fast_de_la_speed

FASTCORP Autogarage - Real Cars for KSP!

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Posted (edited)
On 6/15/2016 at 9:07 AM, fast_de_la_speed said:

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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 mod.

Certainly! First off, none of the vehicles in the first release are originally created. They are converted from to KSP, from GTA format (or others), and used with proper permission.

Take a look at the albums to check out the vehicles.

Forums wont embed for some stupid reason so just click the links to be taken to the page

Release 1

Release 2

Release 3

Most of these vehicles have alternate textures, using FSTextureSwitch from Firespitter. Almost all of the vehicles have an internal model, and most of them have a functional steering wheel, speedometer, fuel meter, and a car key, using RasterPropMonitor. The key is used to turn on the "engine", which works just like the Rovers'N'Roadsters mod. The Jeep Wrangler does not have any internal props at the moment.

Most vehicles have toggleable headlights and work great at night.

If you have TextureReplacer installed, vehicle side mirrors will have world reflections!

 

What's New:

All tires have been moved to the new "ground" category.

Mach 5 model looks smoother.

Vehicles added:

Porsche 944 Turbo, VW Bus, Tesla, KITT, a Crown Victoria, F-1 1949, Corvette '59, BMW GTR, the Ecto 1, and a large Peterbilt truck.

Last major update, bug fixes and compatibility updates from now on. Totalling exactly 200mb, this is the largest mod i have created.

Nov 23rd update:

changed the configs to allow tires to be unlocked at the start


Prerequisites (1.1 ONLY!)

  Reveal hidden contents

 

Want to play with the mod? You've got some stuff to do first.

Firstly, find your settings.cfg file in your KSP directory, and open it. Find the lines:



WHEEL_CLIP_OFFSET = 
WHEEL_CLIP_RANGE = 
WHEEL_CLIP_MULTIPLIER = 

and change every value to 0, like so:



WHEEL_CLIP_OFFSET = 0
WHEEL_CLIP_RANGE = 0
WHEEL_CLIP_MULTIPLIER = 0

This is a critical step as the car wheels do not work with the standard values. This is because KSP creates a collision radius around a wheel that detects if the wheel is "blocked", say, inside a fairing or retracted. With these cars, the wheel is naturally too close to the car collision and the result is a wheel that is always "blocked", and therefore unusable.

Now that you've done that, you need the dependent mods. (except Firespitter, that's already included)

 

Download

Download RasterPropMonitor for functioning steering wheels, car keys, and dashboards, Firespitter for colour changing, and Texture Replacer for reflective mirrors.

Spacedock

MEGA

MEGA - Singular downloads

Anything else?

Yes! Please remember to press the 'S' key right after selecting a tire in the SPH, or the tire will be rotated incorrectly and not work.

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Also, because KSP is not made for vessels such as cars, the tires will have wonky physics in certain situations!

Lastly, think being able to drive a Corvette on the Mun is ridiculous? Simply go into the "body.cfg" of the vehicle and remove the '//' from each line in INPUT_RESOURCE:


	Remove these
		vv
		//INPUT_RESOURCE
		//{
		//	name = IntakeAir
		//	rate = 0.0005
		//}

License

This mod is licensed under CC-BY-NC-ND.

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Does this mod have an Interceptor from Mad Max?

Edited by Stephen Locksley

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