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  1. 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.
  2. 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.
  3. 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
  4. 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
  5. 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'>
  6. 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
  7. “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.. Added a modded planet/moon section to the leaderboards (August 2022). Circumnavigations of non-stock CBs are welcome! 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. KSP2 entries are absolutely valid and accepted! I am planning on adding a note in the leaderboards for any Elcano completions performed in KSP2. 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 @damerell Modded - Epic mission @Jack Joseph Kerman Stock @mystifeid Stock @Pouicpouic Stock - With a single rover @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. ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ ________________________________________________________________________________________ Extra Planets From Mods Circumnavigators Badge not yet ready, but coming!
  8. the rover wheels are to big and making a small rover is like building a monster truck
  9. 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. EDIT TO CHALLENGE RULES: Participants can either attempt to make the most realistic looking crane, or a crane with the highest lifting capacity, even if it is not aesthetically realistic. 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.
  10. 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.
  11. landed my *slick* interplanetary rover with skycrane i had fun building it and it was interesting getting new ideas from other people's rovers that i saw on google its on a sandbox save, but its still intriguing seeing it on the red planet In Duna: https://ibb.co/b7vKKxP In Duna w/ skycrane: https://ibb.co/MR409LZ
  12. Hello, there! In this series of three videos, I will be recreating the NASA Perseverance Rover mission in KSP 1.11.1. This will not be recreated with full realism because I will be adding a Kerbal touch to the mission. Part 1: Building Perseverance has been released, with Parts 2 and 3 being released the weekend after Perseverance's landing. Hope you all enjoy! Part 1: Building Perseverance Part 2 and 3 coming soon! I wish good luck and safety to Perseverance as it prepares to embark on its Martian journey.
  13. SCREENSHOT - https://imgur.com/a/rseThuo ANYONE PLEASE HELP ME IN THIS SITUATION
  14. Planned to land on February 18th, the Mars 2020/Perseverance rover is designed to better understand the geology of Mars and seek signs of ancient life. The mission will collect and store a set of rock and soil samples that could be returned to Earth in the future. It will also test new technologies for future exploration. Curiously enough, Kerbals have also been preparing a similar mission to Duna, but they need some help to design and successfully complete the entry, descent, and landing sequence of their Dunian Rover. Are you up for the challenge? To successfully complete this challenge, you’ll need to: Build a six-wheeled rover that looks as closely as possible to NASA’s Perseverance Rover, plus all the components needed for the entry, descent and landing sequence. Use an orbiting CommNet relay to control the spacecraft. Perform a cruise stage separation before entering the atmosphere. Use a heat shield and fairings for the backshell to enter the atmosphere. Include a parachute deployment and heat shield separation stage. Separate from the backshell and begin a powered descent Separate from the Descent stage and touchdown! Collect some samples using the robotic rover arm. Post a video or screenshots on this thread showcasing your successful mission. Additional points if you deploy a Duna Helicopter, too. Additional points if you land on a Dunian Crater You have until February 18th to complete the challenge. As we did with the Demo-2 Mission and the Space Station Anniversary, NASA will be reviewing submissions and liking their favorites, so don’t miss out! Looking for some tips/inspiration? Check out Matt Lowne’s Kerbal-take on the Perseverance/Recovery mission here.
  15. https://youtu.be/bt5p_knRMps This video goes over how to create a walking rover that can both turn in place and steer while walking. A basic Kerbin Version is covered in detail, then a more advanced Duna version is briefly covered. This design uses four legs each pointing at diagonal angles. This allows each leg's walking animation to be the same (aside from flipping the directions of some things), meaning you only have to animate one step. Each leg gets its own controller, and then multiple master controllers synchronize those stepping animations to create walking and turning movements. This video allows you to build a specific rover, but once you get the idea you could probably modify the design.
  16. ---------------------------------------------------------------------------------------------------------------------------------------------------------------- СОВЕТСКИЕ НОВОСТИ Soviet News | September 24,2020 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hey, You Want VGA Graphics In This photo? Here: VGA Version Photo Munakhod-A Rover Lands On The Mun! Just Now USSR Announce Successful Landing Of The Munakhod-A Rover On The Mun, Currently as Of 2:03 PM The Rover Is Exploring And Researching USA fasten on Building A Rover But It Was Too Late, USSR Won The Rover Race To Be Countinued -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  17. With a historical launch this year of the Mars Perseverance Rover and the Ingenuity helicopter drone, space nerds have a lot to be excited for. To celebrate this momentous occasion, I'd like to see people's take on replicating this marvel of engineering in KSP. So the challenge is, Replicate the Mars 2020 Rover mission. Rules: No cheating with debug menu or HyperEdit or anything related. DLC is fine, as is MechJeb (for info only), information mods, visual mods and TweakScale. I'll also be allowing Realism Overhaul as well RSS (Real Solar System) for those who want the added challenge of dealing with more Delta V requirements. No other part mods unless part of realism overhaul, and no other physics-altering mods other than RSS allowed. How to win: Create a Duna rover (or Mars rover with RSS) preferably resembling Perseverance, and a drone helicopter resembling Ingenuity (optional). Launch it on a rocket, preferably resembling an Atlas V, and land it on Duna (or Mars for RSS). OPTIONAL: Then, take your helicopter drone for a short flight and land it back on the red surface. Include a video of the mission or pictures of important parts of the mission. Cant wait to see what you all come up with! Also, if anyone wants to make a badge for this, I'll happily give them credit, as I am not much of an artist. Good Luck!
  18. I have a question about Rover controls. Basically, whenever I use WASD to control the Rover, W not only drives the rover forward, but it also pitches it forward. That makes control dificult on low gravity. And if I press S, it not only reverses the wheels, but it also pitches me backwards. I've tried looking up some forum posts. One suggests using IJKL, but none of those keys do anything (I checked and they are indeed mapped to translation controls). Another post suggests switching to Docking Linear Mode. I did that too but then WASD do nothing. So I'm wondering what I'm not understanding about my Rover controls and if I can find any help. If it makes any difference, I built the Rover using the Cupola module as the root part in SPH, then loaded it into VAB and pointed it upwards, then attached rocket parts to the bottom. So it's a rocket whose final stage is a rover, if that makes any sense. Not sure if that is what is affecting the controls.
  19. Surface Coordinates (Lat/Long) to Distance Calculator Have you ever wondered how far and long you would have to drive a rover to get from one place to another? Maybe you're planning a Science rover expedition, or maybe you want to place a base within driving distance of other bases or new Science biomes. Either way, here's a simple spreadsheet that calculates distance between two points on any planet/moon in KSP: https://docs.google.com/spreadsheets/d/11ahybKKvft5v7hfzkBEnTdFKhT_f-YsI3ITXKMeZDUw/edit?usp=sharing Make a copy of the sheet and you'll be free to make your own calculations between any two points on a planet or moon in KSP. All landed crafts will show their coordinates if you hover over them in map view. Note: The spreadsheet doesn't account for hills or elevation on planets. Coordinates must be in decimal format, so 2* 25' 48" N 17* 22' 40" E would look like 2.2548 and 17.2240, while 2* 25' 48" S 17* 22' 40" W would look like -2.2548 and -17.2240. Enjoy!
  20. Humble Begginings:The Early Evolution of Rocketry Chapter 1: Loss of Vehicle Engeneer Carol Kerman watches over the only hangar of the EATA-1 (Experimental Aircraft Testing Area-1). 4 engeneers, Philip, Carol, Quiana, and Helga were moved to a new division of the air force. The constant tension between countries forced the air force to start rapid development of new aircraft. One recently built commercial airfield was on sale after the company that build it went bankrupt. The dirt runway, the abandoned hangar, and a single land vehicle to taxi small aircraft. All operations would have to be crammed here for up to a year. Experimental Plane 1B, a bomber body with modified wings and two small rotors with 2 small propellers instead of 1 big turboprop, was being integrated on the hangar. A new, cheaper tail fin system was to be tested in a month. Carol went down the stairs of the Control Tower, and joined Hanmal, a scientist who planned to use the new planes to run experiments on the upper atmosphere, was underwhelmed by the aging engines' capabilities. The scientific load would have to stay over 8500 meters for half an hour. the plane could stay over that threshold for less than a minute. Once Carol got in, Hanmal drove the van to the hangar. 