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  1. 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.
  2. With a Jool transfer window coming up in a few days I've decided that it's time for me to send a mission to Jool. Actually six missions, one for Jool and one for each of its moons. Additionally, R&D has determined that it would be really great to get surface and ocean samples, so they've requested two Laythe landers as well. The ocean probe is pretty simple, but I've decided that I want a rover for the land. The problem I'm running into is that I don't have large solar panels unlocked yet, nor RTGs or fuel cells. So my question is, are solar panels feasible sources of power all the way out at Jool with the nerfed solar panel curve? Or should I hold off on the rover until I can find a better source of power?
  3. I never messed with wheels in pre 1.1 KSP, so I don't know if this is new or always existed. If it always existed, no-one seems to discuss it. So, onwards... I've noticed that rovers (esp 4 wheel rovers) get stuck with no motive power when their wheels are the only parts touching the ground, but it's not the "bottom" of the wheel. Eg; While this might be a fine approximation for a track race car, it seems somewhat limiting for an off-road vehicle like a lunar rover, or any rover for that matter. I notice in Unity, once you add the Rigid Body so you can see the wheel collider, that there's a small ball of lines drawn in at the bottom of the wheelCollider. This seems to correspond to the part of the wheel that can drive. See; There doesn't seem to be any configurable value to change this widget. Does anyone know what it is? Or why only a tiny bit of the wheel is capable of producing forward force? Thanks
  4. This mod started when I was trying to find a way to make a smaller rover for landing on Duna. It strikes me that building rovers requires a crew capable part, which are all pretty big. So I thought to myself, I need a small off-road vehicle to land, AND to see the scale of the stock parts to reality check my impression. Then, looking around for a familiar, real-world vehicle, to use as a rover, I stumbled into realizing I could not pass up the opportunity to make a Rover rover. So, like most real world parts from mods, this is half scale. Because kerbals are (roughly) half human scale, most of the rocket parts are about half the scale they should be, and, well it needs to kinda fit in, and with the IVA overlay, it'd be nice if Kerbanauts didn't look like they'd stolen their mom's car. And well, it's smallish. Download from SpaceDock, http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles Dev thread at Features; Hybrid generator/fuel cell powering a small battery system powering electric wheels. Two wheel types available, dual purpose road/off-road and dedicated off-road tires. Roof rack. It's useful, honest. Miniaturized spotlights. Handy for seeing where you're going. Versioning: X.Y.Z X: Changes to number of and which fully working vehicles are included. EG: I'll increment when I add a new rover. Y: Any changes that significantly affect any deployed vehicles. Caution to be applied moving from subversion to subversion if (and only if) vehicles using the parts are "In Flight". Z: Tweaks, bug fixes etc. Plans for next vehicles; I really want to do the Haglund Bandvagn 206, but there will be a slight delay as there's no module for tracked vehicles. Plus I'll need to look at KAS/InfernalR for articulation and decide what (if anything) will work. So, although it's my favourite for next-to-work-on, it won't be the next released. (The Bandvagn is a low centre of gravity dual box on tracks that floats, is sealed, and is generally used by every country that has to deal with really cold horrible conditions.) APC: I want to add in a modern style APC like the Russian BTR range or any of the others that look very similar. I'm thinking an 8x8 amphibious sealed vehicle. I'll probably do an original and light-weight variant. The mil spec APC would be a lot more solid, but a lot heavier than anything built for space. So I'll do that second version without the armour, and provide some waffle about lightweight construction etc. This will mean two wheel variants as well. APC wheels are often solid. AWD car. I really want to make a GTR or WRX type AWD coupe type thing just for contrast. But experience with ground edges and smaller wheels is suggesting this might not be a good idea. Also, KSP hates close wheel arches due to wheel colliders liking lots of elbow room. So this may not be possible. Which would lead me to a 1930's style open-wheeler racing car with KSPification. A dedicated, probably invented from scratch, extra-planetary rover. And, taking suggestions.
