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Found 78 results

  1. So I have been play for a while now and have recently been experimenting with deploying a rover out the back of a cargo plane. I have run into a hitch though. How do I deploy the rover, then the parachutes, then regain control of the plane. When I set control to the rover, I can do the first two tasks, but then I can't regain control of the plane. Any one have any ideas on how to get past this?
  2. This is Brent Kerman, Reporting in from the Buffalo. We are on a journey to explore Kerbin by land. Here is the rover: It uses @Angel-125's Pathfinder as main body and Snacks for additional challenge. It seats seven, and has supplies for three years. The rover averages 20 m/s, because that's about top safe speed. It could go 40 m/s! If you have a location you want explored, message me the coordinates and I will do. I have all stock and DMagic science experiments. Report: Year 1, Day 1. Today we acquired the ability to use the Stereo Space Telescope, or SST, and Comsat Alpha, to support our mission. Engineers are finishing the rover today.
  3. Hello dear community, im struggling to find TT s Modular wheels mod. I have 1.2 installed. I need that mod for the following reasons: It has combustion engines of different several types, found in real cars, it has nice, adjustable real life weels. I remember back then, I made various kinds of nice cars, from scratch with this mod. Please help.
  4. Another video on my youtube channel from an awesome mission. It was so funny to record and edit. What do you think?
  5. I decided to try building a rover for the first time today, and I noticed that any rover I construct will turn to the right at the moment that I press W (forward). This is no matter what wheels or probe core I use. I downloaded a fresh new copy of 1.1.2 and continued to have this problem, even with some of the stock rovers like Rover + Skycrane and Prospector Rover (I don't see this problem with the Crater Crawler nor with the Bug-E Buggy). Now, this is not a continuous turn to the right - it is only upon pressing forward. For example, from stop, I will press W and the rover will begin to move forward and turn right about 15 degrees or so, and then if I continue to have W pressed, the rover will continue straight at the new 15 deg angle. However, if instead of continuously holding W I pulse W for one second pressed, one second unpressed, one second pressed, etc., the rover will go forward-right ~15 degrees, then forward-right another ~15 degrees, then forward-right another ~15 degrees...and eventually I am traveling in a huge circle, without ever hitting any other key but forward. This will happen even if I disable steering on each of the wheels. This will also happen if I try to create a rover with awfully misaligned wheels to see if it will drive left or affect it in some way - and it doesn't. The rover does the exact same thing, with no differences. I have tried this with a 4 wheeled and a 6 wheeled rover, and the problem seems more pronounced with a 6 wheeled rover. I have tried it on completely flat terrain and I have tried to make sure the terrain was exactly the same for all wheels (driving on the runway and in the grass around the KSC). I tried downloading a fresh new copy of 1.0.5 and this problem was no more. The rover drove as straight as could be. I even tried to create a new rover with misaligned wheels again, and even this horribly asymmetric rover ran 100% straight. So, this seems to be a problem with some release after 1.0.5 (I do not know which release because as I mentioned before, today was my first ever trial with rovers). Does anyone else have this problem with 1.1.2? This seems to me to be a pretty significant bug. I am running Windows 10 64-bit. I've tried KSP 1.1.2 in 32-bit mode and 64-bit with the same problem.
