODEL
    //{
    //    model = Squad/Parts/Engine/jetEngines/turbineInside
    //    position = 0.0, 0.972875, 0.0
    //    scale = 0.8, 0.6, 0.8
    //    //rotation = 0, 0, 0
    //}
    rescaleFactor = 4
    node_stack_top = 0.0, 0.972875, 0.0, 0.0, 1.0, 0.0
    CoMOffset = 0.0, 2.3, 0.0
    TechRequired = aerodynamicSystems
    entryCost = 4000
    cost = 1400
    category = Engine
    subcategory = 0
    title = Advanced Submarine impeller.
    manufacturer = C7 Marine Division
    description = Submarine propellor with reverseable thrust.
    attachRules = 1,1,1,0,0
    mass = 1.5
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 2000
    breakingForce = 20000

    breakingTorque = 20000

    maxTemp = 2000 // = 3600
    bulkheadProfiles = size1, srf
    tags = Submarine Impeller
    MODULE
    {
        name = ModuleEnginesFX
        engineID = Cruise
        thrustVectorTransformName = thrustTransform
        exhaustDamage = False
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 3000
        heatProduction = 40
        useEngineResponseTime = True
        engineAccelerationSpeed = 0.12
        engineDecelerationSpeed = 0.5
        fxOffset = 0, 0, 0.74
        flameoutEffectName = flameout
        powerEffectName = running_thrust
        engageEffectName = engage
        disengageEffectName = disengage
        spoolEffectName = running_turbine
        engineSpoolIdle = 0.05
        engineSpoolTime = 2.0
        EngineType = Turbine
        exhaustDamageMultiplier = 1
        clampPropReceived = True
        PROPELLANT
        {
            name = IntakeWater
            ignoreForIsp = True
            ratio = 1
        }
        PROPELLANT
        {
            name = ElectricCharge
            resourceFlowMode = STAGE_STACK_FLOW_BALANCE
            ratio = 2
            DrawGauge = True
        }
        atmosphereCurve
        {
            key = 0 10500 0 0
        }
        // Jet params
        atmChangeFlow = True
        useVelCurve = False
        useAtmCurve = False
        flameoutBar = 0.02
        flowCapMult = 1.0
        machLimit = 0.85
        machHeatMult = 25

    }
    MODULE
    {
        name = ModuleAnimateHeat
        ThermalAnim = TF1Heat
    }
    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = TF1ThrustReverser
        startEventGUIName = #autoLOC_502015 //#autoLOC_502015 = Reverse Thrust
        endEventGUIName = #autoLOC_502016 //#autoLOC_502016 = Forward Thrust
        actionGUIName = #autoLOC_502017 //#autoLOC_502017 = Toggle Thrust Reverser
    }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 1
        }
    }
    MODULE
    {
        name = ModuleTestSubject
        useStaging = True
        useEvent = True
        situationMask = 15
        CONSTRAINT
        {
            type = OXYGEN
            value = True
        }
    }
    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.5
        maxDistance = 20
        falloff = 2
        thrustTransformName = thrustTransform
    }
    EFFECTS
    {        
        running_thrust
        {            
            AUDIO
            {
                channel = Ship
                clip = sound_jet_deep
                volume = 0.0 0.0
                volume = 0.05 0.4
                volume = 1.0 1.5
                pitch = 0.0 0.3
                pitch = 1.0 0.5
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_small
                transformName = thrustTransform
                emission = 0.0 0.0
                emission = 0.25 0.1
                emission = 0.5 0.25
                emission = 1.0 1.0
                speed = 0.0 0.0
                speed = 0.25 0.0
                speed = 1.0 1.0
            }        
        }
        running_turbine
        {
            AUDIO
            {
                channel = Ship
                clip = sound_IonEngine
                volume = 0.0 0.0
                volume = 0.05 0.2
                volume = 1.0 0.45
                pitch = 0.0 0.3
                pitch = 0.05 0.5
                pitch = 1.0 0.65
                loop = true
            }
        }
        engage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_medium
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        disengage
        {
            AUDIO
            {
                channel = Ship
                clip = sound_vent_soft
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
        flameout
        {
            PREFAB_PARTICLE
            {
                prefabName = fx_exhaustSparks_flameout_2
                transformName = thrustTransformFX
                oneShot = true
            }
            AUDIO
            {
                channel = Ship
                clip = sound_explosion_low
                volume = 1.0
                pitch = 2.0
                loop = false
            }
        }
    }
}

