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Found 13 results

  1. Real Cars for KSP! Hey there! FASTCORP is back once again with a brand new mod: the Autogarage! The Autogarage is a compilation of real-life vehicles converted for use in KSP! I don't know if you got the memo, fast_de_la_speed, but it's Kerbal Space Program, not Kerbal Auto Program! Yes, of course. I knew that. However, I felt that it would be excellent if I could have a way to pick up landed Kerbals too close to pick up by plane and too far to walk. Also, it's for speedily tackling those long off- (or on-) Kerbin rover trips in style. So tell me more about this m
  2. Hello, I have been making cars for sometime now, but they never seem to look perfect or sometimes good. Even my best replica (an AC Cobra) pales in comparison to some cars that others have made. I wanted to ask everyone (who are all probably better than me by a long shot) for any advice and help on how to make the bodywork look better. Most of cars look somewhat boxy. Also, how do you add such fine details with parts like wings, such as very precise offsets and rotations of parts onto your cars. This is because when I try to make the front of the car, I always make it look more like a psy
  3. All of our vehicles come with amazing interior (IVA) and stabilising thrust (power it on and your vehicle will try its best to stick to the ground, even at high speed). Vehicles don't come with wheels and I suggest getting Kerbal Foundries wheels after hours of testing. All vehicles are GPLV2 licensed and they are available on my Spacedock account (https://spacedock.info/profile/greenrolf) Please follow me on twitter (https://twitter.com/kerbalauto) or facebook (https://www.facebook.com/kerbalauto/) to get the latest information. Smart For Two (GPL V2) https://
  4. Just a montage of driving different vehicles in KSP
  5. Due to my condition called Asperger Syndrome, I'm very interested in technology, especially in space and transportation. I'm from Poland in my country I'm almost 33 years old and as I sad have AS, I did not have a Driver License, because cities in Europe have good mass transit, even though I'm considered going to getting one, I suspect that doctor might by iffy about my due my AS even though I have superb cognitive ability given my condition [snip]As I said I love tech technology I see that many cars are equipped with speed governors, I think it's a good idea if you gave your car to your child
  6. The Kurburgring Lap The objective is to build a car made mostly of wings, ailerons, struts, I-beams, and use Juno engines to propel it to a high speed. Other means of improving maneuverability and speed can be used, but not at the expense of aesthetics. Rules: -No F12 menu. -Only stock game parts. -Only the TR-2L, or RoveMax M1 can be used as a wheel (6 per craft, 4 if using the TR-2L). -The track must be followed, no short cuts. -A screenshot on every corner if possible, or every other corner. -Craft will be based purely on score for the points, but must be aesthetically pleasi
  7. So, I've been looking around the interwebs for a while now, and I have a simple question about the status of car part mods. Not rovers, but cars. The question is simply, where the are they? Seriously, where are the car mods? I'm not sure there even are any, at least for 1.3 and 4. To put it simply, could someone change that? EDIT: okay I was wrong, there's at least 3. But still.
  8. Future Projects and Ideas This is where I will give updates on future creations I am working on and have yet to upload and work out future plans.
  9. THE HELIUM 1 A car series for those who have a need for speed. Unlike my previous cars, these cars will be built for a specific purpose. That is to go fast around a specified track by LABindustries, a user on KerbalX who I got the idea for this from. He has a similar aesthetic that I copied for his cars, and my goal is to challenge him with my own designs, and we will see who can make the fastest, most maneuverable (while good looking) car. They will be using this aesthetic, which requires us to use wings for almost 90% of the body of the car, and jet engines for propulsion. PREDAT
  10. I'm making a mod that will introduce a completely new way to make wheels work. I already have the models and the basic systems working. The mod will add a new resource, torque, that engines make in exchange of fuel. Wheels use torque instead of electric charge. The thing is that it seems KSP, when the wheels are checking for torque, checks the left wheels first and therefore gives more power to them. This makes the car turn slightly to the right. The easy fix is that every player adjusts the traction limiter of the wheels perfectly, which is pretty time consuming and confusing.
  11. I had a thread with a bunch of WW2-era themed craft (Mainly planes) but I never provided any pics for it.... But in this new thread, I'll be posting all the craft I've made that's as close to a replica or a recreation of the real life thing, or something that was inspired by it. Within each link I provided a little backstory/advertisement for my craft, as well as stats, payload, and armament I'll be posting mostly WW2-era themed craft, as I find them easier to make compared to modern-day jets. But I have a few I'll be updating this as I get each craft finished/screenshot. THREAD RULES A
  12. The Official KSP Racing Season Are you ready to race? Round 1 January 1st- February 28th- Post your times below between that period! If so then welcome to the KSP Racing Season! Myself( @Oliverm001x) and @TheEpicSquared are organising a race every 2 months with the new race tracks and rallies. There will be a leaderboard, and points will be distributed depending on the position of the drivers! How will it work? Every 2-3 months a new track will be created, with different specifications(to keep things intriguing ). The participants will have 2 months to engineer their
  13. I'm going to perform an experiment, but first I need cars to test it on. So I would like the community to provide their best manned vehicles.
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