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  1. “Two roads diverged in a wood and I, I took the one less traveled by.” – Robert Frost Juan Sebastián Elcano (1476 – 4 August 1526) was a Spanish explorer of Basque origin who completed the first circumnavigation of the Earth. After Magellan's death in the Philippines, Elcano took command of the nau Victoria from the Moluccas to Sanlúcar de Barrameda in Spain. This challenge is simple. So simple, it's easy. Well...it sounds easy. Those of us who have completed it would probably disagree. The challenge to you is to become the next Elcano. To do what no one, or very few, have done. A challenge to circumnavigate an orbital body, be it moon or planet, solely by ground and/or water. This challenge is a continuation of the original Elcano Challenge, posted by Fengist. It was subsequently managed by Claw, then rkarmark. This is the fourth iteration of the Elcano Challenge. Fengist's Elcano Challenge Claw's Elcano Challenge rkarmark's Elkano Challenge The rules are simple: Basically, you are to circumnavigate (drive all the way around) a celestial body, using a vessel on the surface, such as a rover or boat. Your path should not deviate significantly from the intended direction. Mark your start location. Flags, KerbNet markers, or screenshots work. Some mods allow you to track your path as well. Drive or boat back to your start location- the long way around... The main mission and all support missions must be launched from the launchpad or runway and delivered to the destination body. Part of the journey is getting the crew/ship there. (i.e. No HyperEditing or save file editing the vehicle into position. Any combination of launching, refueling, docking, or ISRU is permitted. The vehicle must be Kerballed during the circumnavigation. Doesn't have to be a pod, the lawn-chair seats are fine. The Kerbal only has to be on-board during the circumnavigation. You don't need to launch the entire mission in one giant ship. If the Kerbal(s) come later or were already waiting for the rover, that's fine. Stay on the ground or on/below the surface of any water. Brief jumps over dunes and such are permitted. This challenge is about traveling over the surface. Thrust devices (rockets, jets, props, RCS) are acceptable, as long as they are only used while in contact with the surface. Using thrust of any sort to control or change the trajectory of your rover while above the surface is not allowed. The same vehicle that crosses land must also cross the water. No ferrying your vehicle on a boat. That also means you can't intentionally remove wheels or pontoons when they are no longer needed. The vehicle needs to complete the entire circumnavigation as-is. If parts blow up or get knocked off, well, that's the Kerbal way, and that's ok.. You may send replacement vehicles. If you read Fengist's circumnavigation of Eve, you'll see why. Game mechanics are not kind to ground vehicles. Your crew must be transferred to any replacement vehicle and it must be very similar to the original. I understand this is a learning process, and will allow some design changes. You may use aerial and orbital recon vehicles. You may refuel if needed. Use of ISRU or similar mods is permitted. Saving and reloading (F5/F9) is permitted. In fact I highly recommend it. Please note that in the past repeated F5/F9s have adversely affected vessels, particularly if you use F5 while in motion. Not sure if that is still a problem or not.. Leaderboards will only be updated for stock moons and planets. But feel free to post circumnavigations on other bodies as well! The intent is that you control the vehicle during the entire circumnavigation. Using an autopilot goes against the spirit of this challenge. Any rule I haven't thought of that breaks the spirit of this challenge. The point of the challenge is to build a rover/boat, deliver the vehicle, and circumnavigate the body. Proof: Document your journey via images or video, or as those of us who have managed to complete this challenge have done, accompanied by a description of the journey. If you are posting more than 4 screenshots, I humbly request that you put them inside a spoiler. Categories: Note that support and delivery vehicles also affect which category your entry falls under. Stock - Stock means stock. If you use any mods at all, you do not qualify for the stock category. Breaking Ground and Making History (BG & MH) are stock expansion packs, and do not disqualify you from a Stock entry. Stock Craft - The craft and all support craft are made from all stock parts with their stock configuration. Installed mods may not modify physics or add/modify parts in use by the craft. Mods that add PartModules to stock parts, but do not alter the stock parameters, are also permitted. Examples of permitted mods are information displays (such as KER), transfer window planners(TWP and KAC), and visual enhancements (such as EVE). “Stock Craft” means the .craft or save file can be used on a stock install and it looks/works exactly the same way (your mission would remain effectively unchanged without the mods). Modded - Use of add-ons that change physics or add/modify parts in use by the craft are permitted. An add-on’s technology level must be “near term” or of “next tier” type of capabilities as compared to stock. Mods that allow the user to skip elements of the challenge or violate the spirit of flying to and circumnavigating a body are not permitted. (i.e. Slightly better/larger/stronger engines, wheels, fuel tanks, etc. are permissible. Hyperdrives, antimatter engines, wormhole generators, hyper dense or exotic fuels, etc. are not allowed.) This challenge is not for the faint of heart. It will take persistence and a great deal of patience. If you're the competitive type and think of this challenge as a race it will get boring really quick. The leaderboards do not differentiate by speed or times- if you completed a circumnavigation you are on the leaderboard. Good luck and um... Godspeed.... And before you grumble about how long this will take... think back at how many hours you spent doing other things in KSP that ended up being less rewarding... If you are considering this challenge, but aren't sure how, I suggest looking at how other members accomplished it. As this (4th) version of the challenge is still new. take a look at the posts from the first three Elcano challenges, linked near the top of this post. Badges: I believe Fengist (original creator of the Elcano Challenge) designed the badges, for which I am grateful, they look great! If you believe you qualify for a badge, go ahead and grab it! You don't need to wait for your name on the leaderboard- if I am busy with work/life who knows how long that could take. Edit- actually I think the original badges were by @Fengist, but they were all redone by @Claw , who also probably had to add some new ones. FAQ: Coming soon! Circumnavigators GRAND MASTER NAVIGATORS Those who have circumnavigated every body in the stock KSP solar system. @Claw Stock @mystifeid Stock @18Watt Stock ________________________________________________________________________________________ Master Navigators (aka Planetary Navigator) Those who have circumnavigated both Kerbin and Eve. ________________________________________________________________________________________ Master Mariners Those who have circumnavigated both Laythe and Kerbin by sea. (See notes in spoiler) ________________________________________________________________________________________ Kerbin Circumnavigators See notes in Master Mariner spoiler about Kerbin sea circumnavations. ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ A work in progress. Circumnavigators Circumnavigators