5 people would have to sleep on the hangar for a month. The engeneers questioned the tail design, but they had orders from above to keep working on the flawed design. During integration, a test pilot, Don Kerman arrived at EATA-1. After weeks of work, EP-1B prepared itself for its first flight. EP-1B, piloted by Don Kerman, prepares for lift-off The two turboprops, even while being old and ineficcient, were overpowered for the hollow and light body of the plane, resulting in high speed and altitude capability. Quiana, sitting alone on the control tower, spoke: "Status?" "Nominal, 120 m/s, 120 meters AGL, 900 ASL", responded Don. "You can start a steep climb" "Copied" The overpowered engines kept a speed over 140m/s while mantaining 50° angle of attack. "8400 ASL, Engines choking, going back" "Copied. You are authorized to land" Don turned off the engines, at this point throwing black smoke, due to the unburned fuel. Pointing down, everything started to go wrong. "Emergency, I'm unable to control roll or pitch", screamed Don. "Eject at 4500 ASL if you don't recover" "Landing gear broke!" "EJECT NOW!"-Blurted Quiana After ejecting, Don impacted the left wing. A few tense minutes later, Don touched down and sent his approximate location. Philip quickly boarded the van, and drove the 11 kilometer distance between the airfield and the landing site of Don. This was only possible due to the new solar pannel on the van. After picking up Don, Philip drove to the crash site. Only part of the wing remained. That night, Quiana filed a mission report representing the team: [TOP SECRET] EP-1B Flight One Report: Outcome:Loss of vehicle and payload. Pilot Recovered. Cause: Aerodynamic Failure Highest recorded altitude:8970 meters ASL Highest recorded speed:203 m/s Mission Data: Engine Array: Success Aerodinamic Surfaces: Failure Cargo: Success Crew Cabin:Success Landing Gear: Partial Success -Quiana Kerman, Flight Control -Don Kerman, Pilot -Carol Kerman, Lead Engeneer -Helga Kerman, Engeneer -Philip Kerman, Engeneer -Hamal Kerman, Lead Scientist [TOP SECRET]
  21. Flew on Eeloo as Americans on the Apollo. No comment. Music only! Addons used: Astronomer's Visual Pack, CameraTools, Distant object, EnvironmentalVisualEnhancements, RealPlume, Reentry Particle Effect, Scatterer, TextureReplacer, MechJeb2, ModuleManager, Phoenix Industries (suits only) Thanks for watching!
  22. Just as long as it stays on the ground, what is your fastest land vehicle? Mine was able to reach 350m/s. I don't have any images unfortunately. Tell us about yours! Did it explode? Did it look stylish?
  23. Description Needs Breaking Ground Expansion otherwise fully stock AG 2 Toggle Cockpit AG 3 Toggle Solar Panels I and K (HOLD) Control Rear Cargo Hold and Ramp To accelerate just hold W (default) press B (default) to brake Does fulll 360 tank turns (awesome turns) gets around 20 m/s very durable and wheels can withstand a lot of force A stock aircraft called RANGER XD. Built with 402 of the finest parts, its root part is structuralPanel1. Built in the SPH in KSP version 1.9.1. Details Type: SPH Class: rover Part Count: 402 Pure Stock KSP: 1.9.1 Download: https://kerbalx.com/InterstellarKev/RANGER-XD https://steamcommunity.com/sharedfiles/filedetails/?id=2109215220 https://steamcommunity.com/sharedfiles/filedetails/?id=2109215220
  24. Howdy, Y'all. Way back in ye old days of 2013 KSP, a younger and perhaps less-skilled me tried his hand at building a steam locomotive replica. This was the result: Not too shabby, given the limited part repository at the time. Though I've seen many KSP players build fantastic train replicas, I had yet to come across one that utilized the new stock robotics parts to make working running gear. So, I set out to overhaul Jeb's once-mighty steamer with the latest in Kerbal engineering technology: Jeb's Locomotive was designed to function in a similar fashion as typical modern locomotive replicas do; the running gear is powered by the drive wheels which are in turn powered by electric motors, instead of steam power driving the running gear and subsequently driving the wheels. The 6 rover wheels only provide brakes and steering, while the 6 rotor wheels are coupled in axle pairs using standard docking ports to provide side-to-side consistency in operation. The running gear is largely coupled together using junior docking ports. Engine power is controlled using the KAL controller in the cab. Press action group 1 to engage the drive motors and start up the fuel cells, set the controller to play until you reach your desired speed, then pause it. The play speed is set slow intentionally, as sometimes sudden changes to the RPM can mess up the running gear synchronicity. Unfortunately, the engine plates used to make the drive wheels don't have great traction with the ground (leading to slight slipping), and collision tolerances will limit your top speed to <9 m/s (as you will see shortly). You can of course go faster by disabling crash damage on the debug menu, but beware that at higher speeds the running gear can easily go out of whack. I find it runs quite nicely around 6-7 m/s surface speed. You are welcome to download and add on things like coal cars, passenger cars, etc. if you'd like. The locomotive is already 218 parts as-is, so expect lag if you're planning on adding a lot to it. If anything, download it just to drive it up to 9 m/s, for funzies. The entire vessel is Stock + DLC. Download: https://kerbalx.com/Jamie_Logan/Jebs-Locomotive Here is a gif of the running gear in motion at a slow speed: https://i.imgur.com/bHYKT1b.gifv Gallery: I'M GOIN' OFF THE RAILS ON A... oh nevermind. I hope you liked it! Check out my last build too:
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