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  1. Stridsvagn 103 Main Battle Tank Designed off the original Swedish Strv 103 MBT, this fully functional replica uses tank drive systems and hydro-pneumatic (Or in this case, landingGearmatics). Consisting of 223 parts for detail and structure, this craft is recommended for good computers. Its completely fun to drive around, hit some things, break the tracks, whatever you wish with your tank! Specs: Max Velocity: Around 44 m/s Max Hull Traverse: 10 - 15 degrees per second Gun Elevation: +10/-10 degrees Tank Drive (including point turns and swing turns) How to Drive: W and S do not cause the vehicle to accelerate forward, press W causes it to turn right and S to turn left, Custom groups 1 and 2 lock the corresponding sides (1 left side track locked, 2 right side track locked) causing it to turn easier at high speeds. ALSO, please check the connection between the fuel line and the rocket engine, occasionally the game thinks they are not connected, resulting into no fuel for the rocket engines. If you guys want a tutorial as how to build the tank drive system in stock KSP or a time lapse of the build, please ask so in the comments! This tank drive concept was derived from my older vehicle and post, you should check them out too! And who can forget the mighty download button DOWNLOAD HERE
  2. Spacedock (Also on CKAN) This mod takes the vanilla radial xenon tank and creates a LF/OX version, as well as having a fuel tank version of the Probodobodyne RoveMate. MIT License
  3. PERFORMANCE NOT GUARANTEED IN KF 2.0.1.3 RECOMMEND KF 2.0.0.2 Bounder The Bounder is a forty-ton trophy truck, designed to ride the hills like they're not even there. It reaches speeds upwards of 85m/s on wheel power alone. Its rugged frame-and-skin construction is sure to survive a few rolls. But that is not the best part. Note the trailing arms below the chassis. These are fully active, thanks to the magic of Kerbal Foundries and Infernal Robotics. The Bounder floats over minor lumps and lands lightly from properly-executed jumps. What's more, the suspension is tunable. Tweak compression damping, rebound damping, compression spring strength, ride height, and much more to shoehorn the Bouncer into your style of driving. Out-of-the-box, the Bouncer features the "reckless driver" setup. You can find compression settings at the antigrav repulsor at the end of the trailing arms, and rebound settings under the seats. Articulation! Big jumps! Scale! *Kerbal sold separately. Download
  4. Dave Jones receives Karsten Becker as a guest, lead engineer of the Audi Quattro Lunar lander and rover. They discuss many different aspects of designing a spacecraft, such as thermal requirements, radiation hazards, space rated components and more, and prove that some of the things that are mundane on Earth can pose interesting challenges. We get an insight into the curious mix of off-the-shelf technology, combined and custom proprietary designs and why each was chosen in which places for this specific mission.
  5. Series of videos in which I try to land and take off with 3 kerbals from Eve.
  6. Some of the rovers I have built, many of them in various stages of evolution, one even up to Mk X... love my rovers, thought I would share
  7. got a bit of a problem, 3 kerbals in low mun orbit, and i'm trying to make a rover to connect to that station, and then land to the mission location as i have to collect some mun dirt with a kerbal, in fact at 3 locations, the problem... its around 70% to 45 % slope the area i need to collect it from. so far i tried variouse rover-landers but so far i'm unable to stay there i just slide down faster and faster.. so any ideas on how to solve it, i need a surface collection from a crater hill, and i dont know how to design a rover that can climb so well, or stay in position with brakes. at such steep slopes
  8. Hello! I decided i would create a sped up version of my 2 hour mission to dump a rover on Minmus for later (MK3 SSTO with a base payload will send up a communications tower on Minmus). But something went wrong..... ENJOY!
  9. I was looking to make a rover for tracking across Kerbin in. I don't want it to be able to fly with thrusters but it can have thrusters to move it faster. So far, these are the parts I plan to take Kerbal stock tires (6 of them) Remote controlling system (disk) Battery (disk) Solar Panels (like Mark Watney) RTG's Fuel (mono and liquid) (disk) Thrusters (aiming down for downforce on hills) small rocket (for extra speed on flats) landing struts (Self-righting system for flipping myself) Mining drill Raw material to fuel converter communication system If anyone has any ideas on what else to add or how to put all these on a rover, please tell me
  10. Skycranes are reliable vehicles to put a rover or vehicle on the surface. Obviously, I try to avoid them. Making a contraption like this one never worked satisfactory in the past, but I guess wheels have changed in such a way that now... it works! Not a McGuffin What's in the box?! What's in the box?! Prepare for landing The Box on the way to the surface Safely Landed Those tiny landing legs are good enough to absorb the landing shock Surprise! The front pops off, and out comes the rover! It's alive! Now I have a reliable way to get my rovers safely anywhere, protected from harsh outer space on the way there. The Craft File! There were a couple of requests for the craft file (linky), so enjoy! (all stock parts). Notes: The rover is attached with a coupler to the lander. The "hatch" is attached to the docking port at the front of the lander (use "control from here" for easy steering). Land with gear down to prevent unscheduled rapid disassembly, and then retract gear to bring the bottom to the surface. Stage to pop the hatch and to release the rover, and happy exploring! It shouldn't be too hard to attach small science gear, just be aware that you don't want to drop below the bottom at the rear or you'll get stuck getting out. There's no science gear on my version, as it's intended to scout out a good site for a base (flat, and all), although on econd thought I should have added a thermometer (for those occasional science data from the mun missions). and I added a thermometer for those pesky science data from the mun missions. I've tried this approach in previous versions but either the rover wouldn't release or get launched into orbit when detaching, whatever changes Squad made to the wheels (and we know there were many) resulted in it working now. I might try bigger ones too!
  11. alee

    ASR v0.3

    1st automated science rover v0.3, not fully prepared for landing on mun as i haven't researched the appropriate technology yet ,max speed achieved 60m/sec . send your rovers
  12. DK Salvage is proud to present RoveMate Classic DOWNLOAD LINK https://www.dropbox.com/s/6yqmkoqynt620xx/RoveMateClassic1.0.zip?dl=0 DESCRIPTION The RoveMate Classic. It's manufacturer abandoned the design decades ago for lighter designs that worked in vacuum. But we at DK Salvage have uncovered a small trove of these rusting beauties, and will be restoring them for atmospheric use. Includes an old Diesel motor that we modified to run on Kerosene (liquid fuel/intake air) and a KIS/KAS storage compartment. LICENSE included in the download, WTFPL. SUPPORT & UPDATES Not in the traditional sense. I'm uploading this to share, as I'll be fielding the part in an upcoming race on these forums. I figured it would be sporting to allow others a to have one for themselves. I may roll out more features or textures in the future. For now, I've left very detailed notes in the config, and the necessary tools for you to re-texture it easily. I will retain the raw models for personal use, but the license is quite permissive. PM me here if you want a copy of it in .blend or .dae, and I will consider it. Or just reverse engineer using available tools.
  13. So I've been streaming this mod's creation over Twitch for the past several weeks... and since things are wrapping up on an official pre-release, I figure I will just drop this right here Download: https://github.com/BobPalmer/Karibou/releases 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
  14. I've been doing some roleplaying recently, and having sent a probe to Mun, my next target became to put there a little rover. My experience with landing such vehicles on celestial bodies without atmosphere is very small, so I kinda overbuilt my rocket, but it worked fine afterall.
  15. Disc: I have mods installed [McJeb/EL/KW/Interstellar/More planets etc] So I have a tiny-ass rover (~4t) cramped full of scientific gear, with one scientist roving around Moho going to each of the 12 biomes collecting science in a box. That tiny rover will then shove it's way back to Kerbin with 200+ experiments. I did the same on Minmus and got like ~200k science. I'm using Kerbal Research & Dev mod(so i kinda do want science but the MPL way is kinda too cheaty) Is there a faster way to travel/land/relocate rover with no air . McJeb doesn't do landing well(or it takes longer) so I'm doing them manually, which gets dull after a while. -> Tried a large MK3 bus with huge wheels but the wheels crack and jam under pressure even on Minmus -> Tried a ship with engines facing both ways but hilariously hard to balance properly and stop from flipping. -> Landing fast on airplane landing wheels tend to make your ship flip someway when it touches the ground -> Can I like make RCS fire downwards like some sort of harrier jet? Engines are way too hard to balance without ship flipping -> Is there a mod/way I can calculate when to brake(burn) downwards to land softly enough? Technically, I can just shove 8 MPLs into one mega ship and just spam experiments .... but where's the fun in that?
  16. Seeing as I have had oodles of fun thrashing this thing around on the Dakar course, I figured I'd release it for public consumption. Warning: extended use of this product at speeds exceeding 2 m/s may result in short flights, extreme enjoyment, antisocial behavior, RUD, and death. In case of accidental cartwheeling, DO NOT PANIC! Extend the landing gear and consult your local rocket technician. The Greyhound tops out at about 40 m/s and I'm pretty sure that it should be able to complete the Dakar course without refueling, however, there is a clampotron Jr on the roof for whatever you use those for. In general it's very stable over most bumps, but if it does roll it tends to only loose solar panels or perhaps a light. Download the .craft here
  17. Hi all, After @DrunkenKerbalnaut mentioned me and drew my attention to this Dakar race thread, Dakar race thread I was inspired to make a new buggy to compete in that race. I wanted to have something similar in construction to my older RAGE buggy that was made without any building mods I decided to take that antenna frame design to the max with the EER no offset limits building mods. I started with a basic chassis with an RTG battery motor up front: I then spent a looong time placing antennas in pairs to make a very realistic looking frame construction. I was copying this image here to get a real look to the construction: I was very happy with the shape and feel of the rover but as a pure electric vehicle it was a little prosaic. So I fitted a Juno jet engine, a fuel tank and reaction wheels to keep it stable at high speed and over jumps. I discovered even the three reaction wheels where not enough to keep it stable at high speeds when in the air so I fitted a rear spoiler that does the trick very well and allows for much more control. I wanted there to be minimal part clipping and aside from the wheels the suspension does not clip with other parts nor does the fuel tank, reaction wheels or other bits adding to the realistic fell of the rover. There are three different versions, the chassis only, the pure electric version and the spectacularly dangerous (see video) jet version! Three rover versions specs Chassis only Electric version Juno jet version 1.403t 2.437t 2.987t 28 parts 235 parts 247 parts 35m/s top speed 33m/s top speed 86m/s top speed 600 elec units 600 elec units 600 elec units 4 RTGs 4 RTGs 2 RTGs OK, on to some more pics and the video: Full Imgur album: http://imgur.com/a/S1rC8 And the video! KerbalX downloads: Chassis only: https://kerbalx.com/Majorjim/Rock-crawler-chassis Electric version: https://kerbalx.com/Majorjim/Rock-crawler-frame Juno jet version: https://kerbalx.com/Majorjim/Rock-crawler-frame-jet Thanks all! Happy rove-ing and Merry Christmas!
