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Posts posted by RoverDude
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This is Bobcat's folding rover. I'm not sure how well this rover would fold though.
Yeah, this would not fold well. The intent is to use KAS, especially since it's very configurable.
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The inflatables themselves do not have crew cap, the MKS modules do (since right now, the inflatables have no way of getting in or out). Trust me, the last place you will have Kerbals is in the hab domes
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WANT WANT WANT also i see that you included an rtg which is a nice feature also (this is maybe too soon though) will you add other options for the boxes like KAS containers or empty fuel canisters?More modular stuff, esp awesome beacuse we need more rover parts! Great work indeeedThis is something really nice. Cant wait for garage/skycrane.
Btw, some foldable rover, like bobcats lrv woudl be nice too!
Link? Not familiar with the LRV. Bear in mind this little guy will be KAS-assembleable from parts in containers
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WANT WANT WANT also i see that you included an rtg which is a nice feature also (this is maybe too soon though) will you add other options for the boxes like KAS containers or empty fuel canisters?
Yes, in the works - though I am focusing on getting the core stuff out there first.
More modular stuff, esp awesome beacuse we need more rover parts! Great work indeeedThanks
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RoverDude, your stuff in the last few weeks has been totally awesome. Kudos!
Thanks!
Nicely designedSo if i'm right, we can make a version with 6 seats or put KAS boxes ?
Any idea of future parts other than boxes ? (like a small pressurize compartment ?)
Correct - the nodes are for whatever you want. Although I think a pressurized compartment would have to be a four-times sized module . The other parts will be KAS containers and life support. Beyond that, it's an exercise in creativity for the user
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A while back there was a mod named KerbTown that let you create static structures. I do not know if it is still being developed or not.
Alternately you could make a special KAS bay and give it the ability attachOnStatic like a pylon. Since the module bases are all KAS containers you should be able to tweak things so that the KAS Bay module to "store" the base module in the bay which is anchored to the ground....
Anyway, just trying to throw some ideas out there.
True, I'm doing a lot of KAS-like experiments right now (part of that includes some space station construction as well), will see how it pans out.
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these could be really useful for the kerbal rescue missions in .24. if you have a station full of these and a simple ferry to rendezvous with the kerbal you can rescue him without needing to spend all that money on a launch vehicle.
Yep - and I am in fact working on the next version.. the High-Capacity Emergency Rescue Pod. Less shielding, more capacity.
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Way cool! I like it alot! Any chance to a make a KAS box as well with the same texture as the Sci-Boxes? that way you can mix and match (say have 2 of each?)Yes, a KAS box would go well with this.
Just give it a different part config and slightly modded texture.
Yes, I will probably make a few boxes - LS, batteries, KAS, etc (they also need some love in the form of normal maps) - and to get all meta, the intent is for the entire thing to be assembleable via KAS
it looks fun good job RoverDude. Does the fenders use convex collider(s) ?No collider on the fenders, just simple box colliders around the larger bits.
How can the boxes "Store" Science? I've never seen that done before...(as a BTW-I am getting this as soon as it comes out)
Store experiments just like a command pod.
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Surprisingly, it handled beautifully straight out of the VAB
The longer term plan is a garage for it (probably 2.5m form factor), coupled with a more efficient mobile lab that operates on the ground only, and a mechanic where the player starts at their mobile lab/rover base and gets better science the further away they collect certain (new) experiments before returnint to the mobile base, actually encouraging 'rovering'.
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Just because I'm horrible at making Rovers (despite my username), and I felt we needed a nice, modular, Apollo-inspired Rover in the game.
Almost done, just need to wrap up the science bits (the Hasselblad data camera gives science, and the Sci-Pak storage boxes are science containers).
In the VAB
And on the mun!
Here's a video showing assembly. Everything snaps - no fiddling with colliders or surface attachment.
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Am I just blind, or aren't those greenhouse models the same?
Most people use ZZZ's model since it's public domain.
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I'm just getting started but this is great so far, I'm new to TAC so that adds some more to learn! One thing I'd love to see is a module sized like the workshop that adds a robot kerbal. The robokerbal would not need life support and could be sent with the initial shipment of modules to do all the necessary EVA setup before the kerbals show up. The robokerbal would use electricity for EVA, and could possibly be limited to the proximity of its control hub.
