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Overland

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Everything posted by Overland

  1. I know its not my field being a ground pounder rather than a flier.. While I do appreciate that squads working on things and making tradeoffs.. I find it rather concerning that atleast with the stock rover wheels ( M1 and rugged) that 3rd party mod wheels are able to sucessfully use these new wheel settings so correctly and function as they should yet stock ones fail too .. What is it modders are getting right that stock stuff isnt? These wheels are bloody old rover wise..while everything else has had an upgrade (or downgrade) We're still stuck with the same bugged moon rover and rugged wheels .that despite all tweaks behave horribly Its an alarming trend when someone outside of squad releases something that actually works...well Yet the ones payed to do this .dont...even with all official documentation at hand and associated resources Plus..wheelsound..why not? Its a mod..it works well..why isnt it stock .whats with the neglected silence
  2. 1, Primary Generator On/Off (or electric power custom genset) 2, (Diesel locos only) Secondary Generator STAGE: HORN TOGGLE (air horn) R . Rotating Warning Beacon (Amber & Red) ABORT: Rear Lights 4: Ditch Lights/high beam Light - Headlights GEAR: Ladder toggle BRAKES: Locomotive & Train Brakes
  3. Theres a certain simulation distance from the active in view part or kerbal.. When its exceeded..things stop moving or get deleted/explode There are mods that extend this alot though like BDarmoury if im not mistaken.. On the ground though it has uses as theres been countless times ive forgot to apply handbrake on a train..shes slowly gained speed beyond kerbal running speed while generating just enough at idle.. Once shes around 600m out.the physics stop and she'll come to a halt safely.. So its not all bad
  4. Dont be in there too long or theyll go from BADA55 to REDA55
  5. Kerbal Train Program But also stands for Kerbal Transport Program since the shift to dedicated land trains and thier evolution The flagship of which is called a Kerbaliner that will eventually be in a dedicated mod pack
  6. you can mod it, switch its fuel to air intake it'l flame out when it runs out of air though but be.. well.. not very useful in the atmosphere since you couldnt shut it off.. but!.. thats just kerbal
  7. I Call troll post or stolen account... All the other posts by this user are well informed and spoken nicely..even if half of it is auto correct... Someone lost thier probe core on takeoff fitting it to the opposite end
  8. Why not just read steam reviews? Most are honest and genuine, Ignore the ones with the "WOULD (something stupid) AGAIN!!" These people have no place in the realworld and opinions based on a meme deem them unsuitable to use a digital distribution platform thats astronomicly beyond thier understanding Or put simply.. They count to potato
  9. Thanks I actually dont get tail whip half as much as I used to with steering drawbars im using now..the problem is with the wheel friction once it catches after say being accidently airborne from a drop in terrain I did have a crude version using wheelsound mods skid sound and a tiny wheel used as a curb feeler.. Setting off an audible beep.. Sadly it was either too sencitive giving false readings or not enough and by the time it triggered..the wagon was throwing parts and exploding I appreciate the effort too the forced move to rover based overland trains has been a bit of a blessing.. Would raster prop monitor provide a read out??
  10. Im on my phone right now so forgive the small response.. Id love a trailing car alerter system for a land train that activates an engine functioning as an alarm speaker for when the last wagon starts to track badly and bounce around.. Thus not having to switch to external view to check the train status Also the same script triggering the rotary beacons at 8 ms and the siren at any speed below 5 ms..similar to a railway bell for when in KSC depot And if we can add a 25 ms auto speed governer that shuts off wheel power at anything above that.. Id be very happy Oh and a welcome message on bootup of the script that mentions the trains tag.. Eg LTV-102 etc Too much?
