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Found 8 results

  1. I've been trying to use the new robotic parts to make docking vessels on the ground (rovers) easier. I'm running into some unexpected behavior, which is causing my ground-docking attempts to fail. Often, explosions are involved. I'm wondering if others here have had success with what I'm trying to do. Without robotic parts, docking two vessels on the ground is frustrating, as everything has to line up perfectly. Often, what worked during testing doesn't work on a body with different gravity, or if the mass of one or both vessels changes. I'm trying to use the robotic arms to make docking vessels on the ground easy. Here's an example rover. Has a small servo, small hinge, small piston, another small hinge, and a Dock Port Jr. The arm has enough articulation and extension available to reach and align with docking ports at various heights. However, here's what happens. One vessel (sometimes both) is thrashed violently. Sometimes ends in explosions. Sometimes ends with one vessel flung away. This one is probably going to end with a bang.. What appears to be happening is during docking, one docking port instantly changes it's orientation, dragging the vessel it's attached to along with it. Here's one example: Here's another example. The docking ports were lined up perfectly, but ended up looking like this after they joined. I'm using a stock game, 1.7.2 (2555), with Making History and Breaking Ground, no mods. I've tried different size docking ports and robotic parts, with similar results. Auto struts is disabled (although I tried auto struts on as well). I'm stumped.
  2. So @EJ_SA tried to make a small VTOL, fell flat on his shaven face, I took his basic design, then made it work: Its a tilt wing designed to be compact and fast. It has an open bay in the back with a few seats (not pictured), and it flies like a dream. It used to have its elevator in the back but that didn't work with the aerodynamics, so I moved them forward and now it has canards. Album: http://imgur.com/a/qpjkE (First Functioning Version) Moar Album: http://imgur.com/a/QnzXX (After Some Tweaks) KerbalX Link!
  3. Lock your S-foils in attack position and arm your Proton Torpedoes, squadron, the T-70 X-wing is here. https://kerbalx.com/servo/T-70-X-wing-Swing This fine addition to my collection is a fully* functional X-wing, as seen in Episodes 7 and 8, flying into battle against the First Order. *Repulsorlift not included This craft is the product of a lot of blood, sweat, and use of the offset tool, but now I’m finally happy with my fully stock version of the iconic X-wing. The wings swing independently, and toggle on a single action group. They redock with some consistency (60% of the time, they work every time), but it should be more than enough to go blow up those TIEs who are getting a little nosy (proton torpedoes not included). Flight Manual Happy Flying, and May the Force be With You https://kerbalx.com/servo/T-70-X-wing-Swing -Servo
  4. So this an extension of my Origami Steel idea. So you follow that thread's instructions and just build and post HERE. Must fit in a mark 3 cargo bay and be airbreathing, but R.A.P.I.E.R.s, NERVs or CC engines are allowed if you have jets (or with R.A.P.I.E.R.s they can be in jet mode) onboard. Extra points for SSTOs! Please post the version created in as well as the name. Thank you! Mods are allowed provided they don't affect performances of crafts Fleet Planes: Fleet SSTOs P.S. Order isn't Chronological
  5. So, lets build a plane. Stock. That fits in a mk3 cargo bay. A jet, naturally. So the wings MUST fold. Say they tilt forward 90 degrees and then move back flat against the fuselage. Then it moves on powered wheels. I know. It's absurd. But it's a challenge. Get building!!! Any suggestions, @Azimech and @selfish_meme? Because you two are good at building hinges stock. Is it even possible with ksp physics?
  6. Katyusha Rocket Launcher Truck KerbalX Craft File Here I've had this idea for a long time about connecting a lot SAS controllers and a claw in some manner in order to create some sort of stock hinge. I've finally gotten this setup to work nice and smooth. A grip of different wheels act as a nice cushy bearing housing for the weapons cylinder. In the above GIF you can see the setup process. Stage once to activate fuel cells and separate the craft, the cylinder separates from the bottom while the weapons rack separates and then re-attaches at the top ultimately creating two separate crafts. After setup, control from the probe core at the front to take proper control of the weapons rack. Make sure SAS is on or you'll have no control! As a unique feature, you can toggle the "Free Pivot" option on the claw in order to take advantage of free motion as the above GIF shows. You can do this with the rockets loaded, but it is more of a balancing act. The Ore Tanks at the front of the rack act as a counterweight and can be dumped by pressing 2 when necessary.
  7. In my career game I have gotten to the point were I will begin to exploit the Kerbin System of its valuable resources (ore). To do this, I am going to build a rover which will search for the best spot once I have done the orbital survey. However, I would hate to have to drive all over Minmus to find the best spot. So I figured that I would make one faster, larger rover which would carry a couple smaller ones, which could go out and come back. Here's where the doors come in. I would like to have the front half of the river to be science, then the back half be a garage with a ramp. So that the ramp does not drag along the surface, it has to be on a powered hinge. I have experimented with a couple ideas, none of which have been reliable. The best one uses antennas to rotate and landing gear to go up and down. My problem has been keeping both antennas in their sockets. Thanks in advance! CoreI
  8. I hope you all enjoy this little snipit from a project I'm currently in the middle of. *Shudder* That thumbnail is atrocious.