![]() I landed on the bottom of the sea, around 700m down. This ship has two tanks, to allow me to level it by activating and deactivating them as I fill the two ballast tanks. It's literally just a set of config edits. You can download the new updated mod, which works with 0.24.2, at : That way, when you turn on RCS and translate downwards, you sink. Then you put the negative one on top, and the positive one on the bottom with the ballast tank. (3) An RCS thruster with massive negative fuel usage. (2) An RCS thruster with massive fuel usage. ![]() (1) A radial monopropellant tank with massive capacity, the "ballast tank". If space just isnt the final frontier that you dreamed of, it might be time to go back to the sea. Also allows Kerbals to sink and be able to walk on the bottom, and tweaks the camera so it works underwater, too.In a bygone age, I made a very simple, plugin-free submarine proof-of-concept mod. The Maritime Pack by Fengist allows you to live all your seafaring dreams in your favorite space simulation game, giving you a ton of boats and submarines to use on any body of water you want to explore. Totally redoes how "water" works, allowing not only boats but submarines. Besides this, it comes with a small motorboat hull but if you get this going too fast, it will shoot up about 3000m into the air so it's a good idea to equip it with a parachute so it doesn't splatter when it comes back down. And it also has parts to dock the planes, an arrestor system, and working flightdeck elevators. This allows you to build ENORMOUS aircraft carriers that move pretty well under their own power, plus are big enough to land airplanes one. This one crossed the ocean heading 090 from KSC in 54 minutes at an average speed of 107m/s with enough fuel to return. Here's an example of such a boat powered by 2 jets from B9. The pontoons aren't too buoyant so they need to be pretty big to float anything, and they seem to fail at about 125m/s. The pontoons have rudders on them that somehow actually work when moving at speed, and can also be equipped with retractable, steerable, powered wheels to make a fully amphibious vehicle. All in all, not very satisfactory.īesides the "spawn in water" part, this also comes with pontoons for seaplanes. In fact, you don't really turn at lower speeds, just rotate so you can go in another direction. But either way, you can't turn if you're moving more than about 10m/s no matter how many control surfaces you stick in the air or in the water. ![]() I here there's another option that uses long I-beams for pontoons with the hull above but I've never tried that myself. It's a VERY good idea to make it 3-legged to prevent it from rolling over. Then you have a hydrofoil that can get up to very respectable speeds. The best things to have in the water are structural panels cocked up at an angle at the end of vertical I-beams. You want as little touching the water as possible. Otherwise, you have to make your boat able to drive from the runway or Launchpad into the water.Īpart from this, there are 4 ways I know of to make boats that move much at all. One of these is Firespitter, the other is Hooligan's Submarines. If you want to avoid having to make it amphibious, you can get either of 2 mods that have a part that lets the boat spawn in the water just off KSC. ![]()
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