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AntiMatter001

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Everything posted by AntiMatter001

  1. oh! goodness no! not bigger! smaller! XD here's a test flight of the small utility rover using these mods: IR-MR: (for the arm) Kerbal Foundries: for the wheels. KAS: for the cargo boxes LLL: for the cockpit and cargobay Nova punch: various batteries and stuff. so yes i would LOVE smaller parts (not bigger.) so if you don't mind it i'm going to edit all the .cfgs so i can get smaller parts. EDIT: I'VE GONE TOO FAR!! i tested the scaling and have made a small IR robot that's as small as a kerbal it was impossible to put together so i scaled it up first then back down and now i'm deleteing the edited .cfgs and starting over because i messed up somewhere and crashed the game lol EDIT2: also if your intrested a fully robotic staffed hotel in japan; http://indianexpress.com/article/world/asia/worlds-first-robot-staffed-hotel-to-open-in-japan/
  2. uhm... turning it upside down?? that brings up a subject i'd like to tell lo-fi. @lo-fi: the rover wheels need some sort of indication what orintation they need to be. the rover wheels (i think they're called) i've placed upside down by mistake making the suspension go "up" and the wheels no longer touching the ground... and my rovers in the jewel system... ... yeah...
  3. hm i was just about to say you should make your own game now since lots of people appear to be more interested in staying kerbin side and blowing each other up. an example of one of my battles* which took place on MINMUS** was piratically hilarious and somewhat fun. the weapon matter... eh... the pack seems to have what it really needs already. add a little more yeah but not too much or it will slowly drain creativity out of players and will most-likely result in people wanting turrets like the M1A1 tank turret in the pack so they can just stick it on a body and off they go. "plug and play" so to speak. *(made an very dumb/basic AI from one of the autopilot mods heh) **(don't use tanks... i still have one in orbit somehow...)
  4. no it doesn't work in 0.90 and judging from the message from the BD armoury thread (the one i quoted) won't be for some time :/ welcome back BD and god speed!
  5. alright fair enough. i guess i'll just have to make some tweaks of my own then and save them so i don't lose them thanks for your help. it's a great mod.(/model rework) hmmm i was just curious really i'm using 0.25m parts and having a 0.5m part on it just looks... well... silly. and since i'm using the hangers mod for a "mobile base" i was thinking i could set up a small mining operation which doesn't kill my computer everytime i get within physics range. the reason why i wanted the Utility Magnet part to be 0.25m was because i wanted a lil rover to chug about picking up small fuel cans and dumping them into a trailer which hooks back up onto the rover. that's all. it seems fairly simple to code into the .cfgs so i'll get to it and show you my "cases" afterwards if it works. if not i'll just shut up and keep oogling your amazing work. also when reading your comment i didn't mean any disrespect to you or your work. i probably would be stuck with the other parts instead of these ones if you never showed up (not saying the others are bad) oh now that i think about it if anyone want's my edited .cfgs for the "extra small" size do i report it back to you first?
  6. Uhm... hey... sorryy but i would like to ask a favour... does anyone know how to scale this down one more time? (extra small) i'm using the RollCage mod and i've made a rover that lasts quite a while on solar power but when i tried adding a claw(not "The Claw" from vanilla) onto the back i relised the parts were WAY too big... and the roll cage scaled up just looks stupid for kerbals... would love help. if no one can help then that's okay i'll just go back to building slightly less elegant robotic cars EDIT:on a different note the untility grabber doesn't have a tweak scale value neither does the landing foot or the grasper. if someone could tell me how to do this i'd be very thankful EDIT2: just saw the "these parts are still in beta" sentence in the thread... goddamnit... ok i'd like to know why the untility grabber/magnet doesn't have a tweak scale thingy but other than that i guess i'll have to wait :/
  7. yep same problem. taking forever and using up most of my CPU :/ ... ok i love your mod but really are your new textures THAT bad/good? XD this is the first time loading it up so if it takes this long (an hour... ya... an hour...) again... i'm considering uninstalling kerbal foundries :/ EDIT: nope it loaded quicker the second time around ok ATM is ^^^^ so meh sorry KF your an awesome mod again lol
  8. i'd suggest popping in two simple mods called; 1) toolbar (needs to be installed to run A.L.A.) 2) abient light adjustment. that mod lights up and darkens my game so i can play and see what's going on (and to take pictures which i am doing) if it's in the VAB that they're too bright it could be one of 3 things. 1) textures... but they're not that bright on my computer... 2) another mod is making the white a bit too bright/ game settings set too high/brightness on screen too high 3) you don't have lights on in your room other than that i don't see what the problem could be on my end.
