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53 minutes ago, ColdJ said:

Couldn't even find settings for pressure depth so it will remain a mystery. Or it is an easter egg for those who venture in a craft to the lowest point on kerbin.

Well if you want to reaserch more you should attempt to replicate it with and without mods. Actually, where is the deepest point?

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3 hours ago, Tsar_bomba said:

Actually, where is the deepest point?

<points a few posts back at the screenshots that took so much trouble to post>.

 

On 4/14/2021 at 3:38 PM, ColdJ said:

Ok lets see if I can get these pics on here.

5KRxVYZ.png

 

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8 hours ago, Tsar_bomba said:

Well if you want to reaserch more you should attempt to replicate it with and without mods. Actually, where is the deepest point?

None of my mods change the enviroment or physics (except for Kerbal Joint Reinforcement, which I doubt would affect this situation). I know you said you were using a school restricted computer, so if you can't see the picture.

The original info from a forum post I followed was.

Kerbin     LAT =     27° 04' 30" S     LON =     79° 00' 11" W     LAT =     -27.075     LON =     -79.003     ALT =     -1393m

The spot I found walking Bill Kerbin around and watching the dev console. Was

Latitude -27.082679 Longitude -78.994768 where I achieved -1391.42 metres depth.

Apparently if you can see the area on screen at the right angle and light, from space. Then you should be in a shallow trench that makes up the left eye of a giant smiley face. @Tsar_bomba  =)

Edited by ColdJ
Smiley face representation
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On 4/14/2021 at 9:26 PM, swjr-swis said:

Don't ask me why it has to be so complicated. You'll get used to it once you've done it a few times.

I work on the Images page.  When I click an image (there is no upper-right arrow in the image on this page), it pops open with a list of URLs down the side.  The Direct Link works directly in the forum with none of the pesky tags to be post-deleted.

From here:

JNjlNlu.png

to the Direct Link here:

EHanGbs.png

 

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@Hotel26 Haven't tried the direct link. But the "BB code" with end tags removed has worked on here and for Kerbal X I don't have to remove the tags.

This the link to the ballast tank config.

I Made sure 2 of my models were adjusted to purely stock and put them on Kerbal X today, if you are interested.

https://kerbalx.com/ColdJ/A-wing-and-a-Prayer-Stock

Cheers

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On 4/16/2021 at 6:59 AM, Tsar_bomba said:

Well if you want to reaserch more you should attempt to replicate it with and without mods. Actually, where is the deepest point?

 

On 4/16/2021 at 3:33 PM, ColdJ said:

None of my mods change the enviroment or physics (except for Kerbal Joint Reinforcement, which I doubt would affect this situation). I know you said you were using a school restricted computer, so if you can't see the picture.

The original info from a forum post I followed was.

Kerbin     LAT =     27° 04' 30" S     LON =     79° 00' 11" W     LAT =     -27.075     LON =     -79.003     ALT =     -1393m

The spot I found walking Bill Kerbin around and watching the dev console. Was

Latitude -27.082679 Longitude -78.994768 where I achieved -1391.42 metres depth.

Apparently if you can see the area on screen at the right angle and light, from space. Then you should be in a shallow trench that makes up the left eye of a giant smiley face. @Tsar_bomba  =)

Unless you find the bug that lets you fall through the planet:

 

iFVavsN.png

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19 hours ago, ColdJ said:

This the link to the ballast tank config.

Under ColdJ's expert tutelage, I am experimentally creating a Submariner parts pack:

3diggKK.png   I7eBJVZ.png

Results look good so far.  I intend to fabricate 3 Utility category parts modeled on the three sizes of ore tanks.  They will be the Submarine Trim Tank, Submarine Ballast Tank and Submarine Super Ballast Tank.

I've been able to bind their Flood and Blow functions to Custom Keys.

One would typically place one or more ballast tanks at center keel position (directly under the CoM) and a small trim tank at each of the for'ard and aft positions.  Two custom keys would start/stop moving trim For'ard or Aft, respectively.  Two more keys would increase/decrease net buoyancy.

Following unwritten submariner lore/convention, pumping ballast draws electrical charge.  In addition, the Submariner's Guild *requires* that ballast tanks be clipped unless written permission is obtained from the Guild.[1]

If this works out, I'll start converting my submersible fleet, starting with the funny Ping submarine.

