![]() ![]() I know how hard fluid dynamics can be (I've dealt with it.Myself, Ben from Industries (.CFG Hacker, Project Coordinator, Admin of the Forum Thread and Resurrecter)īig thanks to the following members of the team because with out the help from these people Maritime Pack 2.0 would not be possible.įangist (Yep he is back) (Founder, Modeler, Texturer and Lead Developer) IIRC from talks with NathanKell I've had about this water are actually around 1g/ml so normal density of distilled water (though it might be 1.5g/ml) it's just that some parts are very buoyant, I wasnt thinking about realism just about a general way to make it more viable and easy. Or close to it.īut obviously I like more then a few parts to float for shipbuilding purposes so it could use some tweaks, theres no doubt about that. Only if a specialized hydrophysics team is going to join the table at the Squad headquarters is it ever going to be as such. ![]() Present day: And now we are debating to get it more realisticĬritically speaking I think "realistic" is never going to work. SQUAD STAFF: Let's just make the water very dense so nearly nothing will sink below it. "we can't have it that parts ever sink below the ocean otherwise people will complain about recovery issues" I have not experimented with these values, might provide interesting Purely speculative here but I think Squad once thought by themselves. You can give it a negative value and it will always sink.Ī very few parts have additional parameters, for example some command pods: If it doesn't the game will automatically give it a value based on volume, mass and density and it will usually float. ![]() How this works:Ĭheck a part config and see if the line buoyancy = x.x exists. We could help Squad with adjusting the settings and test the parts, then send a proposal to have them modified with a new update. The buoyancy of fuel tanks is something different, while I agree they're excessively buoyant, new values should be calculated instead of guesswork. Batteries float which also seems very unrealistic to me. All wing parts are excessively buoyant, even if they don't have fuel tanks. However there's a big list of parts that are still too buoyant. Some parts will sink like metal plates, beams, girders, engines. Squad has improved the buoyancy settings for a lot of parts with the recent updates. But they were my trains.a very kerbal trainĮmbrace the kerbal.go with what works.youll find happyness ![]() Side effect was they had.nose mounted RCS to keep on course and wheelset mounted to increase traction on hills. Mod another engine to burn ore as a fuel and thats the basics of your submarine system crudelyīut trains also dont run on monopropellant as mine did turning the wheels like electricity from a diesel generator. When you run the engine itll slowly fill the ore tank as its generating ore from fuel (change that to air if you want) The easiest way i can see is to do what i did with trainsĪnd put a massive ore tank on your submarine. It took me 2 years and thousands of km driven to perfect the 44 class locomotive.then updates killed it.but KSP trains are my thing ive enjoyed all of it. The reason why im detailing this.is.if you want KSP to do what you want.then its a hard road to success.one thats worth it in the end. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |