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could you build a bridge to that island next to ksc?


ac30fspad35

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I think it's too far away, exceeding the approx. 2.2 km of physical rendering distance.

If the water depth is sufficiently low, one could build a segmented, one way bridge with pylons with Klaws holding onto the ocean bottom, but it would be very difficult.

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The stock game limits "physics range" to just over 2 km. So you couldn't do it with a single ship without using a mod that increases that.

If it was a single ship you might have problems with gravity not acting right on the ends, because I think KSP just uses the gravity at the CoM for every part so it doesn't factor in the different angle between the ends.

Alternatively, you could build a pontoon bridge using multiple ships, each within the physics range limit. Making the gaps crossable might be a bit tricky but shouldn't be all that hard.

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I think it's too far away, exceeding the approx. 2.2 km of physical rendering distance.

If the water depth is sufficiently low, one could build a segmented, one way bridge with pylons with Klaws holding onto the ocean bottom, but it would be very difficult.

so your saying it would take some time but it can be done.

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I think it's too far away, exceeding the approx. 2.2 km of physical rendering distance.

If the water depth is sufficiently low, one could build a segmented, one way bridge with pylons with Klaws holding onto the ocean bottom, but it would be very difficult.

The depth is too deep. Anything that goes below 500m below sea level in ksp is instantly devoured whole by the kraken. A multi-segmented pontoon bridge would work, though, if you could get the transfers to work well enough.

Alternatively, you could whip up a bridge model to plunk down using Kerbtown, since static objects aren't subject to the 2km. rule.

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The depth is too deep. Anything that goes below 500m below sea level in ksp is instantly devoured whole by the kraken. A multi-segmented pontoon bridge would work, though, if you could get the transfers to work well enough.

Alternatively, you could whip up a bridge model to plunk down using Kerbtown, since static objects aren't subject to the 2km. rule.

I did not know about that limit. That's similar to what happens on Jool, right?

Well, that seems to be the final nail in the coffin which can be avoided by using mod(s) that extend the physical rendering range.

Mod for welding would have to be used for reducing the part count.

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so basically we cant go under water because that stupid kraken eats metal.

the physical range is 2.2km

what i need to know however is what is the physical range of kerbals.

and what if i can float multiple docking stations in the middle of the ocean then dock bridge parts there.

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I did not know about that limit. That's similar to what happens on Jool, right?

Well, that seems to be the final nail in the coffin which can be avoided by using mod(s) that extend the physical rendering range.

Mod for welding would have to be used for reducing the part count.

Somewhat (I think). What happens is that anything below 500km (or is it 600? One of those, anyway) underwater on Kerbin, Eve, or Laythe instantly explodes, no questions asked, whole vessel goes ka-blooey. Very difficult to come across in stock KSP since it is absurdly difficult to make a vessel sink any reasonable distance. Constant issue when using Hooligan's submarines mod, which is where I've encountered it (trying to drive an undersea rover from ksc to the airfield island, in fact). As far as I know, it's the same in stock ksp if you can get that deep, though. Basically, the Space Kraken never forgot it's deep sea roots...

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