![]() ![]() Set another action group to toggle the converter to exhaust ballast as needed.Ĥ. Then, set the action group to toggle the intake.ģ. Attach Liquid Intakes (at least one) to your craft (preferably on the fuel tank.) Be sure to set the intakes to closed.Ģ. Lastly, a Waterjet to push your craft to fantastic speeds.ġ. Underwater Thrust Blocks that use liquids to provide accurate maneuvers. Liquid Intake ducts used to take in and compress liquids. Included in the pack is newly revamped SinkEmAll, this time redesigned to utilize intake ducts to control ballast. This mod provides the parts and tech to control your ballast and propel your crafts forward as well as maneuver your craft. Are you ready to take the adventures underwater? I've got an idea for an underwater base where I can dock subs on laythe.You have gone to space. Then I can't think of any good old part to use for basically an electric "RCS" for use underwater. cfg file of the new turbofan, and then change the stats to turn it into an electric fan too. I'm also thinking I should add thrust reverse on the electric fans (I'm not exactly sure how to do that, they're using the old "ModuleEngines", not the new "ModuleEnginesFX" ![]() a negative generator? something that just consumes ballast and does nothing of any significange? (like a 10,000 ballast = 1 Electric charge fuel cell) I'm also thinking a better method of getting rid of ballast is needed than just the jettison function (though with small tanks I can tranfer into the smallest tanks and jettison from those). I'm thinking maybe I'll add an Isp curve to it, so it can perform well at >1.0 atms, but still be weak on Duna. that sub is already ridiculously expensive from all those RTGs but I was balancing these electric fans for use on a light mostly solar powered aircraft for traversing Duna by air at ~80-100 m/s Power consumption is quite high, and top speed is quite low. you can see the "efficiency 0.00" readout on the ballast tank, the generator is off, so 0.00 makes sense. Unfortunately, I didn't realize the "activate generator" button disappears when I have multiple things selected. instead of having to fill ore tanks after launch (which can be quite difficult considering no liquid biome has any ore to drill) but you can also generate ballast in space). ![]() and have them sink on their own from taking on ballast in the water(the ballast function works anywhere, but I can't imagine why you'd want to increase your mass in any other circumstance. and also to launch these things empty, tranfer then empty, and splash them on Laythe/Eve empty. Now, I've added a ballast tank (no unique 3d model and texture).īasically its the same as an ore tank, but it has a generator that can produce the "Ballast resource" which enables you to control your buoyancy. all that I already had for atmospheric craft on Duna/Eve. to 0.9?), modded to be heavier, function as an "intakeAtmosphere" source, and electric charge storage (ie batteries replace the liquid fuel). The Engine nacelle from 1.04 (and earlier. (I just changed them to the more recent pre 1.05 basic jet model) ![]() 18, modded to use electric charge and an "intakeAtmosphere" resource. So since submarines are now possible, I did a quick mod and made myself a "nuclear" powered submarine. ![]()
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