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TinyPirate

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Everything posted by TinyPirate

  1. Looks and sounds great. I really hope someone makes some detailed guides soon as I really don't understand all the metaphorical moving parts, but I want to!
  2. Thanks for the tips, guys! I don't mind save-breaking updates, especially if you can provide tips on editing your save.
  3. Putting together a craft for Jool (how long for there and back, I will need a window each way, right?!) and unless I am missing something the toolbar mod doesn't take into account the recyclers, right? I figure I need to take enough food for the journey and then only enough water and air for maybe 1/4 of the total days required - I can recycle to top up. That right?
  4. That last design looks awesome! If the tunnels connected to a custom large circular, radially-attached porthole (rather than a little KAS docking thing) that would be absolutely perfect! Btw: crew manifest has been superseded by ship manifest, which does the same thing and more. And yeah, it should be a "recommended" mod alongside TAC.
  5. That's the idea - radially attached doors which Jeb can grab the edge of and pull the tunnel out connecting it to another similar door nearby. I know these ideas have been suggested for space bases before? That and half-burying everything.
  6. Rover, did my inflatable connection tunnels idea float your boat at all? Building a base which precisely lines up so that docking ports all match is hard, and a KAS-connected base isn't as satisfying. Hehe.
  7. Here's what I did. 1. Open zip. 2. See module manager folder. 3. Read read-me. 3. Decide I need module manager version (reading second line of readme) because I'm working from a fresh build. 4. Drag those contents into my Gamedata folder. 5. Fail. So yeah, a mild derp, but not a super hard derp to make, I reckon.
  8. Yay, update! Rover, I have read the wiki pages twice and still don't get what that point of the construction hub is. It produces a type of part that I don't see referenced anywhere else. What does one do with these parts, and how?
  9. Thanks for this neat mod! Note - I just had an issue installing it: Basically I found the "wrong" RealChute folder in the zip file and plopped that in my Gamedata folder and subsequently couldn't get the chutes to respond to right-clicking or anything else for that matter. So.. I don't know how to make it more clear, but right now, the zip is confusing for a guy who has installed dozens of mods over the years...
  10. Awesome! I have a dream whereby modules can be hooked together via an inflated tunnel dragged by a Kerbal from the special door on one module to a door on another module - a bit like KAS's connections but big enough for a Kerbal to imagination walk through. The part to pull this off would be a radially attachable "door" that could be slapped on to a part and then grabbed by a Kerbal to pull out the tunnel and attach it within a few meters to another door. Make it so? edit: Here's a hub and spoke with tunnels design: http://www.moonsociety.org/moonbasesim/images/SadlerLunarOutpost59.JPG
  11. I like different altitude brackets for various sensors. Perhaps optical sensors (accessing a high-res surface texture, eg, universe replaced) requires 80-100k (or equivelant on other objects), radar higher, anomy, something in the lower bracket, and so on. But I imagine displaying the optimal/bracket for each sensor around various bodies might be tricky.
  12. I would have thought different orbits for different sensors would be ideal - at least altitudes. I hope we get this integrate with science soon as well!
  13. That was annoying, my video had a full description of the parts in it :/ I create the fairing (in fact, I leave the fairing base stuck on to the top or side of my craft until I'm 100% happy with it so I can keep modifying it) and then I stick fairings on to a cubic strut. I often then pick the strut up and slap it on what I want, carefully adjusting as needed.
  14. Will do, I want to deliver this and the sphereopod to Duna first!
  15. Ooh, thanks for trying the parts! I had a go and they are cool, although somewhat larger than my current enormous walker! I think we could go back and forth for a long time tweaking but that this might suck up a lot of energy and I'd feel bad. As it is I sort of have a solution: By making the legs longer and the dome-like part higher I get a pretty good effect in the end: To be honest, the length of those legs makes them fairly wobbly - shorter legs are better - and it doesn't move as fast as the "not pretty" version, but this one IS prettier! And that's important! I've put a strut either side of the legs at their root, but I can't seem to stop them from flexing, which inhibits movement. Hmmm. I could probably return to the shorter legs if the procedural fairings mod allowed for SIX side panels, instead of only four max. Thanks! Have a look at this basic video I made: What you can't see is that under the leg root is another, small rotating piece. The large piece rotates one way, the small the other, that keeps the leg vertical and not rotating. I have Clockwise on the big rotatatron bound to Y and counter-clockwise on the small rotater bound to Y - so one key press, and it walks (and you have to flip that for the other legs, which means that the large rotators on one side are in the same group as the small rotators on the other side - and vice versa). From there the legs need to be offset slightly in start position. You can see in my video that the centre leg has the small rotator at the 6pm position, and the front and back legs are positioned on a rotator set at 12pm. On the opposite side this is reversed, so the centre would be at 12, and the two ends at 6. End result is it will walk! Now, on my folding-up dome it is.... a touch more complex, as all legs start in the same position (6pm) and three legs need to be rotated to the 12 position and then the other legs need to rotate so that their fairings face the right way and then ALL the legs need to rotate as described above to make it walk. That's why I needed to work out the groups on paper!
  16. Thanks! You can just call me TinyPirate - I lost my tinypirate YouTube account due to messing up some account transfer malarky. And thanks for your work, the lights definitely added to fun of the video!
  17. Thanks for the info. I will have to dream about a six-sided fairing base for one-day. This post explains why! http://forum.kerbalspaceprogram.com/showthread.php/37707-0-21-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-8a?p=642527&viewfull=1#post642527
  18. Wow, generous offer! You've actually given me an idea. If I was to put on a dynamic "top" fairing I could pretty much cover most of the core, top-half of the robot with a fairing. I wish the procedural fairings came in a "6 sided" version, that would solve the problem. Sirkut, I'll give this a little more work before I try and make other people fix my problems!
  19. So this is me kinda annoyed and stuck. As you know I made a truth table to get the robot to work and now i can go from this: ...to this: ...and have it walk, with just a few key presses. Believe it or not this is really quite a tricky combination of moves and shortcut keys because REASONS. But you see that 'closed up' look? I can NOT GET A NICE SHELL. I don't need a perfect one, but I want something like the "pill" shaped rolling rover I posted earlier. And it's bugging the hell out of me. I've thrown on some tanks and structure to try and make a neat look but it isn't quite working as nice as I would like, I think. I could add a new fairings between the closed-up fairings but I think that will be ugly. I would make the leg fairings wider, but it tends to get really ugly around the edges then. Haven't solved this problem yet, aesthetics matter! I want my pseudo-heat shield!
  20. Cheeky request - can we change between 4 and 6 side fairings at a key-press? I would love to be able to use 6 fairings at times because of REASONS.
  21. Pretty sure they would, so this was a "if you specify a hotkey, you need to specify BOTH hotkeys" issue.
  22. FIXED: Robot parts don't like it when only one of the hotkeys is entered. I put another key in the other slot and now it works! I have the base of a working self-covering-up hexapod thing! Is there a likely conflict when too many groups are assigned to a key? I have 13 groups, about, 8 of which use the Y key for one or other direction for... REASONS. Thing is, some pieces just don't rotate when in game I press Y. I look close and don't even see them rotating-but-without-turning-what-is-attached (ie, some clipping issue). If I can't fix this I can't get my hexapod to turn its protective cover into its legs! edit: My one page of kinematics (right?) notes to get the new bot walking right.
  23. ...because you didn't make it go fast enough. I wish I could "unlock" powered washers to free washers so attached jet engines could push the rotation up to insane speeds!
  24. Great ride, Zodius! It would be welcome in Jebland any time!
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