[1] This, so that you don't have to feel any guilt about it.  It's the Law.

Edited by Hotel26
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6 hours ago, Klapaucius said:

 

Unless you find the bug that lets you fall through the planet:

 

iFVavsN.png

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.


 

  Hide 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.

 

Edited by ColdJ
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15 minutes ago, 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.

 

This was a very long time ago, and I forgot exactly what happened. If I remember correctly, I found the hole and then the idea was to see how far the kerbal would fall. I think I probably just placed the "craft" over the area with Mission Builder and let it sink.  

Here is some video of finding the hole:

Spoiler

 

Here he is descending at increasingly ludicrous speeds:

Spoiler

 

In order to see what happens if you reach the centre, I turned off the heating in the cheats menu,  At the centre you reach a certain point and then the depth resets itself in a weird random manner and that just goes on.

 

Edited by Klapaucius
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@Klapaucius. Well the first was seriously visually confusing. I was thinking that the underside of the ice shelf must look like an iceberg at first.

Then suddenly you were cave diving in some remote place.

In the second video I was thinking, I wonder if while you are going over mach 3 in water you can heat up and explode. Question answered.

Pitty, I thought you might have found a shortcut through the planet for a sec. Like in the reboot of Total Recall (or in this case ReKall)

Would have been fun if you shot out of the ocean on the other side, flew into space and wound up orbiting Kerbol.(The Sun)

Thanks for that. :)

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I spent a pleasant evening attempting to resurrect this [1.2.2] Ballast and Nuclear Submarine parts mod .

I've been able to load the Example Nuclear Sub, without its Marine Propeller:

pzLg67C.png

I haven't tested what works as yet.

There may be a clue in Eberkain's post here: https://forum.kerbalspaceprogram.com/index.php?/topic/198778-is-there-no-simple-solution-to-ballast-tanks-yet/&do=findComment&comment=3896471

In which case it might work with some of the Breaking Ground propeller parts.  (My expertise limited to 1.7.3, but hey.)  A ducted fan might look nice.

The PWR Nuclear Reactor is a handy part to have in any number of applications, I am thinking.  The very first calculation I would perform is, er, ehm...  4.5 Dawn engines.  Uh, OK.

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6 hours ago, Hotel26 said:

I spent a pleasant evening attempting to resurrect this [1.2.2] Ballast and Nuclear Submarine parts mod .

I've been able to load the Example Nuclear Sub, without its Marine Propeller:

pzLg67C.png

I haven't tested what works as yet.

There may be a clue in Eberkain's post here: https://forum.kerbalspaceprogram.com/index.php?/topic/198778-is-there-no-simple-solution-to-ballast-tanks-yet/&do=findComment&comment=3896471

In which case it might work with some of the Breaking Ground propeller parts.  (My expertise limited to 1.7.3, but hey.)  A ducted fan might look nice.

The PWR Nuclear Reactor is a handy part to have in any number of applications, I am thinking.  The very first calculation I would perform is, er, ehm...  4.5 Dawn engines.  Uh, OK.

Just for the fun of it. I see your Nuclear sub and raise you a Zebra.

CbxIFrb.png6yDDvbW.png

Spoiler

xtM9Rxp.png

Spoiler

 

Spoiler

7JcfL3f.png

4is2RZp.png

ctrG8RO.png

Ym94b7a.png

berF80S.png

NSTvoKA.pngNSTvoKA.png

 

Plenty of frustration, fun and fiddly bits.

Now I really should be asleep. Goodnight.

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2 hours ago, Angel-125 said:

My small research sub doesn't compare:

Q8y5SkO.png

SiZBKnO.png

tBsAF3B.png

But I'm hoping in the next week or two to have a pre-release alpha for these parts:

SyPdTYT.png

1J84Ml9.png

They work, but currently the sub is a bit difficult to control and I need to revise the control systems...

My sub control is simple but works. My primitive ballast tanks get filled and balanced back and front until I have basic neutral buoyancy. Then under thrust you are basically flying underwater. When not under thrust ,then I use modified RCS thrusters, sub sized and powered, oh and the originals Atmosphere curve is set to not function underwater, which explains a lot. Been a headache working them out as I think Squad has written in that they can't work on Electric Charge alone. I have a working set that also require Intake Air, but next test I am seeing if I can get them running on a new Resource, Intake Water. Which will still require an IntakeWater Intake that uses Electric Charge. Here is some fun from when I was testing. Config up a new vernor with 400 thrust. Make a small craft with fuel and intakes and the new RCS and then play Hackysack with it. I am amazed at all your UI controls. Can't wait to see how you config them to work. Really looking forward to your SCUBA gear. Also, please show us the back of your sub. What is your propulsion? It looks like a small electric sub ducted impeller.