  2. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download Link: https://github.com/UmbraSpaceIndustries/Malemute/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
  3. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil and @Sebra 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @DasSkelett and @Nils277 Italiano by @Simog Français by @Mortimer Kerman Looking for help: If anyone is interested to translate FUR into Japanese please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods (most mods need ModuleManager to work properly) Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels, Indicator Lights, Community Tech Tree Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props, Textures Unlimited Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License The art assets are licensed under: CC-BY-NC The plugin code is licensed under: Apache License 2.0 Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
  4. Grounded Modular Vehicles Makes it possible to make cars, trucks, vans as how you want them with modular parts. NOW WITH STOCK PART VARIANT SWITCH! Feedbacks would be helpful. Download at: Spacedock · Curseforge Interested in supporting the development? Just click any of the two if you want to! PATREON CRAFT FILES Features: Integrated with career, vehicles at the start of the tree No plug-in dependency (Will always be up to date!) Articulating Hitch for trailers Science! Based on KSP's vehicles itself. Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. License:
  5. FOREWORD After Reactor 4 of the Chernobyl NPP exploded, large amounts of rubble, graphite moderator and other radioactive material from the destroyed reactor were ejected onto the roofs of power plant facilities. Radiation on some parts of the roof was so severe that unprotected circuitry used in remote-controlled robots failed near-immediately. To continue cleanup works rubble needed to be removed from the rooftops. Since the radiation levels would give human workers lethal doses in a matter of minutes, robotic solutions were in high demand. One of such solutions was a repurposed lunar rover (named STR-1), a remnant of the Lunokhod program outfitted with dosimetry equipment and a bulldozer blade. It's circuitry was already hardened against cosmic radiation, and such it could be quickly modified and deployed into the containment zone. Even with this protection, it only managed to clean up a couple dozen square meters of the roof before succumbing to the extreme radiation. In this challenge, you will take on this exact task. You will develop a rover with limited operation time which will help remove graphite rubble from the power plant site along with a delivery method. THE CHALLENGE The cleanup operation will consist of four major phases. 1. Rover delivery Taking off the KSC airfield, you will need to deliver the rover to the disaster site. Time will be counted with the in-game clock from the mission start to the moment, where you come within 150m of the reactor (when the distance marker disappears). In this case, the quicker the better. Point assignment rules will be elaborated on in the next section. 2. Landing your rover on the roof Since the radiation levels near the core are extremely high, you will need to minimize your time in the proximity of the reactor. From the moment of your arrival within 150m of the reactor you will have two minutes in-game time to deploy the rover onto the roof and leave the 150m perimeter. 3. Retrieving the carrier craft This section will not be timed, albeit additional points will be awarded if you can return your carrier craft to the KSC unscathed. 4. Cleaning up the roof After your carrier vehicle has landed (or crashed horribly) you can begin your operation. This section is not timed - the only limit being your battery life (to simulate radiation exposure). Points will be awarded based on how many of the 10 graphite blocks (Oscar-B fuel tanks) situated on the roof you can remove before your battery dies. The blocks are supposed to be pushed off the edge of the roof into the destroyed reactor building where they will not pose a threat. The challenge ends after your rover battery dies. RULES As with all challenges, here are some rules: 1. Your carrier craft can be a VTOL aircraft, a helicopter or even a land-based vehicle. The choice is yours in that regard and creativity in the delivery method department is greatly encouraged! 2. Your rover's only power source can be a single Z-400 battery. All other power sources such as your control modules are prohibited and need to be emptied in the hangar. 3. You may not use any power producing parts such as solar panels, fuel cells and RTGs. 4. The rover has to be delivered onto the roof via the carrier craft, e.g. it may not be deployed outside of the 150m perimeter and flown or driven onto the roof. 5. Albeit the graphite blocks may explode after being dropped into the reactor, they may not be exploded directly on the roof as a mean of their removal. 6. Using kraken drives to propel your rover is prohibited, as the whole point of this challenge is dealing with the problems within time and resource constraints. 