  5. Following my recent post on the pros and cons of Ion Engine and the overwhelming amount of response, I've noticed that a few of you fellow kerbonauts use ion engines mainly for your rovers. That's the background of this challenge. -- Mission -- Get to Minmus using a stock only lifter that has a rover powered by ion engines only (No delta V). Then you must land the rover/probe on the surface and drive around. While there be creative, maybe add some science parts for those of you in career mode? That is about it for the mission, if you attempt and/or complete this mission share your screenshots and your experiences on this thread! Thanks again, - Mr_Kerbal
  6. This mod is a very very simple mod. 2 parts. A half scale Land Rover Defender in "adventure special edition" orange and black, and two different wheels. I'm intending to add more off-road vehicles over time, now that I've worked out which way around wheels go. The (2) parts are fully functional, but some of the texturing etc is missing for the IVA. On power and drive trains. I had a look around for conversion from Kerbal electric charge to something in the real world. A prior forum topic covered a few ways of estimating, and I'm basing this on the 1Kerbal Charge = 1MJ, because that is based on the power requirement for ion thrusters, while other electricity uses aren't propulsion related (apart from other wheels). So, I've divided the Defender's 90KW by 4 (for each wheel), and then by 8 (half scale cubed) and converted KW to MJ per second (the easy part). It's not a big number. Drive train is Kerballed. It's basically a hybrid running a 90KW generator with a battery, although you won't get far on the stored electricity. I've made the power generator dual mode. The "Generator" is air-breathing (air-intake is in the bonnet, front grills are for radiators) and the "Fuel Cell" uses stored oxidizer. I will do a module manager addition later for RealFuels to convert that to diesel and random oxidizer. Downloadable from http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles Release forum thread at
  7. Sunshine Rover What you will find in this mod package: 1. Sunshine car body 2. TR-2PL wheel - You can ignore this folder if you downloaded another rover project by me in the past What is TR-2PL wheel? TR-2PL is the modified version of TR-2L. Instead of sticking to the car body with surface attachment, now it is nodal stack (the green circle thing). So the car can travel much faster without worrying it falling apart. Can I use another wheel on the car body? Unless the wheel also has the green node, you can't attach another wheel to the car body. Will there be an IVA version coming out? Short answer is no. I can model exterior of a lot of cars (as long as I have time), but I am terrible at making interior. I know that this is a GTA V car. Will you make a real car in near future? Definitely. Maybe after a few more GTA V cars though because I don't want to get too serious with real cars at this stage. Download link Spacedock: http://spacedock.info/mod/601/Sunshine%20rover?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E Curseforge: http://kerbal.curseforge.com/projects/sunshine-rover License All Rights Reserved
  8. Ok, this my first post here, i hope i've done it right and i don't absolutely know what tags should i use, so, let's begin: Master Aerospace Technologies is proud to announce the new, fantastic, versatile probe design, the Wheeled Autonomous Surface Probe or W.A.S.P. : The W.A.S.P. can carry al sort of scientific experiments, it has solar panels for daylight and a small fuel cell with 2 Oscar-B fuel tanks and a light for night time. The ultimate 3 wheeled design is stable and reliable and allow the W.A.S.P. to travel up to 11 m/s without flipping*! The model here illustrated is equipped with a Remotetech antenna and some scientific stuff from DMagic, but the core is full stock and can be easily reproduced. *That's not true, but nobody reads the notes: http://i.imgur.com/2uqmVcm.png
  9. *click for full res version!* Hey guys! Following the release of my newest short cinematic, Science, I decided I'd release the -all stock- star of the show: Marte Having actually used the whole design before even having the idea for the film, I can vouch that it works excellently, and is great for anyone who is wanting to try and go to the next stage in their space program. Whether you need a reference craft capable of reaching various interplanetary destinations for designing your own, or for practicing aerocaptures and rover landings, the Marte should be a great tool! Grab the craft on KerbalX, here! If you want subassemblies, and a written guide on how to use it, check here! https://drive.google.com/open?id=0B3KMolVXKZX_ZW11S0xqb2Rma3M "Short cinematic you say? I wanna see that!" Check it out!
  10. Dear Squad, I am having some major problems with the 1.1 update. The rover wheel block check seems too strict for me, as it has stopped most of my rovers from working. This is the Ok2Rov, which would have worked in 1.0.5. I needed to clip the wheels in slightly to make the rover fit in a service bay. However, with the new 1.1 update, the check for whether or not the wheel is blocked makes designs like this solid as stone. Can you please remove this feature, or make it less strict? (For example, only count it as blocked if the wheel itself is clipped into another part, and not the wheel assembly.)
  11. This craft is getting up to 200+ m/s but also gets destroyed, chutes could be added or thrust limits could be set if you prefer. This is mostly a craft show and for fun, I am also not sure if this is something others are ok with or not. I am setting up a poll for this reason. No autographs please! Craft File Version 1.1 The Blue Flame
  12. I recently noticed one of my craft had gotten downloaded and it brought back memories of how well the craft handle and I decided to do a recreation for 1.0.5 & 1.1 Use only the small landing gear for takeoffs, landing, speeds above 25 m/s. Notice: I just discovered something really cool that can used for road vehicles, a third wheel on the rear, the feature is available on the 1.1 Version, the third wheel is on action group 3. Indy Car 7 Drifter Indy Car 7 (Version 1.0.5) Craft File 1.0.5 Indy Car 7 Craft File 1.1 Indy Car 7 Drifter
  13. The Sentinel Conglomerate is proud to announce the 2016 "Model 4" Advanced Surface Reconnaissance Rover, new from Sentinel Heavy Industries. The Sentinel "Model Four" ASSR has been new updated and features several new features, improvements, and additions. First and foremost is the all new advanced 6x6 wheel base featuring an all new frame and suspension reinforcement structure. New in Model four is a fully redundant sensor suit containing all the latest scientific equipment, backed up by dual transmission antenna's that re featured in model four's newly upgraded communications suite. Model four also features a surface "truth" and GPS location monitoring system, as well as a fully functioning materials bay for all your science needs. Also new in Model four is the tripple redundant power pack featuring, * An FL-T100 Fuel Tank and Twin Fuel Cells * Four PB-NUK Reactors * Back up Solar power pack Powering a Tripple Z-1k rechargeable battery-back. Model Four also features fully autonomous auto-pilot for all your rescue operations needs. See your Authorized Sentinel Dealer for more, https://kerbalx.com/DamionRayne/SHI-ASRR-4-6x6 Glamour Shot
  14. Brought my Mk3 up to 1.1 spec. This design has been calibrated. Numerous testruns. Nonessential parts stripped away. http://kerbal.curseforge.com/projects/mk3-orbiter On re-entry the fuel should be moved up into the front wing sections. It carries a small amount extra liquid on re-entry should you undershoot runway..or landmass in general. I think you all might like Ion bike (ruggedized), control from the octo.
  15. Is There A way to add a Science Lab to the probe - rover -base thingy? Like with a "0" crew requirement? I made a curiosty rover replica and i would like to have a science lab onboard like the real thing.
  16. I did a Mun Elcano challenge, my first one. I used a derivative of my rover science probe. I removed all science equipment and add 2 seats. I set the reaction wheel at the back, that wasn’t a good idea, braking was much less efficient. I also add 2 RTG to set the vehicle 4WD instead of 2WD for the science probe. As for the trip, I landed ate a nearly random equatorial location and went westward. I stopped twice to let the sun follow, thus having a nicer scenery sight. I stopped at the 3 arches, at the Armstrong memorial and at one of the monolith (which wasn’t there…). I also meet with one of my rover probe near a crater assembly I was playing around. I used MJ auto pilot, only stopping to quick save. I reloaded few times because of misplaced waypoints. The rover has difficulties crossing crater border at 22m/s in x4 physical time warp. Rocket design, take-off and mun orbiting Undock and Mun landing (the skycrane is overfueled by design) and starting point To the first Crater The the first Arch Meeting with science rover probe The long road to the second Arch The last arch The Armstrong memorial (in harsh terrain...) The Big crater monolith (where it is ?) End of the road Well, that was fun! BTW, here is the doggy science rover probe from which the rover I used is derived.
  17. So... I don't know if this was made before, but I had this Idea after seeing some streamers on twitch having problems designing heavy rovers. This is basically a spring suspension. It's not good for high speed, but are very good to move heavy stuff around and can be used for other things. The image explains it all... The only detail are, You must lock steering and disable brakes on the small landing gears inside the cylinder. Craft file: https://kerbalx.com/luizopiloto/Taurus-M1
  18. I was wondering how to mount this thing: onto something like this: The rover doesn't have anywhere to place docking ports etc to make it symmetrical. How should I attach it to my ship? (Yes some of these are modded parts, and I am going to mount engines onto the orbiter)
  19. So, this is the start of the saga of my first Duna rover. And it hasn't been going well. I began with using my standard booster, the Heavy Orbital Booster Mk2. I developed the rover and IP transfer stage, and attached them, then built the fairing. I should have known that things would not go well when the main engines did not start when I first pressed space, which they usually do in this particular design. I staged again, and the rocket lifted off as normal, but with a slight wobble, which was unusual as this design had a quad-SAS core segment to keep it stable and maneuverable. At 6900m, I began my gravity turn. This is where things went wrong the first time. As I began my gravity turn, I realized why my engines hadn't ignited on the first stage. The rocket began tilting earthward, and I had the thought to zoom in to the fairing to see what was wrong. The IP transfer stage had separated from the rocket and was only held in place by the acceleration. As I began my gravity turn, it fell to the fairing and offset my center of mass. The rocket tumbled out of control, and I cut the engines and watched it fall into the ocean. I fixed that staging error and began the launch again. This time, the failure was even more catastrophic. It turns out that even with my faulty staging the IP stage would have fallen from its mounting. It was a heavy 2.5m payload on a 1.25m decoupler, and as I staged to my second stage, which had much higher acceleration for more efficient orbital insertions, the payload broke off the decoupler as I began my orbital insertion. It smashed into the main body and sent debris flying into the stratosphere, which luckily mostly burned up. I'm working on a new booster for this mission, due to the unreliability of the Heavy Orbital Booster Mk2. I'll post updates soon.
  20. Hey everyone! Lots of people have been anxiously waiting for this mod. It's finally at a point where it's playable, and all the necessary features are working. This is a manned rover, based off of the design in The Martian! Now you can re-create your own missions to Duna, or drive across the planet. It features several parts: Command Pod with lights and KIS storage, Battery with attached solar panels, "flatbed" main frame with KIS storage, and "trailer" optional frame. The included craft file is already put together for you, but if you do it yourself - the trailer attaches kind of funny to the back of the flatbed. It must be rotated right and I use the offset tool in the VAB to fine-tune it. The wheels will flip you if you brake hard, and I suggest setting the brake force to 100 on the front wheels, which I've already done on the example craft. Some things to note: The crew capacity is only ONE right now, it will be bumped up to THREE at a later time, when I've started working on the IVA. There is NO IVA yet. There are NO WHEELS yet. I guess the new KSP update (1.1) will rewrite the wheel modules, and I had a heck of a time getting them to work for me anyways. The stock wheels look great with it, and the model was originally made to scale with the stock TR-2 wheels. The IVA that the cabin uses is the MK1 pod. There is an example craft included! ...I think that's all for now. Hopefully you enjoy it, and if you don't, please tell me why! I recommend using the mod Kerbal Inventory System with this, so you can take full advantage over the features. (Like storing extra life support supplies for those really long trips.) Download from SpaceDock! Imgur Album showcasing delivery of Rover using KIS and USI Freight parts. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Also includes the following nifty flags: Example craft and KIS containers set-up for a cargo rover:
  21. Challenge: Build a rover that fits inside a 2.5m cargo bay. Impetus: In Scott Manley's Career Mode Tutorial Part 22 he builds a rover and mounts it into a 2.5m cargo bay; see 10 minute mark). Seems like a reliable and intelligent way to get it from here to there. Goal: Design a small one-size-fits-all rover inside a cargo bay (for easy subassembly) with the best balance of mass, power, reliability, durability, science, and part count. Motivation: It sure would be nice to have a rover subassembly ready to attach to the rocket you're building. If we could get the mass and part count low enough we could even add multiple rovers to the same rocket or lander. Rules: 1. Use stock parts. 2. Parts may clip, but must still be visible/clickable. 3. Post a picture of your rover. Consider posting the craft file as well, especially if you think you've come up with something exceptional. 4. Explain your risk mitigation strategies for broken wheels, overturned craft, etc. 5. OPTIONAL: Score your craft (honor system) as below and post the score. Scoring: low part count (includes cargo bay lander): 1 point for every part less than 24. example: if your total part count is 20 then your score is 24-20=4 points. part count includes the can you delivered it in, and also whatever part was used to dock it to th light mass (can carry more than one to a planet): 1 point for every 0.1kg less than 3kg science gear: 10 for science jr (max 1); 5 for goo (max 1); 3 for each other science detector type durability: 10 points: Can you fix a broken wheel? Can you right the craft if it overturns? crew: 5 points if it can carry a Kerbal capable: 5 points: can your craft handle steep hill climb and steep descent? speed on flat ground: 5 points: average speed 10m/s-20m/s. 8 points: avg speed 20-30m/s. 10 points: avg speed >30m/s (without sustaining injury from terrain or unanticipated airborned events): self-sustaining: 10 points. can it power itself without fuel? typ. solar power and electric wheels. returnable to orbit: 16 points. Can it return to orbit with onboard rockets? Also counts if the can you delivered it in has enough fuel and engines to return the rover to orbit, and the rover is able to get back inside the can or otherwise mount back onto it somehow. Badge for badgers: Final thoughts: I could use some suggestions on the scoring. The goal is to create lightweight rover designs that maximize reliable science collection. Below is Scott Manley's example from the video I mentioned above:
  22. Saw a neat Dune Buggy on Reddit called the Duna Buggy, but the guy didn't want to share too many mods and such. It wasn't stock so I wouldn't have downloaded it anyway. I thought I could make a good enough version for stock though, so introducing the Stock Duna Buggy, along with some Vagani suspension (which will not stop things exploding if you jump the administration building like I did) it has about 500ms of dV (enough to get you to orbit on the Mun) *note: Warranty void if used off Kerbin 48 Parts Download Jumping the Administration building and other perfectly reasonable testing, music for video still a minute or two away
  23. As in the title, this is a very WIP design, using slightly modified thermometer bearings. Here's some pictures of it in action: (alternate rover) If anyone knows how to make it less ugly, please tell me.
  24. In this video I finish the two missions launched by the Skywalker reusable booster. (Click Here to See That)
  25. Is there, or could there be, a mod that allows my rover to drive on its own, even when not focused? I like the concept of rovers, but at the moment the reward is bottlenecked by my willingness to play the most boring car game ever. Yes, I know that there are mods like mechjeb that does this, but Ideally I would like to set my rover up so that it can drive on its own while I do other things in the meantime, including timewarp. I understand that following the terrain during timewarp will be a challenge/impossible due to the destruction of things moving across the surface with the on-rails system, but is it possible to emulate auto-roving by simply teleporting the rover an appropriate distance and placing it on the terrain? I'd love the ability to have my rover drive between biomes on its own.
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