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KSP2 Release Notes
Everything posted by Overland
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Yes... didnt we hear this last time though?.. except more hostile and prickley?
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Highest altitude achieved by an airplane using air breathing engines?
Overland replied to drtricky's topic in KSP1 Discussion
By air breathing would that discount superheating a solid propellant booster to the point of explosion on takeoff to give that extra few thousand feet? -
It might bring on a completely different kenect based control system..why? Having a plane on the runway bounce until it explodes due to wheels will have a follow on effect in the realworld..where the control pad attemps rentry with the floor, then bounces until it explodes followed by arm waving and screaming..
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I agree with this..Ive only just started using tweakscale for lights to illuminate class plates and smaller headlights.. I wish we had stock smaller versions too... Scaled down its evident just how big they are.. 1005 uses scaled lights where as 1001 uses full scale
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Futher refined the 1000 class.. trying to fix the one basic problem its not wheels.. its not power.. its not anything mechanical. the lack of any .. emotional attachment to the thing.. with diesel electrics they were living engines of power, multiple systems to depend on (and fail) a dance of symbiosis between the diesel generators with electric output, using monopropellant as a transmission medium feeding into the wheels that were modified to use just enough to regulate speed and torque the same way.. terrain was scanned for the best route, too much speed ment death.. hills were both victories of speed and formidable challenges of torque and brakes... Good times.. ones that are missed The current 1000 class RTG powered pure electric trams functioning ironically as fuel transports and passenger transfer vehicles function well.. beautifully infact.. the modified M1s provide enough torque to be realistic and graceful, speed limited to 15m/s where they cut off power and regenerate into the batteries whats lost..a charming bell that rings happyness into the lands.. along side the drill like soothing white noise of the electric motors.. never screaming in a warcry nor too slow and complaining Everything just works.. by all rights.. they are the flagship train of the KTP.. I'm just not feeling it. I miss the detriot engines and the careful dance of keeping things balenced with diesel electrics.. I took the unusual step to give 1005 a name outside of just her running number.. named "Natalia" after a loved one.. I hoped that it'd bring some attachment to the train.. so far.. not much difference.. but enjoying the KSC-Mountain-KSC run all the same I'm also considering increasing speed limits to 25m/s rather than the somewhat sterile and lifeless 13-15 currently set
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Indicator lights work well too, opposite of stock lights.. they texture change and dont illuminate the surrounds they work very well as marker lights
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it seems shadows are worse, as in much larger.. first thing I noticed in 1.1 vs 1.04 is how much darker and pastel things were. shadows always shimmered on trains for me in 1.04 and 0.90 and suchlike but I considered it just a part of KSP, grew to love it pretending it was heat from the radiators I used to be able to zoom out with a train to see the vast landscale ahead and spot the trains exhaust as a few clean pixels.. now. its awash with shadow, I dont use diesel electrics anymore so not much in the way of exhaust to look for.. sadly shadows seemed to have taken their place and became comfortable with the whole thing here we have 1005 on the way the mountains on a loop run its a bit excessive shadow wise and darkness.. the trains only painted in marine bit-camo
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Squad should do something about the "mark two" lights..I get thier ment to be LED but its like there the older type vs modern cree type.. Thier far too dim I use mark ones on all locomotives..full size or scaled down with tweak scale Their very bright when made orange too more so, they light my way at night easily Also very useful on struts or Ibeams as floodlights
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If its worth mentioning Ive applied full locomotive and train brakes..even shifted into reverse, if efforts to avoid hitting this thing in the dark while coming back into the depot or heading out. Its harmless.. You can pass through it
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Reference win took a while.. Was thinking of the album while watching a crane at work do its thing.. Gives me ideas though..not that im going to switch trains for tripods..the two are mortal enemies
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The goo is a kerbal.. How? Because you put them in a decompression suit and they expand.. No bones...only dust in a living beanbag