  11. Rails or wagonways are very possible in KSP..ive seen posts verifying such things and even build some myself with kerbal konstructs I must admit though heres where my interests take the branchline. Ive got no interest in rails in KSP (I hear gasps and shouts of heretic!!!) See I love trains in general..battery electric mining narrow gauge..steam monsters..suburban sets, industrial locos..the lot Infact its fair to say I like everything on rails exvept doors and windows I was actually quite emotional when my favorate train id basically grew up with got scrapped some years back.. Always wanted to save her from the cutting torch.. Ended up paying 350 to get her custom painted in oil and canvas in a one of a kind painting... the quest of which to get painted stretched from the likes of enquiries to Ariana Richards of jurassic park fame.. Micheal Trimm of war of the worlds album cover & thunderbirds fame . Eventually settling on a local painter Joseph Spinella Life story covered.. The point being KSP changed that... Yes im very much one of a few train guys but.. through experimentation i came across real world land trains that once existed..monsterous titans that plyed snowfields during the cold war.. Suddenly what was once blasphamy to me begain to gain favor.. Mechjeb derived fixed tracks gave way to joystick and throttle..eventually settling on a dedicated wheel and throttle Sure my trains are railway inspired..atleast in someway... They have horns like trains..sound like trains..have loosely termed railyards..stabling areas.. Diesel electric transmissions and even retain railway like class systems and names But for me KSP land trains is where its at..being one of the first.games to offer proper terrain on a planet sized play area..snow..grass..dirt..mountains..dangers most harsh and beautiful landscapes a plenty There seems to be just a tad of negativity as to who just is this train guy vs myself but.. You know what? It doesnt matter.. Ill be happy when my job in KSP is to drive the (head canon) official Kerbal space center overland train..supplying outposts hundreds of km into the snow and mountains with fuel and people Wheels as big as houses and enough cargo to bring KSC and the kitchen sink..reliving the history of short lived overland trains and keeping thier legacy alive Thats my thing
  12. its been done hence why yard speed is a strict 6ms these days, with rotating hazard beacons and audible siren for low speed operations once in KSC.. kerbals might not react to a very realistic siren and beacons.. but it sure sets the mood and increases realism that and no exploding buildings
  13. Coming Home LTV-104 comes home from a 20km test run - Runway lights of home visible.. Approaching the yard - Air horn sounded once across the threshhold.. slowing to 10m/s Turn off the taxi way and turn on the hazard beacons & alert siren.. yard speed 6m/s.. nagivate the taxiways to the carpark.. a few minutes later the traction motors wind down to stop.. doesnt matter what kind of train it is.. even if shes a mut of a rover consisting of many mods made into a land train.. its always a beautiful thing .. simply.. Home
  14. Ive Uploaded the above train minus the horns and nameplates to KerbalX, ive modified her best I can to be compatable with keyboard (but trim works nicely for throttle) KerbalX says a part is unknown, its actually the Puma Pod (Cockpit) that should be in the puma download listed in the post with the links I made. let me know if theres any problems.. shes been setup to be a rocket fuel (LF/O) transporter with 10000 units of fuel and KAS ports for offloading into a tank https://kerbalx.com/Overland/Landtrain-PumaBuffalo (KerbalX has problems with the Puma Rover - download @ https://spacedock.info/mod/590/Version_2.0%20Industries%20Rover%20Pack.
  15. KAS Magnets work like this.. the problem is brakes Unless we want to use a remote control mod or program KOS to link multiple KOS cores.. then with the wagons coupled (undocked) by magnets or airbrakes.. they're basically seperate vehicles and wont respond to brakes or motor inputs.. ironic I know given the idea .. seems we need air brakes for coupling and airbrakes for brakes in a train
  16. Little update - Ive been struggling with modded stock wheels with less success than id like.. in anycase it wont help anyone else if I do it this way So ive been experimenting with multiple rover types and mod packs.. finally making one successful land train Her wheels are from the buffalo rover as mentioned in the OP.. the rear wagon has full suspension and dampening with the control cab having none.. wagons also have none except the last 6 wheels on the rear tanker The only mod that isnt downloadable is my airhorns but they're just ant radial engines with custom sounds .. nothing special or practical for most people so its possible to have a land train. and thanks for the user who mentioned using trim.. I never realised before but we can control the speed of a rover/landtrain by using W and S with ALT for trim speeds of forward and back.. with this its possible to set a train hands off to any speed. and same with a rover.. very useful for someone who doesnt have a steering wheel and pedals like I do... and even then it works has an effective cruise control to give ones feet a rest on a long drive Rear wagons 6 wheels are also set to full 5 friction setting.. with the steering leading wheels of the locomotive also set likewise the result is a very stable 40 something capable land train.. the one pictured having 10000 units of LFO fuel to deliver once I go for a long drive to an outlying launch base so all up.. should help people better than trying to modify stock things, seems the community has a better handle on wheels as a whole in the modding scene vs anything stock... a nice but also sad realisation Here we have LTV-102 Leaving KSC