7. Please let me know if your submission is stock + DLC or uses some other mods for ease of organization 8. For obvious reasons, the rover must be unmanned. No Kerbals can come close to the reactor, they are already green enough as they are. The points for each section will be awarded according to these rules: Section 1 - Delivery Number of points is the value of the following function: ceil(max(300 - your_time [sec], 0) / 2) Section 2 - Landing the rover Number of points is the value of the following function ceil(max(120 - your_time [sec], 0) * 4) Section 3 - Returning the carrier craft Number of points awarded is 40 - if the carrier aircraft is landed undamaged at the KSC 0 - otherwise Section 4 - Clearing the roof Number of points is the value of the following function 100 * blocks_removed HOW TO SUBMIT YOUR ENTRY First, you should download the savefile containing the powerplant set up in the correct spot. It can be found here: https://filebin.net/h67zuoh36flmrfpz Afterwards, after creating your entry you should either film your run, or document it via screenshots. If you choose to go with the screenshot route, please provide the following: 1. Screenshot of your crafts on the KSC runway at the beginning of the mission 2. Screenshot of your arrival within the 150m perimeter with the HUD enabled 3. Screenshot of your carrier craft departure with HUD enabled (if you choose to retrieve it) with the rover on the roof visible in the shot, or just a picture of the rover on the roof if your delivery method is expendable 4. Screenshot of your carrier craft landed (if you choose to retrieve it) with HUD enabled 5. Screenshot of your rover on the roof with amount of electric charge remaining at the beginning of cleanup visible 6. Screenshot of the roof after your electric charge runs out with all remaining graphite blocks visible If you have any questions regarding this challenge, feel free to ask them via messages or here in the thread itself. Have fun and good luck on your journey. If you feel that any of the rules or point awarding mechanisms need tweaking please let me know! Be wary that the power plant building contains almost 1100 parts so you may experience quite a bit of lag. This is kind of offset by the fact that the model is static and the game does not seem to lag quite as much as with most mobile spawned high-partcount crafts. With a GTX1050 and 8GB of RAM I was able to keep the FPS at about 20-25 at all times and I could execute the mission without too many lag-related issues. I will prepare a proper badge for all participants and will post it here in a few hours. Cheers. c: STOCK LEADERBOARD 1. Cela1 - 1594 pts (134 + 420 + 40 + 1000) 2. jinnantonix - 1532 pts (140 + 352 + 40 + 1000) 3. ----------------------------------------------- 4. ----------------------------------------------- 5. ----------------------------------------------- 6. ----------------------------------------------- 7. ----------------------------------------------- MODDED LEADERBOARD 1. ----------------------------------------------- 2. ----------------------------------------------- 3. ----------------------------------------------- 4. ----------------------------------------------- 5. ----------------------------------------------- 6. ----------------------------------------------- 7. -----------------------------------------------
  6. WIP - some links may need to be updated once ready for release Lunatic Aeronautics present the Rover Anti Gravity System (LA/RAGS) Not enough traction or are the hills too steep and your rover doesn't have the power to climb them up? Here's the solution! Put the RAGS module onto your rover and you pilot can switch the gravitational influence on your rover to the celestial body you desire! From Moho to Eeloo and the moons between! By zer0Kerbal, originally by ximrm and Tuareg` adopted with express permission and brought to you by KerbSimpleCo Preamble by Taureg See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Billy Winn Jr possibly Jatwaa on the forums Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 Lunatic Aeronautics Ltd (LA/L) Suggests By Lunatic Aeronautics Anti Grav Room (LA/AGR) K-MAS (KMAS) Rover Anti Gravity System (RAGS) On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Supports Either 3 Module Manager Module Manager /L red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks ximrm and Tuareg for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  7. Rover Endurance on 100 EC (Electric Charge) How far can you drive a rover with only 100 units of Electric Charge to work with? Let's find out! The basic idea: Build and launch a rover on the KSC runway. Plant a flag on the runway next to the rover. Drive as far as you can from the flag. How far did you get? Rover Construction Rules: Stock parts only. Rover must have at least 2 Kerbals. They may be in external seats (lawn chairs..) or in pods. Rover must have no more than 100 EC at launch. Rover must not have ANY means of recharging the batteries. No solar panels, no fuel cells, no engines with alternators. Also, no RTGs ( @Mars-Bound Hokie ) No flying vehicles or boats. (That might be a separate challenge..) No propulsion from any source other than rover wheels. No rocket engines, no propellers, no jet engines. General Challenge Rules: No, you can not 'get out and push' with the Kerbals. That's prohibited. However, you may use a Kerbal to flip a rover back up if it flips over. Just don't use Kerbals to add distance. ( @OJT ) You may use a combination of powered and unpowered wheels. Aircraft landing gear are allowed. At least one wheel must be a powered rover wheel though. Mods that add or alter the functionality of parts, or which alter game physics are not allowed. Other mods are fine. You must start at the KSC runway. You can go any direction you want though. Entries should ideally have a few screenshots: One showing the rover on the runway with no more that 100 EC, and another showing your distance from the runway (flag) when you run out of juice. If you are posting more than 3 or 4 screenshots, please put them inside a spoiler window. I managed to get a rover with 2 Kerbals 7.1 km from the flag, but I think you can go much farther than I did! Leaderboard: 9.9 km @OJT 12 May 2022 - A couple of rollovers, and a Kraken attack to end the run. Lots of EC remaining when the rover unglued itself. 10.0 km @camacju 12 MAY 2022 - A classic camacju entry, with parts attached by no visible means! Also classic by carefully evaluating the limitations and characteristics of the elements involved. I think camacju already has some ideas for improving his distance.. 13.5 km @swjr-swis 15 May 2022 - A stylish blue and green chassis, how did he do that? Kerbals reclined for lower drag, and more comfort while sleeping and driving. 14.7 km @camacju 12 MAY 2022 - Investigating some aero tweaks. End distance is more than double my original test run. Terrain is becoming a bigger factor as it becomes less flat. Confirms @OJT's observation that small wheelbase tricycle rovers might occasionally tip over. 26.7 km @swjr-swis 16 May 2022 - Focusing more on drag reductions than weight, nearly doubling the previous record! I just realized I’m ordering these from lowest to highest distances, not sure why I ordered them that way.