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No shame for using RCS and all action groups For me on current puma class trains, R is Rotator Beacon 1 is horn, Abort is ladder, 2 is spotlights
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Theres one on kerbalx with listed mods.. The unknown part is this rover search overland
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...so I just arrived home from work after 2.5 hours commute..my head filled with plans for KSP I get off my train..5 minutes later get home.. Plant myself.infront of the PC..close steam..dirty steam go away! Run KSP 64 from exe And thats how it was for the next few hours..studying truck wheels.. The clicking and snapping of SPH editor..sofened into a melody..the repeated cycle of try..load..repeat..try Suddenly, the serenity of life on the KTP was shattered.. Windows crashed and clouds of smoke erupted into the air.. My fear rose at the sound of steam messenger.. I saw it was a friend..whos echos of hammering on the desk in frustration grew louder.... While this noise persisted, the clicking of the hard drive..the whine of fans..overheated air pouring from the system case and the hard drive light flickered...it gave life to KSP, a common dance of noise and chaos.. Suddenly..it stopped.. Sure in its arrogance of superiority.. KSP launched via exe had fallen victim to steam..plotting..planning..updating on the body of a living program.. Now dead from the ordeal.. A live update on a live program As KSP fell victim to steam..so did the KTP, now an alien landscape of shattered mods..warning screens and confusion 1.1.3 had replaced 1.1.2.. Besides from that.. Awesome longer trains better framerate..awesome more so..8 car trains are normal and im happy.. 1.1.3 doesnt change the modded wheels I make work. Seems 1.1.3 is good for land trains Space? Dunno...dont care
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When I was driving diesel electrics with just locomotive power, they had RCS ports on the bogeys.. With RCS and SAS enabled they acted as an auto sander...firing when a train went up hill..where SAS was trying to keep the locomotive level.. Thus causing good additional traction.. And firing down when ascending..that would cushion any airborne landings It worked well but this was when wheels were wheels.. The alternators and wheel motors worked on monoprop as a transmission medium..so there was always a supply.. My modern day RTG electrics have none of the above
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Making a self steering trailer for land trains and seeing the wheels turn like they do in a diagram for trucks you found... That itself found by reading history for on a 1932 land train Using a real world solution for a problem in KSP..and have it work Walk the length of a land train connecting steering mechanisms..checking couplings... Then seeing the future of KSP as a turn based logistical rostered simulator for land trains.... Beautiful it is
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Ive got a potato too One of the reasons ive stuck to prefabricated rovers like puma, buffalo, malamute is thier usually very compact..built to be so and require minimal bracing if any.. Meaning physics friendly so better framerates For size 3 trains we need size 3 wheels.. The big rigs with small road wheels were a recent idea.. For the size..weight.. And torque of steam wheels are rather big.. As are electric driven landtrains of the cold war Even the earliest gas/electric hybrids followed the rule Big loads..big wheels..less flexing.. Or in my case downsize to something smaller..until we have massive wheels of which to sling control cabs and wagons between Eg.. A train is a train is a train... . The land train cooperative of KTP grows more well known and complex as time goes by..something im proud to be a part of.. As well as many others are im sure. Along the way ive learnt history and how things work far beyond that of which rail based trains would have taken me.. Irrespective of if the trains built by people end up being show peices..explode within meters (like mine have) or conquer the vast lands of kerbin.. Everyone is something to be happy with..progress..trial and error..destruction..screaming flaming death.. Those are the foundations of kerbal land trains and thier evolution
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Yeah thats what was confusing me lastnight.. I saw that diagram but couldnt visualise it until I saw it in KSP that and what friction setting..but! It blows my mind a bit just how all this IS possible in ksp with a few mods.. Way better than Gmod thats for sure.. It works..ill upload a video later of a wagon upside down turning..ive also put some turn limit mod lines into the washer config file This goes way beyond the original docking ports flex and space plane fuel tank trains... Venturing into.realworld real engineering steering systems.. All I can do is think wow
