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  1. Hi, I've made a quadcopter and found I cannot control it. If I attach rotors to yaw/pitch/roll and thrust I am able control thrust but yaw/pitch/roll override each other so only one is effective. Thrust works because it's incremental while yaw/pitch/roll are absolute. At first I wanted do demand multiple overlapping controls to work additively (and they should) but then I realized that won't be enough. The collective throttle must lift the craft while axes control should only modify torque to control its movement and may work much weaker. So the torque for single engine could be calculated by a formula T=(1 - 3k)t + ky + kp +kr, where T is torque, t is throttle, and y, p, r are yaw pitch and roll, respectively. k is axes to throttle coefficient, let it be 0.1, for example. Now, this cannot be done. So I think the formula controller should be available for our creations. Of course this will be usable not only in quadcopters. Why not control ailerons in function od speed? In supersonic flight they are too strong while in low speed maneuvering they could work stronger. We could also describe by formulas hinges' movements as a function of time or the controller's value (then a controller's path could be a variable, not necessarily bound to a part).
  2. So, I just started working with the pistons from the new DLC and have one question. When you extend and retract a piston more than once it seams to 'break' were it goes all floppy and stuff. I tried repairing it with an engineer with no luck. Is this a feature, if so how can I help prevent over stress of pistons in my builds? Nevermind, I resolved the problem.
  3. I've found that complex robotic installations used as wheel mounting points can be very shaky and reduce the wheel output by up to 80%. And I mean in the weird part clipping jitter way, for example a servo-hinge joint jumps all around the place non stop. If the devs could fix it that would be great.
  4. i'm trying to make a siwng-wing fighter but the wings are a bit too floppy. I know that strutting the wings to other parts of the planes prevents the servos from working. is there anything else i could do to fix the wing floppiness?
  5. One of the first things I tried to do with the Breaking Ground is make a quadrupedal robot in a similar fashion to BostonDynamics SpotMini. It... works. Barely This version has a "Stand" and "Walk" function, with work-in-progress "Sprint" function. It's almost uncontrollable without reaction wheels, but that's likely due to poor programming on my part, of which was a pain to do. The main issue with this style of quadruped that I found is that the servos don't move quick enough to get any decent speed from it, though it does still work. Here is a video showing it walking: https://youtu.be/QLtOllMOOuU The craft file can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1769266564 If anyone can make it work better, I'd love to see it!
  6. [Edit: For the updated stand-alone version of this tutorial, go here] So I started off getting my video recording & editing software back so I could make an animated GIF for reddit to showcase my robotics powered rover deployment system. But of course I ended up remembered how much fun doing videos can be, and wanted to share the method I found that took my programming time from 3+ hours to less than 1, so the 6+ hours I'd spent programming the arm & doing a comedy showcase GIF ended up spiraling into another 8+ hour editing session. I think it's my most polished video thus far; spent sooo much time working on the timing and ironically half way through editing I realised that if I used THE SAME METHOD that worked so well for the robotics programming I'd be done already. It was nice though, got the last bit done far faster ^^ Well, enjoy, I hope it is useful!
  7. So I had a thought today, "Would mecanum wheels work in KSP?" The answer is: Yes. They do, in fact, work. For those wondering what mecanum wheels are, they are wheels that allow lateral (sideways) movement. They are wheels that are made with smaller wheels/rollers around their circumference of them, canted at a 45 degree angle from their center axis. I made a short video demonstrating a drivetrain in KSP using them: https://www.youtube.com/watch?v=UbCuh1aUn1o& I'm not entirely sure what applications you could use this for in KSP, but it is interesting that they work in the game, and I thought I would share that. Have fun!
  8. I have accepted the contract to build ground science station on a Mun and to collect the science data of observing the mysterious slime. But I can't finish this contract. I tried to pick up a science module with a slime to a ship, but when I came back to Kerbin the contract still was uncompleted. What should I do to complete this contract? On the picture(there's on Russian) on the marked place written that collected 607% of 50% of data
  9. I need to find a big crater on a Mun and to skan it, but I can't find it. I came to a biomes:South-West crater and to the Far crater(In the contract written that I can find the crater in these biomes), but I can't find the "Big crater"(I found out it's not so big). I tried to find the crater in a game that I started before the releasing of DLC. Can be the problems with viewing objects to study in these games or not?
  10. The KAL-1000 is brilliant but it needs some work to make more complex contraptions. Specifically, we need a way to save/store/copy KAL tracks the same way we can save/store/copy subassemblies. Currently I haven't found any way to do this; even saving the entire craft then merging the save will have both KAL controllers talking to the originally-open version's servos. It's also super clunky to, say, replace a servo with a heavier version if the original didn't work, since you have to reprogram the new one from scratch. My proposal: Make KAL scripts persist when merging craft that contain them. As above, when cloning subassemblies that contain a KAL and all the parts it controls. As above, for subassemblies saved in the subassembly tray. Make KAL scripts persist even when the controlled subassembly is removed, and make it possible to assign another device to it. Feature (4) could work like this: When removing a controlled device, the corresponding field goes red in the action group window, with an "Assign" button appearing on it. When clicking on the "Assign" button, you're instructed to click on a device to link to it. When clicking on a device of a compatible type, it gets assigned to the field. All hinges, servos, pistons, and rotors are compatible with each other, but e.g. hinges aren't compatible with servos, nor servos with rotors. With these changes we could store KAL tracks like subassemblies, simply by saving the fully-programmed KAL as a subassembly, without its parts.