  8. WIP Rover Pack (V2LR) Rover parts seeking to fill a kerbal's need for thrill and adventure by way of exploration with little to no safety guidelines By zer0Kerbal, originally by @MichaelV2.0 adopted with express permission and brought to you by Version 2.0 Industries (V2I) Preamble by @MichaelV2.0 See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) [^1] or [^1] Dependencies Kerbal Space Program [^2] Either Firespitter Firespitter Core Supports Either Module Manager [^3] Module Manager /Ll [^3] On Demand Fuel Cells (ODFC) [^3] GPO (Goo Pumps & Oils') Speed Pump (GPO) *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @MichaelV2.0 for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Forum: Thread - Source: GitHub License: Disclaimer(s) All bundled mods are distributed under their own licenses All art assets (textures, models, animations, sounds) are distributed under their own licenses Original (0) - Author: @MichaelV2.0 Forum: Thread - Download: SpaceDock - Source: SpaceDock License: I have granted @zer0Kerbal permission to adopt Version 2.0 Industries Rover Pack mod with the understanding that he will keep the Version 2.0 Industries brand, and proper attribution to the original author (myself). Any Significant changes to models and codes, along with new parts, textures, models, and functions are permitted as per agreement and approval at such time as changes maybe needed. The license is to be CC BY-ND 4.0. Express revocable permission is granted to use the assets, code, copyrights, and trademarks. supporting link: How to support this and other great mods by zer0Kerbal
  9. About. This is the new thread for the Version_2.0 Industries Rover pack, the old thread can be found here Version_2.0 Industries Rover Pack. This pack seeks to fill the kerbal's need for thrill and adventure in the way of exploration and little to no safety guidelines. The pack consists of a variety of rover parts to tackle the gap in planetary scientific exploration as well as cargo and passenger transportation. Leading the pack in these endeavors is the R32M Puma vehicle parts which give the perfect platform for light transport solutions and scientific exploration. accompanying the puma is its big brother the R32L honey badger parts which work fluently with the puma parts to help with heavier cargo transportation, mining and planetary exploration. Version. Current Release 2.0.0 for KSP 1.3 Download from Spacdock Image gallery. Legal. This pack distributed under the creative commons license, Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-ND 4.0). See for more details (http://creativecommons.org/licenses/by-nd/4.0/)
  10. Hello everyone. Here I am again giving it another shot, after my failed attempt to complete the Elcano Challenge by circumnavigating Minmus in a rover last September. This will time I'm going fully stock, and doing the challenge in an early-ish career mode save. Background Long story short, last year I built a reusable Mun rover and lander system, for use from a research station in Mun orbit. Then I learned about the Elcano Challenge, and impulsively decided to circumnavigate the Mun with the rover I already had there, the Gnat. That went well, so I decided to fly the rover to Minmus and circumnavigate that as well. I was making good progress, then unfortunately my save was corrupted. It couldn't be retrieved. Not to be deterred, I started a new career save, and powered through the earliest part of career mode. As soon as I felt I had the kredits, I built a research lab in Mun orbit and a reusable rover lander system, a basic one with mid technology tree parts. The idea was both to improve upon the design of the Gnat and it's lander, and also to gather a bunch of science quickly to get the labs in orbit cooking away and unlock the technology tree fast. I didn't really expect to do an Elcano run with this rover, but I just came back from an extended break from KSP, and I like to drive it, so what the heck. For challenge completion purposes, here are some screenshot's of the first rover mission so you can see that I flew it from Kerbin: Now we'll join our heroes, Buzz and Wendo Kerman (no relation) as they set off on the story that may (hopefully) lead them to circumnavigate Minmus in Rover 1. Prologue - Mun Landing 2 Chapter 1 - Onward to Minmus Chapter 2 - The First Day Chapter 3 - Into the Highlands Chapter 4 - Another Chapter Chapter 5 - The Rover Repair Contract Chapter 6 - Challenge Complete!
  11. Updated to 1.1.0 Changelog for 1.1.0 Many changes. There is now a ute version created from previously unreleased model work by TiktaalikDreaming. Also a working Snorkel. Have created working wheels in 2 sizes from the spares, that don't have a suspension tower and can be attached directly. I have also created a separate suspension tower so that you can still have that look with them if you want. As all wheels that come into the SPH need to be rotated 90 degrees clockwise to work, I have a dark ring around 1 wheel nut on the silver and on the mud so that you can tell that you have rotated them. On the silver the wheel is right way up with the mark at the top, and with mud it is when the mark is on the bottom. I added a ute version of the roof rack and have added a Bull Bar with a built in winch, that works if you have the Kerbal Attachment System mod. The head doesn't transfer to the Kerbal but the bare cable does and attaches to the KAS attachment point with no dramas. I have changed the attachable spotlights to use the new KSP model. I have added an Army colour scheme to all the parts. I have added 3 new flags for the vehicles. Both Defenders now have properly working lights and working high mount rear lights. I have changed the Tech Tree requirements to what I hope is considered fair and balanced for career games. I think I made it so you can just copy straight over the last iteration. My understanding is that if you have already unlocked a part in a career game it should still be available to you but in a new career they will be in their new spots. WARNING. I HAVE NOW FOUND THAT THE LEFT OVER KSP WHEELS PATCH STOPS THE WHEELS FROM WORKING IF YOU INSTALL KSP WHEELS. PLEASE GO TO GameData\KerbinRover\Parts\KSPWheelPatch.cfgAND DELETE OR CHANGE THE SUFFIX TO TXT. Hi. my mod of the Kerbin Rover originally released by Tiktaalik Dreaming is now live on Spacedock. I hope you might enjoy it. https://spacedock.info/mod/2804/Kerbin Rover Redux?ga=<Game+3102+'Kerbal+Space+Program'> https://imgur.com/6XrFAn9