P.s Be careful with valves that blow all the ballast out at once. Suddenly you are shooting up very fast, then briefly flying then falling very hard.

Edited by ColdJ
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3 minutes ago, ColdJ said:

require an IntakeWater Intake that uses Electric Charge

Check out the following:

PART
{
    name = Thruster
    module = Part
    author = HugoGut
    MODEL
    {
        //model = Squad/Parts/Engine/vernorEngine/NewModel
        model = Squad/Parts/Utility/linearVernorRCS/Assets/vernorEngine
    }
    scale = 1
    rescaleFactor = 2
    node_attach = 0.0, 0.0, 0.0, 1, 0, 0.0, 1
    TechRequired = specializedControl
    entryCost = 4200
    cost = 1400
    category = Control
    subcategory = 0
    title = Thruster
    manufacturer = Reaction Systems Ltd
    description = A sea water thruster that uses electricity for extra maneuverability.
    attachRules = 0,1,0,1,1
    mass = 0.08
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 0.1
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2000 // = 3400
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
    tags = dock liquid manoeuvre maneuver propuls rocket control react rendezvous rotate stab steer thruster translate rcs vernier
    RESOURCE
    {
        name = Water
        amount = 1
        maxAmount = 1
    }
    EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.1 0.0
                volume = 0.5 0.05
                volume = 1.0 0.5
                pitch = 0.0 0.5
                pitch = 1.0 1.0
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_medium
                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 = 90
        resourceName = Water
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = Water
            ratio = 0.001
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 1.0
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
            key = 0 4500000
        }

    }
    MODULE
    {
        name = ModuleGenerator
        isAlwaysActive = true
        OUTPUT_RESOURCE
        {
            name = Water
            rate = 0.1
        }
    }
}


He does exactly what you are planning to do, as far as I can make out.

RESOURCE_DEFINITION
{
  name = Water
  title = Water
  abbreviation = Water
  density = 0.001
  unitCost = 0
  hsp = 0
  flowMode = NO_FLOW
  transfer = NONE
  isTweakable = true
}

I'm just exploring relative densities now...  See, anyway, this: https://forum.kerbalspaceprogram.com/index.php?/topic/155040-122-ballast-and-nuclear-submarine-parts-mod

 

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@Hotel26 Be warned. I believe that that resource will clash with anyone who has the "NSI" mod parts pack, which includes 77 industries.

This the contents of their resource config.

RESOURCE_DEFINITION
{
  name = Water
  density = 1
  unitCost = 0
  hsp = 2500
  flowMode = STACK_PRIORITY_SEARCH
  transfer = PUMP
  isTweakable = false
}

RESOURCE_DEFINITION
{
  name = Steam
  density = 0.001
  unitCost = 0
  hsp = 10
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = false
}

RESOURCE_DEFINITION
{
  name = HeavyFuelOil
  density = 0.005
  unitCost = 0.5
  hsp = 1200
  flowMode = ALL_VESSEL
  transfer = PUMP
  isTweakable = false
}


RESOURCE_DEFINITION
{
  name = Fire
  density = 0.001
  unitCost = 0
  hsp = 1
  flowMode = NO_FLOW
  transfer = PUMP
  isTweakable = false
}

That is why I have gone for IntakeWater. And I have left it an the density of IntakeAir because it is only as a requirement for the thrusters to operate.

Still working out Atmosphere curve.

@Hotel26 This is the config I have currently working with Intake Air. It takes far more thrust to correct things under water.