  17. Indeed im not theres a whole lot of "Train nuts" that grace kerbin and beyond @The_Rocketeer A double ended train with 2 cabs is realistic and practical for us..but while we see prototypical trains In the krakens eyes.. It appears rather tasty KSP has a problem with 2 cabs on a connected vessel..im that if you go on rough terrain..the IVA on one of the cabs detaches ( rear mostly ) and you become seasick.. The walls of immersive gameplay comes crashing down..and your not able to see the ground.... In its place..able to see your train...from.. Your train and generally be not very nice It can be overcome though using non docked KAS magnets itll still be a seperate craft and wont tempt the IVA kraken..unfortunately with it any multiple unit operations also disapear as will a fully braked train The solution is unconventional..but worthy.. In that an external command seat and unlucky kerbal can drive the train from the other end..manuvering enough for a Wye junction.. That said kerbin is a wide open place..turning a full 180 degree change in a train can be both a test of her abilities.. A test for hetrdriver.. Also something quite beautiful as the train curves like a defensive milipede then straightens out facing the world ahead ready for another battle on the now familiar path home On the subject of mark 3 trains..i use mark 1s or rovers for a reason.. Unlike the realworld where narrow gauge is a rough..cheap and obscure practise.. While broadgauge is superior The opposite is true for Kerbin Even with the most careful crew..theres a big world beyond the decievingly flat surrounds of the KSC.. Part of the skill even with a train built is scanning the horizon for danger..best route to take..what to avoid and quick actions to avert a derailment Expect a train to be accidently airborne..slamming down with more force than a fully laden cargo plane..general abuse of duty and the like For those only seen kerbin from the air id recomend a flight at no more than 500 feet to scout out the route.. The nasty stuff starts past the mountains If it were blue and wet youd call it a stormy sea..hurricane level wake peaks..with.the occasional eye of the storm deceptively calm before another challenge All up its a beautiful thing..although you will kill thousands.. Before its ready for the road See KSC 2 as an example It was built with trains...it was never finished because theres no one left.. The smart ones fled to space
  18. Ahh..your using keyboard.. Try hitting capslock to enable fine control too Or you could try installing front wheels seperately and action group to brake left or right on the control cab..i needed to do that post 1.2 when docking ports got more rigid..we also have reverse now that you can turn on and off wheel power too for steering Can we see your train?
  19. air brakes are easy to make sound wise..ant engine with no fuel toggled with the brake actiongroup...you get the audible failure hiss Current designs have all wheels on the locomotive powered but unarticulated.. The front two steer conventionally and only the first wheelset of each wagon can pivot on the docking washer. The pattern repeats so the rear of that wagon has fixed non pivoting bogeys This means while the wagon can follow its friend infront..its being directed from the fixed bogey drawbar and the pivot point is its own pivoting bogey.. An idea I got from the logging land train and dotto land trains Im on a bus right now headed to work but ill make a video tonight In the past too only the locomotive was powered.. With generators powering wheels..giving a stable power curve and realistic transmission that responded to engine RPM via alternator Sadly with recent developments the whole train for the moment is powered and.braked.. Realworld land trains were.. So thier more related to thier snow conquering cold war sistertrains than any trackless railway train For more railway like Id recomend the use of a guardsvan (rear most wagon) with very good brakes to keep the train docile Speed also kills.. Modern land trains such as dotto trams are slow for a good reason 20-30kph at most 30ms is around 110kph.. At this speed its easy for a train to lose its footing as carriages fly around and explode...turning passengers green in the face..eyes bulging in fear.. In the realworld as well as KSP Generally 30 is maximum speed..even 31 invites death to draw closer.. Thats why in most videos youll see me slow down around that speed.. With 1.1 too.. All this is new again and while ive got handling experience.. Im as new as everyone else here..so its nice to see it becoming a wider reaching thing more than niche