  12. There are few KSP challenges that have intrigued me more than the Elcano challenge. I've known of it for years, but until recently assumed it would just be a boring slog that takes no skill whatsoever, just hold down W until you make it around the planet. However, upon inspecting it further, I then realized how much more there is to it. It takes fortitude to sit through the boring stretches of driving, engineering prowice to design the optimal rover, and keen driving skills to minimize your risk of crashing. I then decided that I wanted to give it a go for myself. But that brought several more questions with it. Which planet/moon would I circumnavigate? What would my vehicle look like? How difficult do I want the challenge to be? It would take me a while to come up with two of those three answers, but I knew right from the start that I wanted to circumnavigate a planet in a large rover with a high crew capacity, mostly because real circumnavigations of Earth included many sailors, and I also wanted to increase the realism aspect, seeing as drivers would need to take shifts in order to keep the rover going for as much of the time as possible. And that's when I came up with the preliminary design for the vehicle, which would later be called Odyssey. And sooner or later, I also decided that I wanted to make this mission as difficult as possible, and that's when I decided to take it to Tylo, the toughest place to drive a rover anywhere in the Kerbol System. Welcome to... ODYSSEY: TYLO CIRCUMNAVIGATION, DAY-BY DAY ELCANO CHALLENGE by Jack Joseph Kerman PRE-MISSION: As I mentioned earlier, the road to me eventually trying my hand at the Elcano challenge was not perfectly smooth, and for a while the idea of circumnavigating a planet or moon seemed both patently absurd and also incredibly boring to me. This began to change when I sent a rover mission to Tylo, as part of my colonization of the Jool system in a save that I have since unfortunately lost. Originally, I didn't plan to go far with the rover I had brought there; maybe 50 kilometers or so from my small science outpost. However, the mission quickly turned into a much longer endeavor, and I ended up driving 300+ kilometers across the surface of Tylo, and even had fun doing it. Whether it was finding the optimal way to climb a mountain without starving for electricity, watching my speed as I came back down, or just laughing at the floating boulders that Tylo seems to have an abundance of, the mission never got too boring, which greatly surprised me. Here's a recreation of the rover and mission I made in a newer save: After this successful mission, I slowly warmed up to the idea of a potential circumnavigation mission, and a few months later I tried my hand at building a massive rover that would be used to circumnavigate either the Mun or Duna. I simply dubbed this rover the "Circumnavigator" (creative, I know), and tested its features, such as the small interior, mining equipment, and cargo garage for a smaller rover in the back ramp. The smaller "mountaineer" rover would have been very similar to the one shown on Tylo above, except with more electric charge capacity to increase its range. This rover's design was pretty flawed, however, and in my opinion it looked rather ugly. The wheels were evenly spaced apart on an unnecessary number of girder segments, the thing was 40 meters long and awkward to drive, the battery power was limited, and the mining equipment was entirely pointless. I would later name it the Odyssey, but it would never be used anywhere other than testing at the KSC. More screenshots of the original Odyssey: So that's when I got to work on my current vehicle, the Odyssey 2. This is the vehicle that I will use to circumnavigate Tylo, and it's a vast improvement over the original. Here is coverage of every day of the mission that I've done so far: Current Latitude: 90 Degrees North Current Longitude: 1 Degree West DAY 0: NEW DESIGN, LAUNCH AND ASSEMBLY IN ORBIT New Design for the Odyssey 2 Launches of the Descent Stage and TAV The Launch of Odyssey DAY 1: TOUCHDOWN ON TYLO The Landing DAY 2: THE JOURNEY BEGINS The First True Driving Session DAY 3: ONWARDS AND UPWARDS Driving Session DAY 4: INTO THE NIGHT Driving Session: DAY 5: THE DRIVE NORTH Driving Session: DAY 6: SMOOTH SAILING Driving Session: DAY 7: THE NORTH POLE OF TYLO Driving Session: DAY 8: I AM SPEED Driving Session: Arrival of the Tylo Ascent Vehicle: DAY 9: THE LONG HAUL Driving Session: Arrival at the Tylo Cave! DAY 10: PROVISIONS The Care Package and Return Vehicle: Driving Session: DAY 11: HALFWAY THERE Driving Session: DAY 12: CONTINUING ON Driving Session: DAY 13: A LOAD OFF Driving Session: DAY 14: THE PACKAGE ARRIVES The Resupply Mission: DAY 15: MOUNTAINEERING Driving Session: DAY 16: TOWARDS THE SOUTH POLE Driving Session: DAY 17: THE SOUTH POLE OF TYLO The South Pole Debacle: DAY 18: DETOUR Driving Session: DAY 19: NORTHBOUND Driving Session: DAY 20: PRESSING ON Driving Session: DAY 21: THE FINAL OBSTACLES Driving Session: DAY 22: HOME STRETCH/MISSION COMPLETE Finishing the Drive: The Return to Kerbin: ROUTE MAP:
  13. A.S.E.T. company is pleased to present its new development, Exploration Rover System (ERS) ERS is a set of different parts to build a rover which includes: Command module with airlock which can store up to 4 kerbanauts Crew module , can store 4 kerbanauts Crew and Cargo module (NEW) Airlock and Cargo module (NEW) Cargo module (NEW) Universal Storage Mount preview: https://youtu.be/_TAkwehhk2M Service module with battery or Fuel Cell and fuel Wheels with tweakable mount (depending on which side it will be placed). They can be easily folded for transportation. Powerful folding LED spotlight Extendable Docking Port You can add/remove nodes with RCM (right-click-menu) in VAB. ERS v0.3 preview Universal Storage Mount Adapter preview When wheels are folded, rover fits perfectly into 3.75 fairing. What's next: Finish texture work Additional modules: - Science module - Tanks for different resources - KAS container - ...something else (your ideas?) IVA Customisation: - Various logos in addition to the main flag - Navigation lights - Different numbers on command module - Various mounts - Career and science integration Integration with Life Support mods and several others Convert all textures to DDS format Known issues: JSI RasterPropMonitor error in editor after adding a command module - nothing to worry about, just ignore it. All digital indicators stops working after switching from IVA and back with VesselView opened on one of the screens. After switching from rover and back wheels may look like they’re folded. Looks like