  6. Name: Kesla Rebel Lux Rover Class: Compact pickup truck Body style: 2-door truck Price: 220 Funds Weight: 2.54T Electricity Charge: 23800 License: GPL V3 Download link:
  7. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can contain crew cabins, a laboratory or even bellowed joints to be more flexible in difficult terrain. Currently the Lynx Rover is still in the test phase and may have remaining bugs. Use it with caution! Many bugfixes for the Hitches/Joints Support for RPM and ASET Resource Support for Multiple Mods Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The hitches and joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Following additional features are planned for the future. The order of the list does not indicate when the new features are added. New Parts: Landing Thrusters, Legs, Docking-Bay The Hitches and Joints do currently not work when Kerbal Joint Reinforcement is installed. This will be fixed with the next update of KJR. If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the LOG FILE. Otherwise i won't be able to help! Feline Utility Rovers is licenced under: @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
  8. Hi guys, I present you my mission to EVE, Here below the summary: - Launch all vessels in KLO, except interplanetary vessel (launched for previous missions) - Refuel all vessels in KLO - Transfer to EVE - Rescuing Kerbonaut in ELO - Rescuing Kebonaut landed on Gilly - Conduct some gravity scan on Gilly - Creation of geosynchronous communication satellite - Land materials on EVE - Rover - Science and accomodation outpost - Ascent Vehicule - Proceed to exploration of 3 Biomes - Back to interplanetary ship - Back to Kerbin - Transform science to gold!
  9. The JPL built Mars rovers have all used a "Rocker Bogie" suspension system, which allows all 6 wheels to remain grounded. Though, I've built this type of thing in Besiege, and even in VR with Fantastic Contraption, I've never made one in KSP. After installing Infernal Robotics, and having free spinning washers, I realized I finally could. It's called a Rocker Bogie, because it uses 2 wheel bogies (like on a train), which are connected with rockers. There pivot points are completely unpowered, with just gravity keeping the 6 wheels on the ground. My previous Besiege build used a differential gear similar to the one on Spirit and Opportunity to keep the rover body upright. Without gears, I ended up making a Differential Bar, like what was used in Sojourner and Curiosity. Here's some quick clips of the thing. First up is my proof of concept rovering around Kerbal Space Center. Though robust, I could still use bigger wheels. Hopefully, getting this thing on Mun will help me get more science to further unlock the tech tree. In order to get it to fit a bit better into a 2.5m rocket with the smaller fairings (haven't unlocked 3.75m yet), I opted to use some Infernal Robotics sorcery to make it fit, along with taking advantage of the free spinning rear bogie to stow up unpside down. I also loaded it with the life support parts I needed for a long stay, as I'm running MKS. And here it is on Mun. I've never seen a "Lode," so I landed near one and checked it out. At that point, I was just under 300km away from Munar Station Ada Lovelace. So time to start roving. I was expecting it to be a tedious drive, so I've been working on a Rover Autopilot system made in kOS. I've been playing with PID Controls for Cruise Control. Problem is, I tuned it around flat ground near KSC, but it needs a lot of adjusting for the hilly terrain on Mun. I'm averaging about 5m/s, so it'll be a while. About half way to the station now.
  10. Cross Kountry; A KSP Adventure A group of explorers has been selected by the KSC to go on a treacherous drive to the top of the world, and to regions unknown. With danger and action aplenty, the group must use all of their wit and courage to survive the most intense event of their lives. Written by DarkOwl57 (Hopefully) Daily Updates!!! Rated 5 stars by Kerbal Weekly and the National News. "One of the best action-adventures of the year!" -Jongby Kerman, Selective Reader magazine
  11. Despite playing KSP I also like to play around with real hardware from time to time. Four (!) years ago I started a little project, a small raspberry pi based rover, which I kept on my shelf for ages once the technical stuff was working. Now, a few days ago I picked up the loose ends and finally wrote some simple code to actually *do* something with it - and it didn't go *boom* either. So, here's a little clip showing you what I'm talking about. Boy am I proud
  12. Name: Panto Rover Class: Microcar Body style: 3-door hatchback Please visit our official website for more information and support: Download link: Rover License: GPL 3
  13. Hi Guys, USI has these HUGE 5m Kontainers, And I need a way to get them from base to base Via the ground, and short of slapping wheels and a probe core onto the godzilla of storage modules, I cant. Are there any Rover mods that can do that, While still being compatible with 1.2.2?