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Self-Tracking Trailers.. a term I keep coming across in research..but how does it work?? Most trains ive ever built with steering drawbars on both wheelsets worked great around corners ...and kept.doing so....until the train was no train but a tentacle of then krakens noodly appendage.. So...i searched...researched..airport trains. Industrial powertrucks..mine equiptment.. Finally settling on this THIS is the underside of a basic steering trailer..they dont use the following trailer to steer..they steer.....themselves..and the next one after that steers itself..the pivot.bar steers opposte wheels to track perfectly.. Very kerbal to upscale indeed EDIT: Ahh beautiful infernal robotics with KAS Struts.. a match made for one another it kind of works.. in that the wheels do steer eachother realisticly.. but im still confused how to do more than 1 wagon so far
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more details of the 1930s road train..although im not into trucks..theres a difference between road train and land train..the later in its pure form is all terrain not requiring roads.. None the less this AEC train blurs the line a bit..fits both Wheel configuration im finding interesting.history says only 2 of the 4-5 wagons were self steering..the other two were traditional hitch..could this be the solution for us too? Powered IR docking washers DO flex but take long Ibeam couplings to do so.. Ill experiment through the week and report success.. Also trying to get tweakscale to work with wheels
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
Overland replied to JoePatrick1's topic in KSP1 Mod Development
The ability to hover or atleast be made neutrally bouyant would be great for what I call at sit-a-light A few spotlights put on an engine set to hover..making an artificial sun..very useful -
It would seem road trains or land trains as well being in service in ww1 and before it via steam.. Was also a thing as early as 1934 in Australia, Russia and South Africa.. A 1934 AEC land train ...also.nice design for a kerbal version
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I did use hyperedit recently to try.. as a friend put it.. the train did a "dying fly" indeed it did.. This is 1002, she has fire camo. what was actually originally duna camo.. its just.. well.. she needs a redesign if shes a duna anything other than... A dying dunian fly... In addition: A recent discovery of the IR docking washer's configuration file shows promise for self centering spring loaded .. rotation limited dedicated land train couplings.. something needed to allow increased speed and safety while preserving being able to turn in their own length
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in the realworld application of the larger land trains of the cold war.. They serviced the DEW Line early warning radar system..smaller sections were 300km.. No one tried to circumnavigate the world like we do Of which the radar sites themselves ooze kerbal designs by there very nature which leads me to an idea.. Once we get proper land train mods or even working land trains of a common form out of custom mods.. For those dedicated/insane enough we could start a challenge thread with a common persistance file consisting of a world with kerbal constructs radar stations to supply with fuel and kerbals.. And build our own DEW (KEW?) line of spaced out radar stations..once we reach a specified spot..mark it..plant a flag.. Construct a base with KK with fillable fuel tanks..diesel generators and lights of which would then be saved to the shared persistance file thats checked out once each "shift" Eventually building our own line of radar bases spanning kerbin landmass Once its done (itd take a very long time) Other drivers could then.all download the persistance file and do supply runs with trains..aircraft etc In essence making KSP what I envision it would be capable of... The ultimate land train simulator One could even assume the duty of assigning supply runs and verifying cargo runs..updating fuel.tanks and kerbal count on a central communal persistance file Maybe its just a dream though..but.....Maybe not Although the average KSP player might assume insanity and madness for all involved
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what we need is BIG..MORE BIG..BIGGER..TITANIC..GIGANTIC..LANDTRAIN-SIZE dedicated new KSP Scale One thing I didnt mention historicly is the ancestor of these cold war land trains.. It failed horribly and became a stationary diesel heated base ...where history states its either still there or in the sea. It was the victim of over-engineered lets bring the armchair and fireplace mentality.. But for new uses in KSP..it presents a valuble base and point of which to build upon The lovable failure...ultimate RV and antartic explorer ( that got stuck in a ditch on testing) SNO-CRUISER Its very kerbal Theres a setting in wheel configuration files that ive traditionally cranked up Lateral drag..it keeps wheels straight tracking.. Im not so skilled at 3d these days but say KTP attracts someone suitably skilled.. What would be perfect would be wheels the size of size 3 cockpits.. If they were a thing..30ms wouldnt be a problem