  20. Ive tried similar recently but havent given it a dedicated go..I will on weekend as saving wheels saves framerates. The 1 to 2 mark 1 engine adaptor might work In my short experience though too much articulation is a bad thing nice for corners... But not so much for stopping The train tied itself in knots like a slinky spring Squad never envisioned that rockets coliding with itself while still connected would be a thing In that its possible to....drive through.. Ones own train and even fold several carriages into itself.. Possibly having great transport uses but other than angering the first class passengers when the 3rd class carriage rudely melds with one another.. Not so good for trains With the 1x1 steering drawbar then fixed wheelset..it helps track straight too So does the 4 wheels per bogey vs 2.. What used to work with rigid springy kraken bait docking ports seems to tempt fate with steering drawbars You end up with a train that looks remarkably like ZZZZZZ in shape trying to regulate speed on hills
  21. 1.1+ is a strange thing, for trains the physics updates and shift to unity 5 has ment good things.. I can drive longer trains on my aging athlon dual core rig, so I assume anyone with a superior computer could do longer trains.. but there lies the problem too. its land trains we're driving here not their railbound cousins.. which.. have rails for a reason.. in a similar way even real world landtrains such as the LLC-1 and US army's Overland Train all needed custom steering of the rear wagons to prevent them cutting corners (yes thats a jeep on the first wagon, its rather..big) its largely prevented now with the steering drawbar using the infernal robotics spinning docking washer, a free turning pivot point to mount wheels on so they automaticly follow the lead wagon.. still though.. the longer the train the more care is needed.. corners need to be planned well in advanced and even with a fully braked train.. any sudden stops or attempted so. can rip off couplings and wheelsets.. the steering wheel I use is almost a requirement due to the wide sweeping turns needed along with the quick actions needed to stablise the rear wagon that might be tracking badly.. something that can lead to the loss of the entire train as it rolls over much like a catepillar thats been sprayed with flyspray.. except this one explodes, violently.. start small, work your way up.. its a whole new thing learning to drive a land train im still in the experimentation stage myself having basicly started again.. for stock-ish trains I highly recommend my current train of choice, the Puma Rover by 2.0 industries or its unrelated yet similar cousin the buffalo rover, both use underside mounted wheel blocks, which can lend themselves to pivot via the infernal robotics docking washer (free moving) and each has their own cargo choices and multi roles as well as tracking superbly the buffalo herself having custom wheels that help greatly that are less fussy than default stock wheels that ive had to modify extensively Initially much like the first generation of landliner train a few years back... the easiest motive power method might be a jet propelled locomotive using small jets mounted on pylons, as you can control the speed of the engines easily and settle down to near idle once the trains upto speed.. all of which should be compatable with current career and non sandbox applications Such as an early (good looking) 2014 example of my later series trijet landliner that only used the electric motors for yard use, and cruised on jet power most of the other times.. they use a micro turbine that comes with the Kerbinov Kn-2 Cockpit as part of the pack .. useful little thing that dates back to 0.25 Finally Sam Hall's wonderful Kn-2 cockpit is an almost stock lookalike of something that by all rights should have been made stock years ago if he didnt disapear into the ether.. for a train it maintains a semi realistic look. has great visbility and has become the standard of which ive set most of my trains by its IVA is useful and possible to drive exclusively in.. giving a more realistic experience.. its under the Kerbinov Pack on curse the Puma rover uses the default mark 1 cockpit in a new package.. it fits well. the Buffalo rover also has its own custom IVA.. depending on how serious you are about trains.. its all about the cab experience Feel free to fire off any ideas or questions.. dont be shy.. this stuff took me 2 real world years to .....make civilised.. not to perfect. there still deadly.. murderous contraptions that have no safety record to speak of and only lists of dead crew that were unfortunate enough to draw the short straw vs the lucky people in space bound explosive rockets.. atleast half the time the later lives to tell the tale Ive recently constructed the first generation of 40 class locomotive, a relative of the original 40 class long hood road shunters.. before I start modifying parts, painting things, spending hours, days.. fiddling about with power requirements and suchlike to work out a crude diesel electric system with generator.. here she is in her raw form... and one final thing. avoid docking ports wherever possible.. they tempt the kraken.. 1.1 is even worse than 1.04 for messing up the IVA view if you happen to couple the wrong way.. KAS/KIS magnets work much better if you need to couple at all.. but for ease of operation lately ive simply gone with permanently coupled trains.. in a career game bringing the whole unit back minus her cargo. im sure would be more cost effective too Links of Reference - Puma Rover System - https://spacedock.info/mod/590/Version_2.0%20Industries%20Rover%20Pack. Buffalo Rover - Sam Hall's Kn-2 Kerbinov Pack - (Cockpit) http://mods.curse.com/ksp-mods/kerbal/220999-kerbonov-parts-pack Infernal Robotics (includes docking washer used for pivoting) (Optional but highly recomended) http://mods.curse.com/ksp-mods/kerbal/221310-rover-wheel-sounds Rover Wheelsound mod, adds motor sounds, explosion sounds when wheels pop and suchlike, easily editable to include non stock wheels)