  14. THE CHALLENGE Due to contractual problems with Kerbals Broadcasting Interesting Things TV (Kbit TV), Keremy Klarkson is starting up his own TV-show, and has come to the KSC for a location and some racing rovers. Unfortunately, the rovers provided by KSC's developer going by the ominous name of "Squad" have not even slightly met the requirements of Keremy, and as such he calls upon you to enter your best rover to race around the KSC test-track. The Challenge is simple: One must complete the test-track, starting from the spawn-point on the runway, up to the finish line at the top of the hill. Best time wins. Alternatively, you can enter ZE ULTIMATE CHALLENGE, where you must drive your rover from the spawn-point up to the flag called "The ultimate challenge". Best time wins. SCORING, RULES AND LIMITATIONS General scoring and rules (applies to all categories) Scoring is simple: your time (in seconds) is your score. However, total score may be influenced by the following penalties and bonuses: Per part lost underway, a 5 second penalty is implied. Per succesful "accidental" flip (along the vertical axis), a 15 second bonus is implied Per extra kerbal, a 5 second bonus is in place, you can bring a maximum of 6 kerbals. Should you be unable to finish, you can stop at flag number TEN. However, a 240 seconds penalty is in place. Rules: Your rover must be manned. Your rover must have an antenna for radio reception (The Stig requests it). Your rover may only be powered by the rover's wheels, but you may use a maximum of two sepatrons for EXTRA POWERRRR. You are allowed to create extra downforce using downward thrusters of any kind. (yes, this includes the Mainsail). Cheating is not allowed, the settings in the save-file may not be changed. So no unbreakable joints, et cetera. Quicksaves and reloads are allowed, since this implies having to stop and accelerate (costing time), do please mention if you have had to quickload. Should you pop a tire, you may fix this. There is no penalty for this (other than the time lost). Power sources: All power sources (solar, RTG, Fuel cells) are allowed. Only non intrusive Mods allowed (so KIS/KAS are allowed, but no wheel mods) The use of landing gears is allowed. Mod: Take command is allowed, however, the Kerbals must be visibly seated in the command chairs. All command pods are allowed. Rules for "The Ultimate Challenge" General rules and scoring applies, unless overruled by the rules stated below. For the ultimate challenge, per seperaton used, a 5 second penalty is put in place. The usage of sepatrons is unlimited. Rules for "The Wacky Races" (For racers that do not fit in the general category) General rules and scoring applies, unless overruled by the rules stated below. Your rover may NOT be powered by jets or rockets or monopropellant, but may be powered by all other means. Surprise me THE TRACK The track: SAVE FILE (place in your saves folder) The Rover Test Track is a test track where Keremy Klarkson tests the latest in auto-motive design. The track is designed around a local spaceport and features tight bends, jumps and a hill climb. Lastly, completing the ultimate challenge (flag) by rover only grants you instant entry to the wall of fame and admission into the OP. The track is from start (runway) to FINISH around 14,5 km long. Track lay-out Run around of the track, please view for your own sake. WALL OF FAME Leaderboard Keremy's Test Track, lowest score wins @quasarrgames with 161 points @Hesp with 170 points @ajburges with 173 points @EpicSpaceTroll139 with 175 points @quasarrgames with 183 points @MiniMatt with 186 points @rocketengineer1982 with 216 points @Chempwith 221 points @DoctorDavinci with 242 points @Heimder with 250 points Gatecrasher: @EpicSpaceTroll139 with -54 points Leaderboard Wacky Racers, lowest score wins. @EpicSpaceTroll139 entering with a rotax powered, eh, landplane? with 194 points Leaderboard The Ultimate Challenge, lowest score wins @Hesp with 1664 points @Heimder with 2085 points In your post, please mention your total time (in seconds), bonusses and penalties. Also, post pictures of passing every flag or post a video as proof Upcoming expansions on Keremy's Test Track (to be included later): Downhill fury: After the Finish, race on to the waterline. The semi-ultimate challenge: After the finish of Downhill fury, head back to KSC and jumpjet onto the VAB. The jet-challenge: Only jet-engines allowed, no rover engines. The rocket-challenge: Only rocket engines allowed. Armoured Assault: Race your tank to the finish, taking out targets of opportunity and defensive structures along the way. If interested, please share your battletanks and defensive structures, I'll then make a selection of what will be put in the game. The ultimate goal of this challenge is to improve your rover building skills (since building a good rover is rather difficult), as well as be able to share your best working rovers with the community.
