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Tricky14

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    Bottle Rocketeer

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  1. This is not a bug report but something I just find hard to judge. Do the new parts get... what do they call it... voxelized properly by the new FAR? Do I have to do that myself? They are completely fine as far as I can tell, then again if they weren't I don't think I'd be the person to notice.
  2. Thank you! I downloaded it from CKan, hasn't been updated yet. Will that take long?
  3. I really love the different biome related science messages you get in Crowd Sourced Science. Give the game flavour. Is there a way to make that work with this mod?
  4. I have the same problem with 1.1.2. Fresh KSP install, no other mod. Only difference is that I've got the game installed over GOG rather than Steam now.
  5. So since the thread is pretty much on hold until FAR is resurrected from the dead, I deemed it appropriate to just make a big old party boat and all the serious rover business be damned for the time being. Mentally add your favourite White Stripes song.
  6. So attaching wing parts through a cargo bay should work? I might as well try that. If I can get that 10 m/s back I'll call it even. Update: eh no, cargo bays did not solve the problem. Well you did write *in* a cargo bay... Maybe I just need to make a cargo bay as big as Kerbin.
  7. Actually strike that. I tested a craft with the same frontal profile as my other rovers and the average speed dropped close to 10 m/s. Only if I build them thin like rockets do I not lose too much speed. I had just forgotten how vanilla works differently than FAR. A slidly wider profile in vanilla and the craft basically becomes a brick. It's really noticable too, none of the wing parts I use to extend the wheel base prevent the craft from becoming too brick-like. I don't remember a time when I played the game without it. The difference is night and day. Well that's not true, I did reinstall before starting this challenge and build a couple of rovers. Vanilla KSP I just never saw a rover go much faster than 46-48 m/s. 57 brings me to the edge of the perma-day zone on Kerbin. 46 isn't going to cut it.
  8. I ran some test and the FAR-less loss of speed only ended up amounting to a couple m/s. Something pretty big has changed, that's for sure. Maybe less air resistance overall?
  9. Ok, so IR seems quite out of date... What is happening?
  10. I've recompiled Ferram Aerospace Research, but the air resistance is still off. Moreover, my center of lift seems bugged in the editor, any older rovers I made seem to require more power to SAS to prolong their gliding capabilities. It's uninstalled now and I'm not sure where to take this challenge next. There's nothing special about driving a regular rover to the North pole, so I'd have to think of something new. A different option might be replacing FAR with Infernal Robotics. There are some pretty neat tricks you can do with that to further increase stability of rovers. It's not going to make up for the average loss of 10 m/s, but it should make crossing the mountainous regions an afterthought. That's kinda nice I guess.
  11. I'm a little hesitant to d/l dll's from anything but the source Github at this point. I know you're probably just doing your best, sorry for being cautious. I'll try to compile them myself.
  12. FAR seems to act like there's a bit less air resistance since the most recent KSP update, so I'm holding off a bit until I figure out what's going on with that. I'm not sure if the challenge is possible without FAR. It would certainly be possible to have a rover not use aerodynamics to stabilize itself, but I think even with ways to adjust for that, I'm still looking at a 10 m/s on average loss. While I'd still have Tweakscale, I'd lose the ability to further tweak the material properties of the wing parts, which is highly needed at the smallest scales. I'll give it a week or two, considering the state FAR already is in. I'll decide what to do after that.
  13. Bit of a busy weekend, so didn't have too much time to play or do another trial run. 9-ish prototypes onward, it's kinda dawning on me that the problem is accelleration, or maintaining a constant speed. I can't make a faster rover, but I figured I could try and make KERBIN SMALLER *coughs*. So here a larger rover with more wheelie parts: Actually accellerates about as fast as my lightest rovers do and reaches the fastest possible land speed on Kerbin with electric motors of about 57.2 m/s under FAR. I like how the wheels are spread to form sort of an imaginary circle around the center of mass, it must surely make it very stable to drive. It's something like twice as heavy as the lightest craft I can make and while my initial thought was 'well, I'm sure having the suspension doubled too will lessen the shock impact on the wheels, but ultimately there are too many situations at downhill speeds where only one or only two wheels make contact with the ground, causing damage. It's probably safe-ish to use on the longer, less hilly route north, but I'm not interested in longer right now. I need to think of something radically different to reduce mass, like an SAS unicycle or something. I'm not quite certain how I can make that easy to control or aerodynamically sound though. I will have to think more thoughts. By the way, I could just Tweakscale the wheels/engines to something suitable too, but it seems like too much of a cheat. I'm sure not everyone approves of my current use of tweakscaled and FAR rebalanced wing parts either, but the truth of the matter is that there's just not enough Tiny and Small counterparts of most wing parts (heck of most parts). If I were in charge of Squad, I would have made sure there are versions of all part types available in all standard sizes. As it stands, Tweakscale is the closest I get to this even being a fair challenge.
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