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Found 12 results

  1. MS-02 ZEPHYR - ENHANCED MOBILE SUIT Type: SPH Details Class: ship Part Count: 360 Pure Stock KSP: 1.12.1 Description After the successful prototype of KMS-01, further R&R results in a much slimmer, scaled down version with enhanced mobility and function. Zephyr is geared to handle within the Kerbol system. Multi rolled can be used for Construction, First Responder, Military application and the list goes on. Able to recover from falls and with smaller frame means it will be more stable than previous models. Since using new flag systems for body parts you can customize each aspect of the unit with your own colors. Included will be 3 camos and a multitude of different color packs. ( links will be in description or comment section) Interchangeable parts will allow you to customize and use the main frame as a stepping stone if you choose. (recommended different head styles to compliment or different hands (default grab units) Action groups have been designated to dedicated KAL9000 Robotics. All parts are fully stock with only using DLC for required usage. No need to download flags if you choose not to but HIGHLY recommended if you want the full look for the mobile suit. Ship Color will be the red / white variant of C7 design but please mix and match and use your imagination. (default flag colors are named, window3.png (white), windowtint.png (grey) Red.png (well for red) and Default flag C7 aerospace) Action Groups and Pilot Instructions Toggle SAS and set navigation to Radial Out Gear to toggle Antenna head and AG5 to toggle hidden antenna AG1 to Stand AG2 to Walk (Note: Default stable run speed is 1.6 speed at around 4.0 -5.5 m/s can increase to 1.4 and get 6 - 7 m/s but will fall more often) AG3 Sit and Stand animation (Note: can sit on objects and use this to start tilting forward. Once in position you can hit AG1 to stand up if you fall over. This is also needed to dock and undock kerbals in cockpit. AG4 Kneel ( used to conserve energy. Once in kneel position you can turn off SAS Further Notes When launching I recommend using Unlimited Energy (all mechs on ksp use a TON of energy you can use it without it does not take long to fully charge) (You can turn on unbreakable parts/crash damage if you would like but I usually run with this off. Make sure if you are falling or tripping over to fall either chest first or back. Main things that will explode are the navigation lights and arms if moving on hard drops.) The Root part to move the unit is the back radial docking port. Attach to docking. Use this to easily dock with other craft to transport this unit to other sites by flying transport aircraft or to take off planet. Will not fit in a standard MK3 Cargo unit will need to have a custom cargo bay. Other than that have fun! Download Links Flag Links https://www.dropbox.com/s/kcox4xl96y8rgfo/InterstellarKevs%20Custom%20Flags.zip?dl=0 or download individually https://www.dropbox.com/home/KSP/InterstellarKevs Custom Flags Craft Links https://kerbalx.com/InterstellarKev/MS-02-Zephyr https://steamcommunity.com/sharedfiles/filedetails/?id=2545517240
  2. Description Gecko KEMU Pure Stock + Breaking Grounds DLC Texture mods are Restock and Textures Unlimited Make sure to turn on SAS and enable Radial Out Press 1 to start walking (on repeat) Press 2 to jump or to crouch (on repeat) (jumping only available on low gravity planets) Press 3 stop all Reaction Wheels Press 4 Toggle Solar Panels I, K toggle Tail with Clamp J, L toggle Radar Arm A stock aircraft called Gecko KEMU. Built with 210 of the finest parts, its root part is probeStackSmall. Built in the SPH in KSP version 1.9.1. Details Type: SPH Class: rover Part Count: 210 Pure Stock KSP: 1.9.1 Highly Recommend Turn on Infinite Energy. Does have enough to travel a few hundred meters before needing a charge. Downloads: https://kerbalx.com/InterstellarKev/Gecko-KEMU https://steamcommunity.com/sharedfiles/filedetails/?id=2107158480
  3. To Use. Press Space to stage the Dual Fuel Cell Array While standing straight press Radial out Press 1 to walk Press 2 to plank (stand or lay straight arms down) Press 3 to perform stand animation Press 4 to reverse stand animation Details Type: SPH Class: rover Part Count: 359 Pure Stock Side note: If you curious about the process or if you messed something up and need to get it fixed here is the default setup! If you Fall Over: Press Sas to turn on (make sure you are not in radial out at this time.) get in this position to stand (lay forward on chest in plank position) Hold S to get footing when feet have met the ground on tip of toes and knee to the ground) When fully straight press Radial out to stabilize and press 1 to start walking The pinnacle of mech technology is here after over a year of research under the banner of Project K comes from the Kerbal Federation introduces its new Mech Suit Unit. Kerbal Mech Suit or designated KMS-02-A. The planet variant model insures get stability in walking, can now stand after a major fall so no more needing to reset the module for Kerbal Space Station pick ups stands up straight and go into a plank like posture on the ground (lay on chest to stand). By syncing to the planetary body it stands on and maximizes its gravity by radial out to hold its standing position while in a constant falling forward motion. Most Kerbals call this walking but we have a hard time doing this ourselves just getting out of the cockpit on a simple munar exertion. We are looking into creating a Space Variant soon while we are working on the stable animations to achieve this as well as balance of weight. Since this would be a space variant some walking properties may have to be discarded but maybe we can create a transforming model? Or we could go with a |wave rider solution. We will see. its up in the air. We have heard from onimus that the Duna Colony has been creating a Mech suit as well. We may have to send a scouting party to investigate but due to funding we may have to wait. We will keep in touch. This is Wernher von Kerman out. Download: Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2001466981 KerbalX: https://kerbalx.com/InterstellarKev/Kerbal-Mech-Suit
  4. Don't let this overwhelming power go to your head with the Kerbal Mobile Suit. Only trained Pilots allowed. Auto Pilot Available How to pilot: Press T (SAS) and use Radial to stay upright. Press 1 To Engage Walk Type (S, A, D) to maintain stability when needed. (warning q and e are reverse personal preference) Kerbal X: https://kerbalx.com/InterstellarKev/Kerbal-Suit-Mk-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1990404251
  5. While I've been away, I've given Blender a fair shake. Check these renders and models out. I'm sure I've done other works, but these were what I've felt were done enough to upload somewhere Procedural Earthlike with Rings More angles at https://imgur.com/a/VreBjiU Mechwarrior Locust cockpit Procedural Marslike PBR test - Rubik's Cube
  6. Hello! I have a challenge: Build a Mecha (a large machine controlled by a human/kerbal). As it's really hard to move things in only stock KSP, I'm allowing the use of mods for movement of arms, legs, and other things. It can be as small as you want or as big as you want, no size rules apply (But no excessive use of TweakScale). Submit your designs below, but more importantly, have fun!