 

PART
{
    name = vernierEngineSubE
    module = Part
    author = Pablo
    MODEL
    {
    model = Squad/Parts/Utility/linearVernorRCS/Assets/vernorEngine
    }
    scale = 1
    rescaleFactor = 4
    node_attach = 0.0, 0.0, 0.0, 1, 0, 0.0, 1
    TechRequired = specializedControl
    entryCost = 4200
    cost = 1400
    category = Control
    subcategory = 0
    title = Vernor Engine SubE
    manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd
    description = #autoLOC_500494 //#autoLOC_500494 = The VR-N1ER Veer-Governor, or "Vernor" Engine is an attitude control thruster. These motors are linked to RCS controls, but are powered by a Fuel+Oxidizer mix, making them significantly more powerful than MonoPropellant-powered RCS thrusters. They are fairly more bulky in comparison though, and feature only one nozzle facing outwards, although most agree that is an acceptable trade-off for the additional punch they pack.
    attachRules = 0,1,0,1,1
    mass = 0.08
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 0.1
    crashTolerance = 50
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 2000 // = 3400
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
    tags = Submarine RCS
    EFFECTS
    {
        running
        {
            AUDIO
            {
                channel = Ship
                clip = sound_rocket_mini
                volume = 0.0 0.0
                volume = 0.1 0.0
                volume = 0.5 0.05
                volume = 1.0 0.5
                pitch = 0.0 0.5
                pitch = 1.0 1.0
                loop = true
            }
            MODEL_MULTI_PARTICLE
            {
                modelName = Squad/FX/Monoprop_medium
                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 = 400
        resourceName = ElectricCharge
        resourceFlowMode = STAGE_PRIORITY_FLOW
        runningEffectName = running
        PROPELLANT
        {
            name = ElectricCharge
            ratio = 0.9
            DrawGauge = True
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        PROPELLANT
        {
            name = IntakeAir
            ratio = 1
            resourceFlowMode = STAGE_PRIORITY_FLOW
        }
        atmosphereCurve
        {
            key = 0 9000
            key = 1 9000
            key = 5 9000
        }
    }
    MODULE
    {
        name = FXModuleAnimateRCS
        animationName = linearRCSGlow
        responseSpeed = 0.01    
        thrustForceMult = 2    
    }
}

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One thing I have noticed with all the previous posts, on the subject of ballast and submarines that I have been directed to or managed to find.

Is that they tend to over complicate the matter, and in some cases bloat the MM patches. Apart from the propellor dual screw that I have modified from "Retro Future" because it looks cool, everything else is simply configing up a new part from stock Squad. Ballast tank, 1 new text file. Underwater RCS, 1 new text file. Weight belt using Breaking Ground DLC, 1 new text file. Anything else I might change is just for looks. So three new text cfg files, is all you need to go exploring, if you don't care how it looks. No mod packs needed. everything else you need is stock Squad.

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https://forum.kerbalspaceprogram.com/index.php?/topic/27292-what-did-you-do-in-ksp-today/page/2269/

Still getting the hang of linking.

Look for the post by @uscespc from roughly 9 hours ago on the submarine models he made. Look to be all 1 piece models and fully functional.

Edited by ColdJ
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2 hours ago, Angel-125 said:

@ColdJ This is the back of my test sub:

6diHOcy.png

Those motors are from my Buffalo mod, but I plan to add a similar set of underwater engines after the first pre-release of SunkWorks.

Those are so Coooooool :cool: And the bubble trails have me drooling.

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I am using KSP 1.9.1 so I downloaded your Buffalo 2.9.0

Hope that is the right 1.

Your's and Squad's config files are neat and properly set out. I come across so many in mod packs that aren't. I was starting to think my Notepad was scrambling them.

Looking forward to your new underwater stuff.

 

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I had an Idea. Which unfortunatel wasn't in @Angel-125 s knowledge base. That is in the case of knowing how to make the Kerbals RCS pack be able to come out in water.

As all the space afficianados would know. NASA would train their Astronaughts how to space walk by putting them in a great big tank of water. Now Kerbin has a massive tank of water known as an ocean. Imagine being able to practice space walking and docking, getting used to finessing RCS thrusters and the like without actually having to go to space first. I have the very basic way of making Kerbals mostly neutrally buoyant and once Angel-125 has got his SCUBA gear just the way he wants it I believe his gear has a more advanced way of doing it. I have already got straight forward ballast tanks that have proved effective. If I use a spherical mesh to create 1 and put it on the COM after making sure the engine has a weight to balance out it's buoyancy. And I have also got effective under water RCS thrusters. Then the manipulation and docking of craft in the water, as if in orbit is doable. So all I need now is someone who knows how to make the RCS packs of the Kerbals come out underwater. So as be able to complete the experience.

So the gist is. Does anyone know of anyone capable of making the under water RCS thruster pack work?

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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
		}
	}

 

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