  15. COMPETITION CLOSED Welcome to the official 2017 G.K.R! In this challenge, you have one goal: to drive a rover to the exact north pole and return back to the KSC as quickly as possible. Rules: There can be one kerbal on board. The only non-stock parts that may be used are FAR, mechjeb, or KIS(or any other autopilot systems) The only propulsion systems that may be used are rover wheels, jets, and mono prop engines. It must not (intentionally) leave ground level. You must post pictures showing MET at start and finish. It ends on 3/25/17 Have fun!
  16. Stridsvagn 103 Main Battle Tank Designed off the original Swedish Strv 103 MBT, this fully functional replica uses tank drive systems and hydro-pneumatic (Or in this case, landingGearmatics). Consisting of 223 parts for detail and structure, this craft is recommended for good computers. Its completely fun to drive around, hit some things, break the tracks, whatever you wish with your tank! Specs: Max Velocity: Around 44 m/s Max Hull Traverse: 10 - 15 degrees per second Gun Elevation: +10/-10 degrees Tank Drive (including point turns and swing turns) How to Drive: W and S do not cause the vehicle to accelerate forward, press W causes it to turn right and S to turn left, Custom groups 1 and 2 lock the corresponding sides (1 left side track locked, 2 right side track locked) causing it to turn easier at high speeds. ALSO, please check the connection between the fuel line and the rocket engine, occasionally the game thinks they are not connected, resulting into no fuel for the rocket engines. If you guys want a tutorial as how to build the tank drive system in stock KSP or a time lapse of the build, please ask so in the comments! This tank drive concept was derived from my older vehicle and post, you should check them out too! And who can forget the mighty download button DOWNLOAD HERE
  17. Hey everyone! Lots of people have been anxiously waiting for this mod. It's finally at a point where it's playable, and all the necessary features are working. This is a manned rover, based off of the design in The Martian! Now you can re-create your own missions to Duna, or drive across the planet. It features several parts: Command Pod with lights and KIS storage, Battery with attached solar panels, "flatbed" main frame with KIS storage, and "trailer" optional frame. The included craft file is already put together for you, but if you do it yourself - the trailer attaches kind of funny to the back of the flatbed. It must be rotated right and I use the offset tool in the VAB to fine-tune it. The wheels will flip you if you brake hard, and I suggest setting the brake force to 100 on the front wheels, which I've already done on the example craft. Some things to note: The crew capacity is only ONE right now, it will be bumped up to THREE at a later time, when I've started working on the IVA. There is NO IVA yet. There are NO WHEELS yet. I guess the new KSP update (1.1) will rewrite the wheel modules, and I had a heck of a time getting them to work for me anyways. The stock wheels look great with it, and the model was originally made to scale with the stock TR-2 wheels. The IVA that the cabin uses is the MK1 pod. There is an example craft included! ...I think that's all for now. Hopefully you enjoy it, and if you don't, please tell me why! I recommend using the mod Kerbal Inventory System with this, so you can take full advantage over the features. (Like storing extra life support supplies for those really long trips.) Download from SpaceDock! Imgur Album showcasing delivery of Rover using KIS and USI Freight parts. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Also includes the following nifty flags: Example craft and KIS containers set-up for a cargo rover:
  18. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download, Source, and Change Log! Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
  19. Spacedock (Also on CKAN) This mod takes the vanilla radial xenon tank and creates a LF/OX version, as well as having a fuel tank version of the Probodobodyne RoveMate. MIT License