  22. Its not just me theres plenty more obscure train drivers of kerbin and beyond.. Im...just past the shadowy stage..where I freely admit KSP has what it takes to become the ultimate train simulator..although currently focused on land trains Ask what you want to know and ill do my best to answer..hopefully too others of the KTP brethren will appear from the shadows It does take dedication though and a bit of modding. But it was the reason I brought a joystick post flightsim 90s.. Then delighted to use my xbox wheel to drive trains Youll learn alot about how a machine handles driving with a wheel.. Expect thousands to die horribly..with hundreds of trains you grow a bond with being lost in terrible ways..some so soul draining youll question WHY you do the train thing when rockets are safer.. In the end its an experience..one that grows its own culture youll be proud of Welcome to Kerbal Train Program
  23. I am a VERY bad person I drive trains.. I dont like rockets..I dont like the emptyness of space..using time acceleration. .and I dont play anything other than sandbox All realtime for me.. Kerbin is a tough angry old mule if not respected..the terrain will mince anything if you dont know the road or the machine your driving Ive used hyperedit to install some fuel tanks and stations..it works nicely A steering wheel is my prefered controller Pre 1.04 a 40 class locomotive had complete thermal runaway..in the bugged heat system of the game back then... Not wanting to lose her.. I dialed in some alt F12 magic.. After it was evident 7 days and nights of being powered down and dark did nothing to cool her generators. It felt right though..sadly she was lost a short time later in an accident.. Sadly an older cousin suffered a twin generator overload and loss of all crew and train just days before .. Unlike her stablemate..the 44 class wasnt afforded the same cheats and a fine honourable locomotive was reduced to a line of history in the KTP In modern times..alt F12 has little use as its the wheels that are bugged.. Changes have to be made in the cfg file.. In that while they look like moon rover wheels.. There actually designed for an overland train. It works well..and proves if you care about your craft. Nothings wrong with bending the rules to either preserve the future generations of train operations, or perhaps save a beloved battlescarred train from destruction Everything has a purpose As did my MUCH BETTER thread on this subject /Thread
  24. Infinite Diversity In Infinite Combinations There are no male or female kerbals.. The fact that thier names sound gender specific is just an incorrect humanistic translation from Mr Kerbal A human scientific explorer that managed to transcend alternate universe barriers ..discovering an earth like planet and solar system like our own.. Isolated from all humanity, his sanity slipped..orbiting the planet in a decaying orbit..his craft out of fuel He named the race Kerbals, the sun Kerbol and the planet Kerbin..all after himself in an egotrip of delusion hours before his final moments One of his discoveries was that while the race seemed to be plant based fungii hybrids.. 2 seperate appearences were evident..in his own reference and understanding..he marked one as male and female However this was a mistake.. The truth being thier seperate related species living in harmony The male and female dont need eachother to reproduce at all As for poor Mr Kerbal.. As carbondioxide started to poison him from his now disabled craft.. His naming of things grew more hurried Busy taking down everything as his capsule rapidly heated.. Names became muffled screams.. Roasting as his capsule was lost in the reentry fires His last names..engulfed in screams were of the nearby planets Duna!! Minmus! DRES!! Eeelooooooo! And Bang
  25. Thanks Ive tried many rovers from the caribou, malimute, that M something and a few others from different creators.. But in the end I found the simple smooth lines of this puma to be both industrial looking and framerate friendly The key to the smooth articulation is each front wheelset after the control cab has a infernal robotics free spinning docking washer . Each rear wheelset is fixed.. So that the drawbar of the leading wagon ( or control cab) steers it.. Much like a stagecoach or... Trackless park train No docking ports in use its all permanently coupled. Although KAS wrench fixes that if needed Sadly the wheels are modified by myself from stock at this stage..so craft files arnt practical until I can get some modual manager stuff online Top speeds around 40m/s Traction and friction are set differently in the train..the magic cruise speed is still 30 for safety... But full articulation to wind around KSC taxiways levels out at 5ms for maximum traction and steering..im happy to say though shes a heavy beast and the weight of the train even at yard speed needs to be respected Using the mark 1 cockpit the creator says is a placeholder...personally I love it though, its the perfect cab to drive in IVA Also using wheelsound mod.. All them wheels powered as she glides by is quite impressive to hear..very train like
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