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About HvP

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    Crewman Number 6

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  1. My grateful appreciation again to everyone for your wonderful comments. I had been working on an updated model with grasping tentacles but I think I broke the VAB. I keep getting log spam due to what I think is too many parts connected in series (Error: Too deep hierarchy to perform rigidbody ordering. Nested rigidbodies might look strange). It has corrupted the craft file for the model I was working on which now will not load in the VAB Still, it is only a delay, I have backed up the three original models and I have something else planned but will take a while. In the mean time, the brave Kerbals have mustered some ingenious counter attacks against the Martians. First, Cavor Kerman tried to infiltrate their home planet in his spacecraft, but a navigational error sent him a little off course. But here we see H. G. Kerman with his assistant Dr. Griffin Kerman in an attempt to use their new inventions to stop this war before it even begins.
  2. Looks great, and not only is it functional, but it's even a real SSTO. That's hard to pull off. Cool!
  3. Thank you all so much for your kind comments! I was quite proud of these as you can imagine. Surprisingly enough they do stand on their own legs under normal gravity. They don't even need the unbreakable joints cheat, although I did sprinkle in a generous dose of autostruts. Now I wouldn't call them exactly stable, though. You could sneeze and knock them over -- so I guess if you had a cold you could kill them all. There's a significant and worrisome wobble when they first load in which lasts for about a minute before they stabilize enough to even quicksave. The three in these pictures are actually three different models, each with slightly different head and leg articulation. I wanted to do a few more poses, including one where the rear leg reached under the machine to take its weight or even crouched down, but severe oscillations ripped them apart. Maybe if I can be sure the Ubiozur part welding mod works with 1.3 it will open up more possibilities. No, I haven't done any modeling, but I appreciate the compliment. There are so many good modelers and creative artists in this community that I'm just happy to contribute what I can. Each walker is only 543 parts if you can believe it. With over 50 Oscar-B tanks and 40 FL-A10 adapters per leg that means that fully half of the part count is in the legs, unsurprisingly. The only mods used were B9 Aerospace Procedural Wings Fork (for the collar), and TweakScale (mostly to gradually narrow the legs and other "tubes", and to reduce the size of the orbital scanner for the heat rays.) Vessel Mover was used to put them into position, of course. I still have ideas to improve them, like adding the grabbing tentacles to the front, and a variety of different poses. @Dafni, @Stevie_D Thank you! The Martian war machines should be intimidating and terrifying so I knew there had to be smoke and flames. It's amazing what you can catch when you spam the F1 button twice a second. Haha, thanks. That's not even the creepiest one I think. Here's an honorable mention that I didn't include because I didn't want to overuse the same pose too much. I like this one because it gives a real feeling of hiding behind a building but looking up and seeing that you've been caught.
  4. "A monstrous tripod, higher than many houses, striding over the young pine trees, and smashing them aside in its career; a walking engine of glittering metal, striding now across the heather; articulate ropes of steel dangling from it, and the clattering tumult of its passage mingling with the riot of the thunder." - H. G. Wells, 1898
  5. @felcas Yay problem solving! Just a suggestion for the future, don't be afraid of asymmetry. You can always balance out those parachutes with a counterweight on the other side. The RCS Build Aid mod that Physics Student mentioned earlier is something I consider an essential addition to the game and is a huge help in balancing craft in this situation. I'm glad we could be of some help. Happy flying and have fun!
  6. Another delivery option
  7. Attaching the wheels is the main difficulty with building a rover with KAS. It's sometimes hard to get them level with each other. But mainly you have to have the main body raised up off the surface so that the wheels don't clip into the ground after attaching them. Bring along one of the KAS ground pylons or other raised structural part and then attach the central body of your rover to that first. It's kind of like putting your car up on a lift. You can then lift the whole rover assembly off of the pylon and then carefully drop the rover on the ground (explosions are common in KAS if some parts are dropped directly onto the ground; always raise them up a little and let them fall to the ground.) Alternatively, you can build it upside down and then just turn it over when you need to add stuff to the top.
  8. A sky crane doesn't have to be any more complicated than a fuel tank with a few radially mounted engines and a decoupler underneath to drop the rover from and maybe a probe core or docking port on top so that you have a control point to orient yourself for descent. A probe core on top of the sky crane will make life easier, so that you can better aim the probe away from your rover when you decouple it. But decoupling just above the surface with the engines still running will do just fine for ditching the delivery vehicle even without a probe core. Separatrons staged with the decoupler will work too.
  9. This is brilliant! Awesome how it even lifts into the air. That means you could put some hydrofoils under the pontoons and it would be like a real racing yacht.
  10. Opportunities for creativity abound when delivering rovers. It's one of my favorite challenges. Small rovers are frequently flown on the top of rockets under a fairing with a skycrane attached. Really tiny rovers can even fit inside of the service bays. The MK2 and MK3 cargo bays will help you with medium sized rovers, although you may have to land them horizontally with the cargo bay doors facing downwards. Very large rovers tend to have their own engines attached and are flown as part of the rocket itself. Aerodynamics often forces a launch that is much more straight-up out of the atmosphere before turning to achieve orbit. Alternatively, they can be covered by huge fairings surrounded by large booster rockets on the sides. One of my favorite ways to deliver rovers is to attach them vertically inside of a kind of sabot -- for example, I-beams on either side that connect to the stack above and below, that have small engines attached, which can be decoupled after landing.
  11. This is good information to know. Those contracts can be remarkably picky.
  12. Yes I see you're right, of course. That introduces the additional possibility that the thrust-to-weight ratio might actually be a little low after dropping those solid boosters depending on how the gravity turn is done. It's possible the nose is trying to dip and if the rocket is not well aligned along the pitch/yaw axes then trying to bring the nose back up is inducing movement in the other axis as well.
  13. I am just in awe!
  14. Not having a thrust curve for the solid rocket boosters does make life interesting doesn't it? I wasn't thinking of using two sets of four with lower thrust on the second set, but it could be worth a try. I think @felcas can get away with just turning the thrust down on all of them together though, since the mainsail (I assume it's a mainsail engine?) has enough thrust to sustain the flight once the boosters run out at about 7km. And YES I always prefer keeping the four fins oriented north/south east/west. Much less likely to fight with each other. And if nothing else, disable roll control for those fins.
  15. Hi @KerBlitz Kerman. Good question! Automatic EVA is what happens when you click the EVA button on the Kerbal portraits in the bottom right corner. If your Kerbal is in a part with more than one hatch (like the Mobile Science Lab) then the game chooses for you which hatch the Kerbal will exit from. You can however choose which door you want the Kerbal to exit from by LEFT-clicking on any one of the hatches on the part your Kerbin is in and pushing the EVA button next to the Kerbal's name. The Mk1-Crew Cabin has two hatches, but they are on either ends of the cylinder, and usually one or both of them are covered by attached parts. You can only EVA out of a Mk1 Crew Cabin if one of the hatches on the ends is still left open with nothing attached to it. If the door isn't obstructed then you can LEFT-click on the hatch on the end and choose the EVA button next to the Kerbal's name. It won't always AutoEVA from a Crew Cabin by clicking on the portrait because one of the doors will usually be blocked by an attachment point and the game doesn't know which one you are trying to exit from. If both ends of the cabin are blocked then you will have to transfer the crew into another part with a free hatch in order to get them out. RIGHT-clicking on the Crew Cabin will give you a menu that includes a Transfer Crew button then it will highlight parts that they can move to. If a part has free space it will be highlighted blue, if it is full then it is highlighted red and you won't be able to move them to the occupied cabins unless you also move or EVA the Kerbin that's in it first.