a Firespitter bug. Copying parts with 'ALT' button can break their customization (additional nodes and so on). I recommend to take a new part from the palette and customize it again like i did in "ERS preview" video. It's game restriction I have not yet understood the principle of work of stock thermo-mechanics and aerodynamics, so - the rover behavior in the atmosphere can be unpredictable Incorrect work of JSITransparentPod version 0.19.2 with rover's internal Download E.R.S. v0.3.0 Dropbox Installation: Put 'ERS' and 'Konquest' folders into 'GameData/ASET' Dependencies: JSI PartUtilities For Advanced IVA: - ASET_Props Pack need to be installed into Gamedata/ASET/ - RasterPropMonitor plugin 0.30.6 or higher is required! (Without it, the pod won't function at all).. Recommended mods: - To display maps, SCANsat plugin is required. - For more nice instruments and resource storage Universal Storage - To see ship layout on the screens, VesselView (RPM version) is required. - for IVA docking glory Docking Port Alignment Indicator is required. -Module Manager : As always, you`ll need to delete front wheels from the "brakes" group to prevent rollover while braking down. Changelog: 09/05/2015 - v 0.2.3 [B] 0.2.3 update[/B] [B]External:[/B] - Nodes fixed - MaxTemp attributes has been changed for all items - Locations of the components of the rover in the tech tree has been changed - Textures reworked - CrewModule now has a cargo compartment at the bottom for placing small items, such as extra batteries, a small fuel tanks or fuel cells - Mod's structure restructured - Rover's ÑÂabin is now opaque by default - MM-patches has been added to enable transparent or mirror glass on cockpit ( on your choice), as well as for replace the stock interior to advanced one (Requires RPM 0.19.2 or higher and ASET_Props version 1.1 or higher!). Please read the file "readme" in the folder "Options" !!! [B]New in ERS IVA:[/B] - Added simple internal, based on the stock (enabled by default) "Advanced" RPM-based IVA mode is now optional - Interior has been slightly modified - Removed rigid dependence from RPM (FS and JSIPartUtils still needed!) [B] MFD:[/B] - Added a special regime for the MFD for driving ("Drive mode") This mod was developed as an independent addon for KONQUEST. Thanks Riverey for testing and preparation of this post. "ERS" by Alexustas is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. _______________________________________________________________________________________________________ If you want you can support my projects Legal - Donating does not entitle you to any goods or services from me or this mod and all funds go directly to me through paypal to be used at my discretion.
  14. Hi, This is the first craft I upload on KerbalX. It's a rover, nearly unflippable, and ver sturdy, that is unexpectedly fast. Kerbals usually call it "the Mask". It has: A ladder (toggled with AG1), Three crew capacity, A hatch, Two Mk1 Lander Cans wth big windows on front, Four wheels, And a protective shell. Download on KerbalX: https://kerbalx.com/Nazalassa/Elcano-Platform-II-b /!\ This is a WIP, fir the moment it's just a mere shell with 3 crew pods and 4 wheels. Add whatever you want inside. It's about 2.6 meters high and 3.5x3.5 meters, and its part count is 104, 24 of which are struts and 63 structural panels.
  15. As a player since 2015, and a car enthusiast, I have always thought that rovers were useful for the robotic exploration of a celestial body, especially after the "breaking ground" dlc. Unfortunately, I have always had problems with drift with rovers especially when breaking, even on Kerbin, I can understand these problems on moons like Gilly which has very low gravity, but watching video of the Moon Rover traveling on a celestial body which has 1/6 of the Earth's gravity sprinting around and not drifting like on ksp. I was wondering, do you think that in ksp2 the system with which the wheels will interact with various terrain and gravity will be revisited? here some footage of the moon rover: (PS. sorry for my bad english)
  16. Kerbal sized motorbike and sidecar. UPDATED TO 1.1.0 License: CC-BY-SA 4.0 https://spacedock.info/mod/2881/Kerbal Motorbikes First off, the wheels, as a few users seem to have trouble understanding how they work. When first loaded into the SPH, the outside face is pointed towards the left of the hangar when looking out the open doors. It attaches on it's inner face. When you attach to a vehicle while looking at it's outer face you will see a mark at the 9 o'clock position that is made to look like a valve stem. You must rotate the wheel,while attached, 90 degrees clockwise, so that the valve mark is now at the top, also referred to as the 12 o'clock position, for it to work when out in the world. If your wheels spin uselessly when in world, then you have not done this. Now for the fun stuff. Provides 2 colours of Kerbal sized motorbikes and their attachable side cars. 2 styles of wheels and micro docking port that you use in pairs to be able to redock the bikes or sidecars to other things. The bikes and sidecars happily redock to each other without the micro docking port but through some quirk they won't redock with standard ports. The blue bike's docking node is on it's right side and pairs with the blue sidecar that has it's port on it's left. The reverse is true for the red bike and sidecar. Both sidecars have toggleable stands that are defaulted to the landing gear button, so that you can undock them and have them stay upright. If by some chance they do get knocked over, the reaction wheels are powerful enough to get them righted. For the size of vehicles these are, the reaction wheels are quite powerful, espescially roll. This is required so that when you turn the bikes the SAS can compensate so that you don't immediately lie over flat on your side. Sometimes after undocking the reaction wheels act a little over sensitive, but if you are gentle and just tap them to get back to the angle you want it is usually no problem. It is best to attach the micro docking port to the side that isn't the bikes docking node. If you pitch back 20 degrees when driving the suspension will hop then bounce, which allows you to do small jumps. You can get serious air and do tricks in the air when riding on Duna. Typing "bike" into the part search will bring up all parts. Enjoy. If you have Mini Moke Versatile and it's Rocket Sounds Enhancement plugin installed, the wheels will have sound. BIKES ARE AUTONOMOUS, SO IF YOUR KERBAL FALLS OFF YOU CAN DRIVE BACK TO THEM. The very first