 

@Caerfinon

Edited by ColdJ
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@ColdJ

Little off topic so forgive me, could you direct me to a good info source on creating a mod for KSP? Especially dealing with adding 3D models to create new parts. If not that's fine.

Apologies, I was just considering taking your modifications and creating a separate mod pack.

 

 

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1 hour ago, Dientus said:

@ColdJ

Little off topic so forgive me, could you direct me to a good info source on creating a mod for KSP? Especially dealing with adding 3D models to create new parts. If not that's fine.

Apologies, I was just considering taking your modifications and creating a separate mod pack.

 

 

I'm afraid I don't have the software or experience for 3d modeling. I would love someone who could make things for me as I have so many ideas. Oh for custom tail planes for the f22 and f35.  @Angel-125 on the otherhand is Wild Blue industries. Who has made so many wonderful mod packs and is currently working on his SCUBA gear and custom ballast system. His Buffalo mod already has some great underwater parts. And I love his bubble trails for the impellers. So if he is too busy to help you, then I am sure he could direct you to someone who could. He creates his own meshes and textures to go with his parts so he is very knowledgeable. If you are able to make mod packs I would love to be able to put some of the reconfigged parts out into the world, as long as I don't infringe on the copyright of the original mesh builders. Having cosmetic versions of parts like the Mk2 Expansion chines has been fantastic for creating better looking Jet Fighters.. Apart from my rambling, I hope this help.

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5 hours ago, ColdJ said:

I'm afraid I don't have the software or experience for 3d modeling. I would love someone who could make things for me as I have so many ideas

I have done 3d modeling in the past, I had written mods for games such as Freelancer, but alas, this was many, many moons ago. That is why my post is non-committal. I am not worried so much about the modeling as I am about introducing the textures and meshes into the game. Doing that is why the question.

 

No problem :grin: thanx for your input, it is appreciated! Now back to our regularly scheduled subs and buoyancy program.

Edited by Dientus
hit save too soon
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3 hours ago, Astrion said:

I haven't had much experience with it but a common software for making 3d models for parts is Blender. It can take a bit of a learning curve, but it'll become easy the more you learn about it.

Thanks, that is actually what I settled on and installed already! Great minds think alike :grin:

 

I started on 3ds studio and even worked on autodesk 3ds max when it came out, but that was back when. No money for anything else anyways these days ;p

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When I woke up I had idea of how to make an underwater RCS pack. 3 total reconfig parts should do it. and 1 of those is for a micro docking node so it could be attached to your sub and have the Kerbal climb in and detach from the sub. If it works I am going with S.K.E.T.A Submersible Kerbal Electric Thruster Apparatus.

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8 hours ago, ColdJ said:

When I woke up I had idea of how to make an underwater RCS pack. 3 total reconfig parts should do it. and 1 of those is for a micro docking node so it could be attached to your sub and have the Kerbal climb in and detach from the sub. If it works I am going with S.K.E.T.A Submersible Kerbal Electric Thruster Apparatus.

Spent way too long finding out the Squad 4 way RCS won't show up if you change anything about it. Thankfully Kerbonov came through. Little more tinkering and I should have it right.

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Well, thanks to no decent five port thruster for the job it took 4 configs. And a whole lot of wasted time trying to use the Squad 4 way to no avail. I find it weird how a lot of meshes are easy to work with but some are impossible. Thankfully Kerbanov came to my rescue for a 4 port and a resized and configed Linear "put anywhere" connects nicely in the middle for side to side.88374WC.png

Anyhow, still a few  refinements to make but here you go. Thanks to the Kerbal being able to buoyancy compensate. 1 functioning under water RCS system. If some nice person would like to create a mesh with all the bits in 1 balanced unit. Yes Please!