  9. uhm might i sugest a 1 to 3/2 adapter for the robot parts? i'm trying to make a claw (i know there's one there but... MEH) and i found the two pincers hard to construct.
  10. i love this mod and RPM and the entire ksp modded game... i just hate how there's lag when i have the cockpit for this rover it really is a pain to build a rocket then have to make fine adjustments in under 15 fps or even 5 fps sometimes... but then again i guess i'm paying the price for that really sweet HUD.
  11. awww damnit everytime you make something cool i keep looking for the DL link can we have the DL link for that? pleeeeeaaaaasssseeeeeeee~~~~
  12. yes i knew you would also i was just testing that pod that is in devolopment that you made and unfortunatly the IVA is just untextured in 0.90 but i'm happy to report that the tracks are awesome for fast moving ground to air (with help from hills) vehicles. i just made a half track that reached mach 1 XD
  13. i got pictures up of what i mean but it's probably mostlikely a bad idea due to various problems i've been having so far with my constructions. they are there as ideas only i'm not saying you should do them. if they turn out to be hard to do then forget them.
  14. oh whoops what i meant by "unfolding tracks" is just an animation of the tracks coming out of something while the actual wheelmesh lowers to the ground so that it provides traction... i have no idea what i just said o.o i've noticed with the stock landing wheels that the mesh for the wheel is still there even when the landing gear is pulled up... maybe you could do the same? or another idea would be to put the "wheely bit" on the bottom of the track and then have the track rotate upwards into a compartment to make the mesh face upward into the comparment rather than downwards at the ground... sorry i'll be back with pictures of what i mean by using IR and this mod. also how to i suscribe to a thread... EDIT: here's what i mean... i had to hack gravity for this because the servos aren't strong enough to hold up the tracks without "bending" see i'd like tracks that flip over then go into the body of the craft.... if you have something better in mind then that's ok o.o
  15. i know! >.< i had 5 minutes before i gave up with the whole design and when i finished it couldn't and still can't move at all because of the feet
  16. hmmm... i would like to suggest something a bit more... boring (well in my opinion it would be): landing gear tracks... it should be able to be done via IR when the new smaller "micro" (as i've named them) tracks come out. another idea would be unfolding tracks. so you have them stored in a cylinder or compartment and they pop out and unfold into tracks... (Warning: this may be imposible to innovate since i'm no programmer and have no idea what sort of limits your code has) Sidenote: i was thinking about the landing gear idea and was wonding if your tracks are able to be stowed away and deployed like the stock landing gear... then again it might be imposible. i'm just throwing ideas at you here and seeing what sticks
  17. "currently released"... does that mean we got the micro tracks now....? or do you just mean this version (1.7)
  18. ok cool lookitwhatimadeomg: #STARCRAFT LIVES!!1! XD this took me 5 mins tops so don't judge i just looked at the legs and saw the tracks and i had to build it quick before i lost the idea on that topic the landing legs need a rescale thingy on them too... would've prefered medium not large.
  19. love the tracks... also the model rework thread for IR has these landing legs which i messed around with and suddenly this happened... STARCRAFT LIVES!! this took me 5 mins tops so don't judge i just looked at the legs and saw the tracks and i had to build it quick before i lost the idea also lo-fi i would love to know why your mod doesn't surpoort tweakscale... i'm more curious than upset here
  20. not to insult you or anything but it DOES say [0.90] in the title... so yeah i guess it does - - - Updated - - - where the hell did you get that cockpit O.O
  21. read the post above yours please before i slam my head on a pike and scream hell and murder... the guy says that you need to change the "part .cfg" to "part.cfg" ksp doesn't like that space.
  22. yes but i highly doubt any dependencies would make the mod not have textures.
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