  11. Hi everyone! I have a contract from StrutCo to skan a big crater on the Mun. I have landed on the very big crater(watch the pic, this is other crater, just the one where I landedis on dark side) http:// https://steamcommunity.com/sharedfiles/filedetails/?id=1760939288 I landed, released the rover with medium robotic arm, but it can't skan the crater. Tell me please if I need a smaller crater or something else to do.
  12. An unfolding space telescope inspired by the designs for LUVOIR and the James Webb Space Telescope
  13. I just purchased both dlc's for ksp on steam, and I tried to make something with the breaking ground robotic parts. First I tried rotors, which didn't work at all. Then I tried the other parts. They worked, but afetr the 3rd time I used them, they just froze. Has anybody encountered the same problem? Does anyone have a solution? Help would be apreciated.
  14. I hope this hasn't been posted yet, didn't find anything. It would be nice to be able to add regular parts to the KAL robotics controller, like deployable solar panels, landing gear, etc. I'm trying to put solar panels on a hinge but they deploy too soon. Being able to sync them with the robotics stuff would be really useful.
  15. If you have breaking ground, You may have noticed that the Experiment Control Station makes a beep every few seconds. I felt like I heard that beep somewhere, And searched Sputnik 1 beeping. It sounds nearly the same but faster than the Experiment Control Station! Time for a stupid theory that's a joke and wouldn't be true at all! After the soviets lost contact with Sputnik 1, The Kerbals took it and years later managed to repurpose it's parts for the Experiment Control Station! IT'S GOTTA BE THE TRUTH, DUH!
  16. Here are all the time zones for when it drops.US Pacific 10:00 AM Thursday May 30th, 10:00US Mountain 11:00 AM Thursday May 30th, 11:00US Central 12:00 PM Thursday May 30th, 12:00US Eastern 1:00PM Thursday May 30th, 13:00BR Rio De Janeiro, Brazil 2:00 PM Thursday May 30th, 14:00UTC 5:00 PM Thursday May 30th, 17:00GB London, UK 6:00 PM Thursday May 30th, 18:00DE Berlin, Germany 7:00 PM Thursday May 30th, 19:00RU Moscow, Russian Federation 8:00 PM Thursday May 30th, 20:00AE Dubai, UAE 9:00 PM Thursday May 30th, 21:00IN Mumbai, India 10:30 PM Thursday May 30th, 22:30SG Singapore, Singapore 1:00 AM Friday May 31st, 01:00CN Beijing, China 1:00 AM Friday May 31st, 01:00JP Tokyo, Japan 2:00 AM Friday May 31st, 02:00AU Sydney, Australia 3:00 AM Friday May 31st, 03:00NZ Auckland, New Zealand 5:00 AM Friday May 31st, 05:00Source: https://everytimezone.com/?t=5cef1d00,3fc Countdown Timer: https://www.timeanddate.com/countdown/generic?iso=20190530T17&p0=%3A&font=cursive&csz=1
  17. Hi. I have a game with more than 250 hours of the original game in career mode. If I install Breaking Ground can I continue the game with the new additions of the expansion? I have not found information about it. PD: I'm sorry for my English.
  18. The Osprey VTOL Testbed is an experimental airplane built to test the amazing new invention, the hinge! It handles well in forward flight, but nobody cares about that. The engine tilting is controlled with the 1 and 0 keys. The 1 key reverses the movement and the 0 key plays/pauses the movement. The Osprey takes off best with a bit of forward cowbell and will tend to pitch up until aerodynamic control can be established, so be quick with the transition to forward thrust once you take off. The plane is unstable in the full down position, but it’s useful for slowing down. To get a true hover you need to adjust the position of the hinges by reversing and play/pausing until the perfect angle is achieved. If you develop any lateral or reverse movement at sub 20m/s airspeed, you will crash. For vertical landing it’s best to carry about 10-15m/s forward velocity just to keep the nose pointing the right way. At that point it’s just a matter of controlling descent rate with the throttle. Enjoy. KerbalX link
  19. Explore the Kerbal Universe like never before with Kerbal Space Program: Breaking Ground, the latest expansion pack for KSP. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study mysterious Surface Features on all of the moons and planets of the Solar System. Set up a base and deploy experiments for the long-term study of celestial bodies, and test your creativity with brand new robotic parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! Robotic Parts Take your creativity to the next level! Brand new robotic parts, include hinges, rotors, pistons and rotational servos. These parts come with new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe! Surface Features Find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features across the solar system. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty of experiments for you to try out! Additionally, we’ve kept our promise that all players who purchased the game through April 2013 will receive the expansion for free. To redeem the game click here and follow the instructions. Kerbal Space Program: Breaking Ground Expansion is now available on Steam, the KSP Store, and will soon be available on GOG and other third party resellers. Click here to enter the Grand Discussion Thread for this release. Happy launchings!
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