Jump to content

SmiteZero

Members
  • Posts

    777
  • Joined

  • Last visited

Posts posted by SmiteZero

  1. I can have a look at it at some point. Have you tried making your vehicle heavier? It makes a big difference.

    No.. but.. I kind of feel like that's a sub-standard solution. haha.

    If there's no way I, as a user, can modify the grip, then if you can do it somehow/time that would be appreciated I think by a few people :)

  2. This is FREAKING AWESOME. :D

    That's what I keep saying!

    Been at it again with the articulated rover bodies. Managed a more compact design with the same features (rocker suspension, articulated chassis, raising/lowering cockpit for access)

    ..Watching these rovers morph and mould to the terrain as you drive is really pretty cool. :D

    And is it possible to increase the grip the wheels have in the cfg or something? I feel they're a bit too slippery.

    screenshot0.png

    screenshot1.png

    screenshot2.png

  3. Hi. I had this mod suggested to me to extend ScanSAT usability but it doesn't seem to fully work for me when trying to view anomalies.

    Example:

    screenshot0.png

    screenshot1.png

    Does anyone know of any mod incompatibilities or anything that MIGHT be getting in the way on this list?


    000_Toolbar
    ActiveTextureManagement
    AdvancedAnimator
    AviationLights
    BahamutoD
    BahaSP
    BoulderCo
    DeadlyReentry
    DMagic Orbital Science
    EnvironmentalVisualEnhancements
    EVAPowerPack
    Firespitter
    HabitatPack
    Hyomoto
    JSI
    KAS
    KerbalJointReinforcement
    Klockheed_Martian
    KronalUtils
    KSO
    MagicSmokeIndustries
    MapResourceOverlay
    MarkIVSystem
    ModuleManager.2.5.1.dll
    NASAmission
    OLDD
    PartCatalog
    PlanetShine
    ProceduralDynamics
    ProceduralFairings
    PWBFuelBalancer
    RCSBuildAid
    RetroFuture
    RKMk2
    RollKage 1.1
    RoutineMissionManager
    SCANsat
    SelectRoot
    SmokeScreen
    Squad
    ToadicusTools
    toolbar-settings.dat
    Trajectories
    TriggerTech
    TweakScale
    VOID

    I have a few. Heh.

  4. Unlikely. I can't even make a TweakScale .cfg for the wheels. ;)

    Could I convince you to update the pack by collating the two, adding an extra node and fixing this long-standing problem? :)

    plzfix.png
  5. Been using it since it came out (with a long hiatus).

    I became obsessed with large, articulated rovers because of this pack.

    https://www.dropbox.com/sh/5sgjgctgf8lsva0/AAC2U-Vg281ZEhEasisdI3RVa?dl=0

    https://www.dropbox.com/sh/275g9frxniqccmb/AADdUT0-_83x9fi8dYRvpl9ka?dl=0

    https://www.dropbox.com/sh/9f1tdsj6trb3r9c/AABSPLZ9Koe5z0xw4RRoltbSa?dl=0

    It's so easy to build big rovers with these parts. I keep trying to make a small one..

    https://www.dropbox.com/sh/55v6lb3h0m3lf7r/AAAJ6mwgU0yB3gxe2xq9C-25a?dl=0

    I wish the RollKages had an attachment node on the rear as they do top and bottom. ;)

  6. The MapResourceOverlay mod can put anomaly markers on the surface of the planet in the map view, and the Trajectories mod can draw an X on your landing spot (taking body rotation into account and everything).

    Alternatively, you can use the "big map" to show your vessel's orbit and the anomaly markers, but it's tricky to try to fly that *and* get the landing right (especially a propulsive landing). When using that method to explore the anomalies on Kerbin, I tried to set my orbit up to overshoot the anomaly, started re-entry, and inflated my gas bag (using the Hooligan Labs airship mod) when I was about to pass over the anomaly.

    Thanks for the MapResourceOverlay, but it seems incompatible with 0.25 and doesn't display the anomalies map.

    Also how do I change which structure is targeted in the instruments window?

    screenshot0.png
  7. When you have an anomaly discovered using a satellite and then equip a BTDT scanner, turn it on and open the scanners window, how do you switch between detected targets? I'm trying to figure out how to use it to pinpoint detected targets at KSC before sending probes off.. Also can anomaly locations be displayed on the [game] map or as targets or something somehow, or do you have to try to translate the ScanSAT map onto the ground manually to figure out where to land?

×
×
  • Create New...