I don't know how feasible that is from a modding standpoint but I think it would be great, robot deploys with pioneer mission and you have a fully functioning base before you even launch the crew/inhabitants!
Pretty safe to say that this is something I would have no intention of doing, both from a game fiction standpoint, and also because it would be a TAC modification not an MKS mod. Probably the closest I am considering is some kind of cryogenic pod that consumes resources at a drastically reduced rate, and requires some EVA operation, but that's more for when I take MKS down the Ark-Ship route (on the longer term roadmap).
I had an idea: what if these bases made a resource (very, very slowly) over time, that when you amassed a suficient amount of you could build a permanent base on a planet, like what Kerbin-Side does but requiring some hard work towards making your base self-sustainable for long enough to get the resource, etc?I've really considered this, I just need to see if there's a way to do this procedurally. Also on the really really long term roadmap.
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When I place it in the VAB it shows all the RCS jets firing.
If you use Realchutes, make sure you have the latest version.
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I'll add that since most MKS modules have integrated probe cores, you can do pretty much everything without a Kerbal except for KAS (and I find myself using that less lately with intertial stabilizers on the module bases now standard), Also, the weight requirement for LS for just one Kerbal is surprisingly light.
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Trying to hollow out a behemoth asteroid i ran into a couple problems.
1) It doesn't play well with time warping. Time warps just fine, but the rate the total space goes up doesn't match the time warp. Meaning a behemoth asteroid can take hours(real world) to hollow out.
2) When i tried to attach a 2nd Jaw to accelerate the mining, the 2 different jaws were reporting different total space.
3) I seem to recall after detaching a jaw it still listed empty/total space... which begs the question, do i have to leave the jaw attached to the asteroid forever? Or... If i use the same jaw to hollow out multiple asteroids would all their space get transferred with the jaw?
Good questions, I'll take a look, I have some ideas on how to address all three of your points.
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Nope, they are on 0.17
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I am having a mass issue with this Mod. The mass of the colony hub for example is 176631.9 it should be 3.4 per the file in the Mod. I have updated Mod I have tried my friends Mod that has the correct mass in the game. I have made sure that I have the exact same Mods and Plugins he does and mine still does this with the mass can anyone please help me with this??
Clear all of your mods (just copy them over to a different folder from GameData, just leave Squad and NASAmission.
Do a clean install of MKS 0.17 and ALL required mods (Kethane, TAC-LS - NOT 0.9 prerelease.
Start a new save.
See if problem persists.
If so, re-add in your old mods one by one until you find the culprit.
hrmpf.. never played with TAC yet but found your mod and now i'm building my base on MunBut KSP hates me... i get the same problem with your mod as with the claws. Frozen ships. Cant move them anymore and on timewarp selfdestruct
Is there a nice way to build the base without the tubes? Can KAS pipes do the job completly with transfering ressources?
Sure, you can use KAS - there's even the FlexOTube which is a much prettier KAS pipe.
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Yeah, I had no weekend plans anyway...
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Say an addon to the base DERP propulsion module with extended supplies and fuel?
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That is not what he did on the video...
Edit: That is totally unintuitive. There really should be some instructions and perhaps a new video.
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Awesome! Plugging this into the current MKS dev version, will let you know if weirdness occurs.
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In the longer run, yes; in the shorter run, well, I'm a code monkey and this probably requires learning more stuff on the modeling side than I expect to have time to do any time soon, at least if I want to avoid the silly case of letting them be side-attached by or to their doors. So, yes, but not very soon, in short.
Of course, I'll gladly take a patch from someone who already knows how to make this work.
-c
FYI don't need modeling for this, it can be handled purely in the config file.
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Wow, that is cool. So do you mean that the next version of MKS will include configuration for CLS on the MKS parts? When are you planning to release?
Yep, tho I may end up releasing 0.18 early because if it's goodness volume, despite it's save-breaking nature.
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FYI, plugged in native CLS into the next MKS version. Also making a strong recommendation to use Ship Manifest (no sense in reinventing the wheel).
[WIP] Pack-Rat Modular Rover
in KSP1 Mod Development
Posted
Success!
A fully KAS-able Rover. Lost patience as I was making this video while preparing to head to work - I will do something prettier later showing all of the bits (and I need to do a training vid anyway). Will also rename parts so folks know the right order for assembly, but it works beautifully!