CuFMEbf.pngISJrxn0.png

@Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JB182

Oh and you might have noticed I added a faster purge button in the UI. The regular is great for compensation, but sometimes you need to stop sinking more quickly.

Edited by ColdJ
typo
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9 hours ago, Caerfinon said:

I may have to start writing GOP contract packs... Give Oceans a Purpose!

The best games are always the ones that give you a great big open sandbox and then let you come up with creative ways to use them. KSP and Minecraft being the most obvious.

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This interesting. According to this forum post from 2015. There are resources that are defined by biome. So if someone were to take all the work we have been doing to create a mod pack for working underwater. You could make it that If they run on Intake Water and your choice of fuel, electricity etc, that they would only function if they were in Kerbin or Laythe's water.

 

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48 minutes ago, ColdJ said:

defined by biome

Bad idea, because some Kopernicus planet makers don't define every little pool on biome map, and biome borders may be harsh anyway. I think there was a string in ModuleResourceIntake part config called

underwaterOnly = false

(so you can make it true). And create a resource for it, something like IntakeLiquid, which is GLOBAL and thus will be present in any ocean/sea/puddle in any biome if not overridden(and can be harvested only when your vessel is swimming or underwater).

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5 hours ago, Hohmannson said:

Bad idea, because some Kopernicus planet makers don't define every little pool on biome map, and biome borders may be harsh anyway. I think there was a string in ModuleResourceIntake part config called


underwaterOnly = false

(so you can make it true). And create a resource for it, something like IntakeLiquid, which is GLOBAL and thus will be present in any ocean/sea/puddle in any biome if not overridden(and can be harvested only when your vessel is swimming or underwater).

Thanks. I will try it out. Do I stick it in the custom resource or in the Intake that creates the IntakeWater ?

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Many many stumbles later I have found that I missed a vital parameter in my EVA Ballast resource and thought every failure to make a separate ballast in a Kerbal proved it  not possible. After finding 100 ways not to make a Light Bulb Fillament. Let there be light. I now have the EVA Propellant back to it's original and have a separate EVA Ballast in the UI that works. I also pulped my forehead trying to get a command chair have adjustable ballast, but it will only display Electric Charge. On the upside it will use it's Electric Charge reserve to produce the IonSteam used by the underwater EVA Thrusters for the chair. I made the chair slightly buoyant and created a micro ballast ball to give the chair the ability to become 99% neutrally buoyant. Enough so that you can leave the chair to do things and have it basically stay at the level you exited it from for plenty of time while you work. It also uses  EVA Ballast as it's input/output.

One of my collaborators metioned not liking putting things in the Squad folder structure. I only give you the configs like this so you can find the dependecies easily. Feel free once you have the configs to create your own folder structure that you are happy with. Just remember to copy all dependencies to your new folder and change the file path for the mesh in your config file. Obviously though not for the Kerbal EVA configs.

So if you would like to try out the new configs let me know. 1 trouble is I had to use a Kerbanov mesh for the 4 way RCS so to create that thruster you will need the Kerbanov mod pack. Again. If anyone out there can create original meshes for the configs and is willing to do so, please let us know.

2AGrSFP.png6OzY3OV.pngAVCH4Ii.png

 

@Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JB182@Hohmannson

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2 minutes ago, Weak Player said:

seriously um is this a mod or an experiment @ColdJ i don't understand whats going on ;-;

Starting from the begining of the thread and reading through would be helpful. But basically, some of us would like to be able to do underwater stuff. We are creating config files that allow us to take meshes/models that are available to anybody who has Vanilla KSP and create new parts to do this. Remember KSP started as just trying to get a rocket into orbit. It has evolved from there, and as the game now makes it possible to interact in water, we are creating the next step in opening the sandbox up to new things you can do.

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