time you put a sidecar out in the world, please extend and retract the stands twice. It is some game quirk, they are fine from then on. Added with 1.1.0 Ski floats that when attached allow the motorbike to float and be used like a Sea Doo/ Aqua Bike. Blue for blue, Red for red. The nodes are set so that when used correctly the bikes can jettison them. This is best done on land as it tends to throw the Kerbal and may need a bit of wiggling to get them all the way off. Have successfully reattached in the field using an Engineer. The Skis only work at Kerbin sea level and will lose all thrust about a metre above the water. This doesn't stop you from doing back flips barrel rolls and twists etc.If you attach the "Laythe Booster" then the skis can operate at Laythe sea level. The booster only works on Laythe at sea level. The skis have docking nodes on the outside just like the bikes and you can attach a side car or the skis of a different coloured bike etc that can be undocked and redocked. Have redocked to skied bikes while floating in the water quite easily. The skis have the impellers and intakes built in but require the bikes for power. Have added a node at rear light of the bike, based on a forum member asking about cargo hold lockdown options, that is set up to accept the Kerbal Attacment System Tow, Hose and Winch as if it was a socket. While working out how to get the skis to float correctly in the water I realised I could make a speeder bike like in Star Wars. Until I worked out how to limit the height on the skis thrust, I was always ending up flying, not realistic for them but good for a speeder bike. So now I have added a speeder bike as well. The only required addons to it are the "speeder bike flaps" to help the SAS control pitch to stop the nose from trying to go skyward. It may not look it but it is basically a robust flying wing, built tough enough to slide along the ground to take off and land. It is high friction so when you land it stops pretty quickly. It has some glide potential so you can usually finesse it in to land. It has a height limit on Kerbin of roughly 1400 metres sea level and on Laythe of about 2000. It gets slower the higher you go till it looses all TWR. It is best not to touch down above 1300 metres sea level as it would hard to get it moving. 2000 for Laythe. It will get you to the foot of the mountains but not up them. It has nodes for the flaps, an angled 1 at the back as a KAS socket and 1 on the hood to make it easy to attach the docking port for transport. It has been fun getting them to work well. I hope you like them.
  17. Details Type: SPH Class: rover Part Count: 713 Pure Stock KSP: 1.12.2 Description This sleek streamlined supercar is ready for you to take your next Kerbal for a spin. All Stock (with dlc) Main throttle - Accelerate/Decelerate Fan Engine Use I,K keys up/down to adjust (raise lower) springs Q,E turns Steering Wheel A stock aircraft called Ocelot X7. Built with 713 of the finest parts, its root part is structuralPanel2. Built in the SPH in KSP version 1.12.2. Download here https://kerbalx.com/InterstellarKev/Ocelot-X7 also requires flags for the windows Place in Kerbal Space Program\GameData\Squad\Flags Save flag and name canopy.png Or Flag Downloads: https://www.dropbox.com/s/qcr3ttwgrul5jun/canopy.png?dl=0 https://drive.google.com/file/d/1uABZtM2AFGTBiIr-ql92xhERC49ZZW88/view?usp=sharing
  18. License: CC-BY-SA-4.0 GPLv3 Now updated to 2.0.1 Forgot the SPH folder in 2.0.0 https://spacedock.info/mod/2873/Mini Moke Versatile?ga=<Game+3102+'Kerbal+Space+Program'> Mini Moke Versatile. A parts pack to give you a truly customisable Kerbal sized Mini Moke. (not the legs obviously as then it would be almost flat ) It comes in a standard 4 seat size and a shorty version. The standard has a range of accessories, bars for front back and roll over, a roof rack and window frame that all come in a range of colours. A canopy, the rear seats are optional (remember to place any Kerbals in them that you want to show up, when in the SPH, as they don't auto fill.) and you can put an aluminium tray in instead to make it a ute or just leave it empty. There is also a registration plate you can put anywhere you like. It will show whatever flag you have set for the vehicle. The front seats do auto fill. The shorty has it's own roll bar. Both mokes come in a range of colours (including original Kerbal). Their are 5 wheel choices. Evertything but the rego plate have their own nodes to snap into. The tray and it's nodes are orientated front to back so they don't get hung up on the other nodes. The snorkel out of my Kerbin Rover Redux mod goes well on the front fenders. So a car, rover, taxi, Mun buggy or even a shuttle to move Kerbals around a space station. It is up to your imagination what you would like to do. I have included a copy of the "Rocket Sounds Enhancement" plugin, but without it's sound library so that it only needs the GPL 3 license. I have a sound effect of my own in my mod so that if you have "Rocket Sounds Enhancement" installed the wheels make a humming noise that changes pitch with speed. (I personally don't like silent rovers.). I hope you have fun with this vehicle. AS WITH ALL WHEELS, THEY NEED TO BE ROTATED 90 DEGREES CLOCKWISE ONCE PLACED ON THE VEHICLE TO BE THE RIGHT WAY UP. THE VALVE MARK SHOULD BE AT THE TOP. Changelog. Added 3 new types of vehicles. A left hand drive Jeep for the other side of the runway. A Jeep Forward Control like, utility truck with 3 different trays including a car carrier. A trailer chassis so the trays can be used as trailers as well. A small trailer for the small vehicles. A hinge hitch so that you can have your trailers articulate when you go over humps. (Requires Breaking Ground to work.) A Fun Buggy with a built in impeller that floats so you can use it as a Personal Water Craft. I was too lazy to restrict the impellar to water, so if you have a full load of Kerbals and are using the impeller while on land, you can hit P to pop open their parachutes and go Paragliding. Just remember to repack the chutes when you land. Many accessories for the new vehicles including a winch. Requires Kerbal Attachment System to work.All vehicles have a front node for it but as it also surface attaches you need to Alt snap to node. New spot lights and a light bar that use the new KSP system, so you can change colour and make them blink. A portal hub so that the small vehicles can use the larger wheels. New wheels for the Jeep and Truck. Jerry Can and holder. A storage box. etc. Enjoy. Demo vehicles in the SPH folder.
