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  1. Explore the Kerbal Universe like never before with Kerbal Space Program: Breaking Ground, the latest expansion pack for KSP. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study mysterious Surface Features on all of the moons and planets of the Solar System. Set up a base and deploy experiments for the long-term study of celestial bodies, and test your creativity with brand new robotic parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! Robotic Parts Take your creativity to the next le
  2. I can't work out (or find via search) how to pick up (using a Kerbal) a deployed science experiment or supporting solar panels etc after they are deployed. Is this even possible? Also can the science they have be collected by a Kerbal or does it have to be transmitted?
  3. Note: At very low torque, this mod makes the rotors consume extremely low fuel, making them rather overpowered for small planes such as the one pictured. Balancing is in progress. The Kerbal Space Center made a biplane using the R121 turboshaft engine, and it ran out of gas before it could fly a km away from the space center. After Jeb safely whipped that baron onto the mysterious green substance that makes the scientists yell at him for not cleaning his boots, the incident report team at R&D realized that it consumed fuel 6.25 times AFP (At Full Power) faster than the small jet engin
  4. What it does Adds the ability to "slave" one robotic servo to another. When you change the master's target angle, it automatically adjusts the slave's angle accordingly. Automatically takes care of updating the slave's traverse speed and damping, too. Locking the master will lock all its slaves, too. Lock an entire limb with one click! Can slave as many servos as desired to one master. Can toggle a hinge's "slaved" status on/off, either in the editor or in flight scene. Super simple UI makes it a breeze to set up complicated robotic limb motions that are co
  5. Please see new thread here: I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet. Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small je
  6. Calling all Console Kerbonauts! This Wednesday the 16th, Kerbal Space Program Enhanced Edition Complete launches for Xbox One and PlayStation 4. We want to highlight the most creative Console Kerbonauts from the community in anticipation of the release. Upload your best console capture footage by September 16th using either or both of the History & Parts Pack and Breaking Ground DLC's, and we'll feature our favorites, plus contact you individually. Happy Launches!
  7. Servos and propellers and surface science, oh my! The Breaking Ground DLC created new possibilities for players to build new craft with. These mini mods add additional functionality and new parts inspired by NASA’s robotics research. Servo Controller Ever wish you had a centralized GUI for directly controlling your servos? Do you wish you could automatically position your robot arms to grab payloads at different locations? Then the Servo Controller is your answer! This plugin-only mini mod adds additional functionality to the KAL-1000 controller to: Provide a centralized GUI ma
  8. For a while, science experiments would show you details, such as speed, gravity, air pressure, and temperature, however there is no way to use these. I propose allowing a user with the Breaking Ground DLC to map these things to a KAL by setting the min max of these data values and allow the KAL to use these inputs to output something else, like the angle of a hinge, deploy sequences, ect.
  9. The task is simple, create an electrically powered aircraft catapult capable of launching a craft weighing at least 15 tons. Success Criteria; Electrically powered low part count (below 50 parts) relatively stable capable of launching a craft to 30-40m/s Pictures and download are obligatory
  10. I feel like a real dummy here, although, I must admit the documentation of new features for Breaking Ground is severely lacking. Anywho.....how in the world does deployable science work? I've finally got to a spot in my career where I could try out these new features, I can't get them to work, and KSPedia isn't even useful to keep my control station from wobbling. Put a control station on the ground, and nothing is happening. I am not getting any type of COMMs connection to it. I've tried further away and/or damn near touching my landed craft. I looked at a youtube video where a guy
  11. Can any body tell me how to controll a propeller and throttle it in breaking ground
  12. So I essentially specialise in rotary aircraft in KSP now and i've been trying to figure out a way of fine control for tilt-rotor aircraft whilst in it's VTOL mode. I bind the deploy angle of the rotors to the main throttle however this, i believe, seen as it is a constant input, will override any other inputs such as the translate or custom axis groups. I have thus been experimenting with using activation sets to change the input from the main throttle to custom axis 1 (which is mouse 4 - 3) using the 'Override Default' box ticked, however this seems to cause some issues in the sense that it
  13. Hi All, So little of context first for my question. I have Breaking Ground DLC and I have unlocked small scanning arm. I got contract to go on Minmus and scan the Olivine formation with the small scanning arm. No problems, I build rover and man it with two kerbals and send it to mission. After few minutes of roving around I find the Olivine formation and scan it. Now while I was scanning it I notice in the science window a message written in orange letters saying that I should come later again with better instrumentation to recover more science as small scanning arm gives you on
  14. Tutorial covers the basics of the UI, how the timeline works, as well as examples & tips to make things far easier to work with. Breaking Ground - Robotics Tutorial on Youtube
  15. Hello Kerbals! Apparently, sport makes you healthy and strong, increases your life expectancy and all that. Well, seeing as your life will probably end in a dubious construction before you die of old age, it probably won't be much use to you. Sport does seem fun: however, physical exertion is boring. Our R&D team has spent lots of time and a mediocre amount of effort in finding the solution - slap on some giant robot parts! For this challenge, you must build a contraption that gets a Kerbal from one end of the KSC airstrip to the other 0. The start is considered where the contr
  16. Design a SSTO that uses propellers or rotors instead of jets during atmospheric ascent I like useful challenges, and I hope this one may be considered as such. The goal, besides challenging oneself, is to create a new type of SSTO that can explore atmospheres with props or rotors, thereby saving fuel and enabling the exploration of oxygen-free bodies, like Duna. This would enable a craft to biome-hop for science or transport resources much more effectively than slow rovers and fuel-guzzling rocket planes/landers can in said atmospheres. While these kinds of biome-hopping and transport cr
  17. Using the new robotics hinges, rotors and pistons released with Breaking Ground DLC, build a catapult, trebuchet, onager, ballista, mangonel or just an overly enthusiastic Ferris wheel to fling a Kerbal to the Island Airfield. Since I'm still tinkering with the parts and not 100% this is possible (UPDATE: @neistridlar has categorically proved that it is!) there will be 2 leaderboards: Distance - Furthest distance from the launch site reached by your intrepid Kerbal Time - If anyone actually managed to reach the Island Airfield, then the entries will be ranked by fastest time
  18. I have the money for one of the expansions, but I have no clue which one I should get. I’m leaning towards Breaking Ground for the robot parts and science stuff, but I’m not sure. Any advice?
  19. 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 m
  20. I would like to be able to hear the signature chopping sound from the helicopter blades. It would really add to the immersion, it feels kind of weird to have a massive chopper flying around that makes no sound at all. Bonus points if the chopping sound becomes quitter on Duna and disappears in a vacuum. Here's a concrete list of additions I would like: Blades make "chop" sound effect that depends on the speed and atmospheric pressure Electrical engines have a slight electric hum, bigger engines could hum louder I was actually really surprised when I discovered this wasn't in t
  21. Whenever i try to load up kerbal space program it gets to the end then stops. and says, "Loading expansions/Serenity" and it just sits there log file?:https://drive.google.com/file/d/177jjnAjfy-5eb1a_MtEZdUneud7YEAf4/view?usp=sharing I am not very experienced So let me know if you need anything else I will put a picture in soon. Picture: https://drive.google.com/file/d/1ol0oG2UddmC97k8F0daJp-PzDgtf7yHX/view?usp=sharing
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