  18. Sorry if this isn't the right place to post this, I searched through but wasn't sure.... So my problem is with a Rover mission which asks: "Driver Rover (enter rover name) to Waypoint and conduct Science" I did and it didn't allow me to pass the mission due to two constraints: 1. I apparently wasn't at the location (I was actually, bang on) 2. No wheels on my rover (I have Akita wheels on it) Can't find if this mission is one from an add-on, I don't think so. Is this a) a broken mission i.e. it doesn't realise I have arrived at the waypoint and b) requiring the stock set of wheels? Any help would be appreciated.
  19. im planning to send (another) unmanned rover to duna. this time im planning to launch a bit bigger one than last time. that first mission was a partial failure-rover was so slow it took it minutes to travel 100m and it was extremelly unstable. by now i cant even control (due to communication networks) it and it has barelly any science to collect (im playing in sandbox but science data like pressure, g force and temparatures is still interesting to a nerd like me). ill just get to the point: i need a new rover but i have no idea where to start and how it should look like. it would be great if someone could share his .craft file. i want this rover to be able to travel at relatively high speeds (15-20m/s), have some science onboard and overall just look cool. i also want it to be unmanned. im ok with using any mods (i already have 30+ of them). if u r sharing .craft file just plz tell me which mods did u use. thanks for sharing and helping me (and the others)!
  20. Full stock https://kerbalx.com/Triop/RoadRage-1 It might look stupid, but drive it and you will be surprised....
  21. Here's some information and video of the Au x Hakuto Moon rover for their attempt to win the Google X-Prize. Link to article & video It's amazing to think that private enterprise is aiming for the Moon.
  22. Now that Thanksgiving Break is here I have to to mess around with Ksp. I made a small rover that is I guess alright. I kind of liked the way it looked so I went with it. It can seat 4 Kerbals "Comfortably" And it is pretty much useless but I guess it is small. Link:https://kerbalx.com/Duk/Cyclops Album Link:http://imgur.com/a/TieOq
  23. Wanted to share this. Finally got some sweet, sweet roll cage pieces going, had to make the rover of my dreams. Pretty gnarly, fuel cell powered, and seats two in command chairs. Take her for a spin! Tell me what you think. https://www.dropbox.com/s/wqt4q62bmsl0os5/DK Buggy.zip?dl=0 keep in mind the fuel cells (hotkey 1) can't keep up with 4 wheel drive, but there's plenty of EC to buffer momentary 4x4 action. Grab the mod first. It's 8 structural parts, so no bloat worries:
  24. I landed a rover on Duna. It will not drive to the north. If I try to turn to the north, it will not stay on course, and steers away. The closer to "north" I get, the slower it goes, and it simply won't drive to the north. The only mods I have installed are KER, Kerbal Joint Reinforcement, a light pack (which is not used on this rover) and the expanded parts mod that Kerbal supplies, although no non-standard parts are on the rover, other than the KER module. I can supply a save if you like. It should work without the other mods, but you probably need KER due to the module. ETA: OK, I've got to modify this. It will drive to the north. The problem was I was on a gentle incline that faced north. The real problem seems to be that it won't accelerate up even small inclines. It uses the smallest rover wheels, and it just won't go up a hill that seems to be less than a 5 degree incline. Once you get to more level ground, it works fine.
  25. I know some of you may be thinking what why .... But I would like to see how many stable and decently realistic drift cars(rovers) ( a truck is fine) can be built and kept stable .... I've already completed this challenge with a classic hotrod build ... not so great looking but accurate and works.... Mine is able to stably drift at 2 and even 3 times speed... doesn't need to be fast or high control ... small engines are ok though I didn't use any. Modifications in looks shouldn't affect how it handles, wings parts shouldn't be able to move ... makes it so easy ... i used to horizontal on the bottom for looks and glide I set the difficulty as moving wings < without SAS < 2xspeed < 3xspeed < High power... Easy mode < Hard mode .... not sure how to add picture as yet but will do later if I can
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