  20. This is a up-to-date collection of wheels that I have worked on previously, namely for the Rollkage and Better Wheels mods (credits: @electronicfox and @angusmcbeth) which are now more or less abandoned. The reason for reviving these is simply because I wanted to use them in my game, and there are very few wheel mods for 1.2. I would have done this earlier if it wasn't so annoying to update wheels from pre 1.1 to the new system, since there is hardly any documentation on how to do it. On the other hand, the new wheel physics system is much better and allows easy tuning so I no longer need to tediously tune the buggy phyx suspension and tire model in unity. I will update this with additional wheels as I convert them. Direct Download: Spacedock: Collection (formerly rollkage %26 better wheels) GitHub: Also available on CKAN Kerchelin Small Rover Wheel: 0.5m wheel for light rovers RollKage Kerchelin Extreme: 1.0 m off-road wheel for 2-5t light vehicles RollKage Kerchelin Sport: 1.0 m off-road wheel for 5-10t medium sized vehicles RollKage Kerchelin Jumbo: 2.0m wheel for 10-50t heavy vehicles
  21. PERFORMANCE NOT GUARANTEED IN KF RECOMMEND KF Bounder The Bounder is a forty-ton trophy truck, designed to ride the hills like they're not even there. It reaches speeds upwards of 85m/s on wheel power alone. Its rugged frame-and-skin construction is sure to survive a few rolls. But that is not the best part. Note the trailing arms below the chassis. These are fully active, thanks to the magic of Kerbal Foundries and Infernal Robotics. The Bounder floats over minor lumps and lands lightly from properly-executed jumps. What's more, the suspension is tunable. Tweak compression damping, rebound damping, compression spring strength, ride height, and much more to shoehorn the Bouncer into your style of driving. Out-of-the-box, the Bouncer features the "reckless driver" setup. You can find compression settings at the antigrav repulsor at the end of the trailing arms, and rebound settings under the seats. Articulation! Big jumps! Scale! *Kerbal sold separately. Download
  22. Craft on KerbalX: Initially i built a simple refueling station at Minmus. But more and more options were added during constructing, and, as a result, i got this: It has almost everything, that can has craft: 20 crew, docking ports (every size), science modules, research lab, solar panels enough to power up lab at Eeloo, full set of ore scanners, mining equipment, antennas with a total rating 383G, and so on. And it can reach, land and take off from every planet (except of Eve, of course). Also station has a rover, docked to the bottom of the Ore Tank. Rover has it's own set of science modules, so you can explore nearby biomes. And, with 504 t of fuel and 180 t of ore, it still can be used as refueling station In VAB Station is loaded with 90 t of Ore. On low orbit it has dV about 50 m/s. Converting ore to fuel makes possibe landing on Minmus, refueling and departure to any place with dV 5254 m/s After landing you can explore nearby places using Rover: And, if you want, climb on the Mun's Arch Craft can complete each contract's condition for station, outpost, mining. "The outpost must be on motorised wheels" too, simply retract landing struts: And you can return about 600000 credits, if you land near KSC: That's all, sorry for short notes and not native English
  23. Some of the rovers I have built, many of them in various stages of evolution, one even up to Mk X... love my rovers, thought I would share
  24. got a bit of a problem, 3 kerbals in low mun orbit, and i'm trying to make a rover to connect to that station, and then land to the mission location as i have to collect some mun dirt with a kerbal, in fact at 3 locations, the problem... its around 70% to 45 % slope the area i need to collect it from. so far i tried variouse rover-landers but so far i'm unable to stay there i just slide down faster and faster.. so any ideas on how to solve it, i need a surface collection from a crater hill, and i dont know how to design a rover that can climb so well, or stay in position with brakes. at such steep slopes
  25. Hello! I decided i would create a sped up version of my 2 hour mission to dump a rover on Minmus for later (MK3 SSTO with a base payload will send up a communications tower on Minmus). But something went wrong..... ENJOY!