  7. i made a mech suit and made it look really nice (i think) and realized after a few tries that IR sequencer was deleting all my progress on "programming" a walk cycle i figured it must be a glitch and if someone could help me out by either helping me fix the problem or doing the suit's walk cycle for me that would be very much appreciated
  8. Builds, Designs, Models, Vids from the past 2 years of KSP with Infernal robotics mod "thanks to Zodius Infuser" and his team. you can view hundreds of my mechs in my youtube channel and the long road i'v taken from basics to more complicated leg systems and modeling. from time to time i have taken requests to build something that my few fans wanted to see. like King Kriptor From Supreme Commander 2 or Metal Gear Rex. i have also tutored few of my subscribers to build more advanced leg systems than 2 rotor legs. what i would like to do now is to grow my channel and build up a mech builder community in Kerbal Space Program to see what other people are building and share some thoughts and ideas or to offer my help if i can. and hopefully maeby inspire KSP Devs to add their own Robotic system into the game. space shuttles should normally have robotic arms when building a space station, but why build mechanical arms into a ship when you can make a Mech walker ;D or a walking battleship like T2 Cybran Destroyer from Supreme commander. link to my youtube channel: https://www.youtube.com/user/Xanhast08 also a Download Page for my mechs can be founded in Kerbal Curse, my newest Creation can be download from this link here : https://mods.curse.com/shareables/kerbal/250861-colonial-acu very good example of the mechs im building:
  9. This is for the folks that didn't see this on KerbalX. Story time. I wanted to make a 4-legged walker after I had success with the mecha-pigeon. The idea started when I saw a restored Wells Fargo stage coach and thought well, I'm gonna need some horses. I thought people would really dig a horse. I'll just use the mecha-pigeon parts x2, right? But it seemed too difficult for me to be able to keep time between two different motors, so I needed all 4 legs on one motor. After I saw Azimech's latest piston engine and other gears on kerbalx I can see now how it could be done possibly, but this all happened a few weeks ago. I pulled up some gifs of horses to see what legs moved in what order. I put each leg 90 degrees off of the previous one so each leg made a full up/down once per rotation, but in some kind of order. Too creepy for a horse. Problem is this guy just cannot balance, or run, or do anything worth anything the way it is (even though it looks to me like it should). Salvaged project by adding legs. I didn't research how spiders walk, but the direction I was heading was a bug of some type just to get more legs on the ground for balance (4x2 legs was easier than 6 I thought). The spider legs are still 90 degrees apart, but it walks better as front/rear/front/rear leg movement instead of the horses front/front/rear/rear. -Always 2 front and 2 back feet on the ground. So the spider ride is a little bouncy - more weight maybe? More motor power doesn't seem to help increase speed as traction is limited. On hills, sometimes the rear toes dig in and the whole machine can flip, so I added some weight to the front and kept the center of gravity low. @Castille7 helped me with some of the bug features to keep with the theme. I'm really happy with it. Too bad about the horse though. KerbalX
  10. Does anyone know if there is a MJ release available, or in the works for 1.2?
  11. Some day Jeb will take a car to work. Until that day comes, he'll ride things like this... 168 parts. 31.6 tons. 100% bad ass! Instructions: EVA the Kerbal and board the seat. Engage brakes and SAS, press space and you're good to go. Best keep it at half throttle otherwise the bearings might pop. There's enough power in the reaction wheels to turn the Mech if needed. OK, it walks like it has arthritis but its not bad for a stock walker! I like the way it lumbers along. I think I can get better performance out of it if I can improve the bearings so maybe there will be an update on this in the future. I'll keep you posted. Until then, enjoy this behemoth. Download here > https://drive.google.com/open?id=0B9mK0rPybNaxR0hHWmJhV2ZIamM
  12. http://kerbalx.com/Arron_Rift/Battle-Mech-100-stock Hey guys, this is the first creation I've ever posted here, I hope you like it The description in the save file gives usage instructions. It sort of "skates" with the wheels on its feet. The autopilot can generally keep it upright, especially on moons. It's not necessarily practical, but it is a LOT of fun to drive With its ion engines I was able to land on the mun when launched from 80,000m above Kerbin. I recommend using it with Hyperedit (or at least quicksaving before undocking the mech in case it falls over) but I included a launch-cage in the craft for mounting on a rocket. Enjoy, and Merry Christmas everyone
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