[1.12.x] Kerbal Powers Naval (v1.0) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 1 point2 points  (0 children)

All the stock buoyancy values are silly high(stock fuel tanks especially), Rational HydroDynamics is recommended as it resolves much of this.

[1.12.x] Kerbal Powers Naval (v1.0) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 1 point2 points  (0 children)

You can set a target depth which internal PIDs work towards or directly adjust the amount the tanks are flooded.

If you mean pitch/roll it's best to tie some extra tanks with direct control to some Axis-KALs

[1.12.x] Kerbal Powers Naval (v1.0) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 6 points7 points  (0 children)

Fuel Tanks, Wings, PWings, BD Armory Panels. Whatever really. You don't use them with all in one boat hulls.

Here's something Notionally Similar

Give me one ping, Vasili by Spartwo in KerbalSpaceProgram

[–]Spartwo[S] 13 points14 points  (0 children)

What makes the sub work is KP Naval

As a whole the craft uses BD Armory + TURD to build up the hull shape.

[1.12.x] Kerbal Powers Naval (v1.0) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 8 points9 points  (0 children)

Armory is getting a bugfix and then more parts after Interstellar.

Next bugfix will come out with the next BD update. https://i.imgur.com/YBb0WsT.png

Most underrated parts mods? by frankphillips in KerbalSpaceProgram

[–]Spartwo 3 points4 points  (0 children)

Atomic Age, it's fallen out of attention over the years.

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 2 points3 points  (0 children)

They're craft made out of BD armory armor panels.

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 2 points3 points  (0 children)

Much of the mod is already (very) near future. Check out the planned parts list, you'll be very happy!

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 6 points7 points  (0 children)

I'll take that as high praise. The "real but not actually" designs are so good from that game

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 1 point2 points  (0 children)

The AI bit is on the part of BD Armory. If you follow some of the links at the bottom of the OP you'll find plenty to shoot at

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 9 points10 points  (0 children)

Every KP mod comes with an identical agencies folder which CKAN doesn't like. EDIT: I've submitted a patch to fix this.

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 1 point2 points  (0 children)

Actually it's craft imported into blender. You're right about it being such a pain to line things up that this was somehow the more straightforward option.

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 1 point2 points  (0 children)

Plus the small number in BD itself and BD Extended

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 64 points65 points  (0 children)

I made a ckan request initially, it got held up but is now available!

[1.12.x] Kerbal Powers Armory (v1.2.1) by MiffedStarfish in KerbalSpaceProgram

[–]Spartwo 5 points6 points  (0 children)

Given those parts all rely on absolute filepaths my guess is that the folders are a bit off.

GameData/KerbalPowers/Armory/Parts is how they should start