  19. Who here can make an all terrain mobile crane in KSP that looks as close to the real crane as possible? (Actually, I would prefer all-terrain mobile cranes, but any crane from tower cranes to crawler cranes to ring cranes would be fine, as long as they look close to the real thing Here is the challenge badge or whatever you want to call it. If you want to participate, add it to your signature! I recommend scaling it down to about 256x160. Here are mine, including the Kiebherr KTM 1120-4.3, Kiebherr KTM 1030-2.1, Kiebherr KTM 1300-6.2, and Kiebherr KTC 1050-3.1. Sorry there are so many pictures, but I use Kerbal Space Program more like Kerbal Crane Simulator. As Hans Kiebherr always said, "Why go to space when you can lift the stars themselves?" Check out my YouTube Channel for videos of some of the cranes shown here.
  20. Details Type: SPH Class: rover Part Count: 259 Pure Stock KSP: 1.12.2 Description Tardigrades known colloquially as water bears or moss piglets are a phylum of eight-legged segmented micro-animals. They are known to be very resilient to survive in the most extreme places. This is why it’s a perfect analog and name to the KDF’s off-world explorations and mission-specialized vehicle. The Tardigrade takes its build and shape from the micro animal itself. Comes with enough cargo storage room for medium-sized missions off-planet and even on-planet. Different features include - Grab unit on piston arm in front (mapped to j,k keys, and grabber unit AG6) Full Gold Coating Hexa-glass windows (for extra protection from heat) Separate cargo bay separated by activated tinted glass door panels (AG4 to open/close) Full electric fan engine system for atmospheric worlds like Kerbal (mapped to the Main throttle for fine-tune control) RCS clusters for low gravity control. Separate Reaction wheels in case of vehicle flip (mapped to AG1) Action Group - AG1 Toggle on/off 6 advanced reaction wheels (turn off when normal driving) AG2 Toggle lights (separate from U key due to complications with Kerbal helmet lights) AG3 Toggle Cockpit Doors AG4 Toggle Cockpit Tinted Cargo Door AG5 Toggle Back Cargo Door AG6 Toggle Arm of Grabber Unit Note Clamp-o-Tron jr dock port is on the back and is the root part. Use this to easily dock in a cargo unit to take off the world. (can barely fit in an MK3 cargo unit not recommended but can work but you won’t be able to drive in or out of it) A stock aircraft called Tardigrade. Built with 259 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.2. Download Links: KERBAL X: https://kerbalx.com/InterstellarKev/Tardigrade FLAGS This does require 2 flags to complete the look. https://www.dropbox.com/s/p7jsbiefhk6l31i/Tardigrade.zip?dl=0 or https://drive.google.com/file/d/1KVBVABdAnSL-mp9nS59qTfHryipjdtTD/view?usp=sharing
  21. Hello forum readers. I recently became aware of the Elcano challenge to circumnavigate the surface of any orbital body by rover or boat. Then I went down the rabbit hole of mission logs submitted by forum users over the years as they attempted the challenge in so many different ways. This inspired me to compose a log of my own. The Gnat - Background The "Gnat" science and utility rover rolled out of the SPH in early career mode - year 0, day something-or-other. With 40 parts, weighing in at a cool 3.443 tons, she was built for science gathering and career missions as part of a landing system consisting of the Gnat and a reusable sky crane attached to the Munar Gateway Station. Here she is at her berth, distal to the escape pod array, before I ever heard of the Elcano challenge. Prior to creating this thread, our heroes Bill and Dofrod Kerman (no relation) were ordered by mission control to land on the Mun and perform a rover circumnavigation. They did so in style, performing many graceful maneuvers such as the one captured below. or this one After 27 days, Bill and Dofrod finally succeeded at circumnavigating the Mun. All the other Kerbals came out to party with them. Then they returned to the Munar Gateway Station to fix up the Gnat and chill out for a couple years. The Plan The plan for this circumnavigation is for Bill (engineer) and Dofrod (scientist) Kerman (no relation) to travel from the Munar Gateway Station to Minmus, make a landing on the Great Flats, then take a roughly equatorial route around the moon collecting science from all biomes except the Poles, visiting the easter egg, and completing as many career missions as are convenient (to fund future adventures). See the planned route below in blue. ...to be continued
  22. Hi. Have just released on Spacedock an upgraded version of @StinkyAce's Gerry Anderson's UFO. For nostalgia lovers and those who would like a full mobile laboratory for research. https://spacedock.info/mod/2806/Gerry Anderson's UFO Upgraded?ga=<Game+3102+'Kerbal+Space+Program'>
  23. the rover wheels are to big and making a small rover is like building a monster truck
  24. Добрый день! Имеются ли моды на улучшенные роверы? Я имею в виду: колёса, командные "кабины" для роверов и т.д. Никак не могу найти! Ищу для версии 1.11.1 (можно более старые, главное, чтобы были). Если знаете таковые - пожалуйста напишите.
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