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Overland

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Everything posted by Overland

  1. my modified locomotive wheels derived from M1 rover wheels run on monopropellent.. not electricity... the engines "generate" monopropellant from the alternator.. Lv1-r engines make great air horns playing a loco horn sound on startup..they run off air intake I almost never use KSP for space and im eyeing it post unity 5 for use as a train simulator with actual rails.. theres also as of last week..a sacrificial 44 class locomotive orbiting kerbin on a roughly eggshaped orbit the only time ive ever launched a "sattelight" It consisted of a Kos scripted fuel tank, KAX turboprop, SAS and solar panels...on the bottom was 6 lights it took off..hovered and lit up the runway im sorry forgive me
  2. took 4003 for a 15km run to work out some bugs she did well... Untill all wheels fell off somehow..
  3. Id like to see if anyone else is encountering this bug or if its a symptom of any experimentation im doing.. I dont quite think its a mod thats causing it.. I drive rovers alot .. trains actually.. with over 2 years experience ive had my fair share of random explosions, physics problems etc etc sometimes in the past when im driving a long way the train will bunch up and spring back I assume as a new "sector" of the map loads momentaryly? its never been an actual problem.. until now.. I keep encountering that windy sound that you get when you stall a plane.. or more recently eject a kerbal onto a ladder .. the camera shakes etc.. constantly now it seems as though I get to a certain place in the terrain and the camera shakes. and loses attachment to the train...it ends up pointing to the ground at something that isnt there.. the train shudders and oddly.. all my wheels fall off.. leaving the locomotive unharmed.. without the railway additions. has anyone encountered any random disassembly of rovers over kerbin recently.. id like to know if its just me of if its more wide spread. it almost seems as if the physics dont like the wagons or how the wheels are attached.. the design hasnt changed much in months apart from some painting and adding fuel instead of oxidizer.. there just LT800 tanks so nothing exotic, the wagons wheels too are just painted and made stronger.. nothing that should be causing this apologies for the vauge unconventional description.. its really something hard to describe.. made more so by I dont know whats causing it.. I drive in cab view mostly too
  4. I did not goto space today.. but its work tomorrow and I thought id have some fun... I decided to see if 4003 could jump the launch pad.. she did.. but then the train just fell down like a dying catepillar harmlessly.. well most of it.. A tanker wagon decided to snap off one side of a wheelset.. seen in the cloud of exhaust above the locomotive.. apparently wishing it could goto space today.. it came from the side not facing the camera.. although the train seemed to be happy enough... the explosion is a docking port So.. she survived that and I got inspired.. so it was time for another go.. I lit both generators and set them to full power.. gave the steering wheel hard over.. and came back for another try! And..... Nothing happened 4003 didnt seem to mind at all.. so... I decided to accept defeat and take her back to the yard.. generators still growling at full power.. 20 something speed.. there she met her nemesis.. an odd thing for a train.. but it seems the tracks/railway for the rocket assembly building going onto the launch pad... are a natural enemy for a land train... the loco tripped up.. up ended a bit.. the train kept going wedging the nose into the dirt.. front coupling exploded.. kerbals screamed and gave that sad face..including jeb... but ... kept going.. I wondered how this was possible so I switched to external view.. THIS is what happened.. 2 Kerbals in a coma unable to be moved.. the remaining crew member let me apply the brakes.. but the problem was.. 4003 was essenctially surfing her own front bogeys.. with the only remaining wheels under command of the locomotive actually off the ground... they stopped turning.. but since they didnt touch the ground.. the train kept going.. and with it.. kerbals in a coma unable to be revived... I will not goto space today... I do not have brakes today either
  5. Best you can do is, as gamebreaking as it might be.. you might want to disable gravity via the debug menu.. it MIGHT halt your train from exploding.. ive had quite alot of experience with the same thing in my kerbinside trains.. the general rule seems to be with trains never save on an incline.. including switching vessels if its possible.. trains..are an odd thing to edit with the persistance file too because there made up of so many parts.. Hyperedit MIGHT be able to do it.. its a very useful mod for alot of things.. trains seem to float down from 50 metres without damage.. ive teleported entire trains before harmlessly.. make a copy of your save though if you can at all. back it up somewhere else so if your efforts fail using one attempt youve always got the original there to try again loading the game again MIGHT fix it as sometimes ive had a diesel or some tankers buried in a hill but within 2 seconds its reset once the game fully loaded and settled down.. nothing exploded.. another idea (using the backup save) would be to possibly use something else to drive nearby into physics range to see if the reset of physics brings her out of the dirt lastly (an edit to the post I just remembered) Ive not had a train do this for over a year despite being in some terrible situations and terrain styles.. the difference is ive not used that ring shaped tiny fuel tank as a buffer between couplings (docking ports) ive got hundreds of kilometres logged on some trains. save, resave.. quicksave etc.. but none has ended up like they used too.. similar to your above situation.. (also.. I wonder if changing physics settings per frame in the title menu might change how violently things are ejected?) might not help but thought its worth a mention Goodluck, I wish you well
  6. BACK TO TRAINS! Proper trains.. that work.. not experimental ones that wont bend or have too much torque.. Functional actual decently capable trains that ventured out more than just the KSC loop.. After trying to overcome the challenges of having lights go out, KOS programs reset because lack of power while climbing a big hill and everything along them lines.. I cracked it... it wasnt so much trying to supply enough power to the traction motors of the locomotive at the same time as everything else then coming up short.. nor was it trying to get spotlights and accessories to run on a dedicated power supply independent from the main generators.. The lightbulb moment came when I discovered that for some odd reason.. monopropellant has all the features of hydralic oil in a pump system.. thus.. "Generators" now generate monopropellant, that the locomotive wheels drink as power input.. while the lights and all accesories run off battery power No underpowered wheels.. no dimming of lights.. full torque and speed curve that follows the generation of monopropellant when in gear.. Forward and reverse all of which gives a fully controlable perfectly behaved Bo-Bo locomotive that happily pulls 5 bogey wagons containing fuel thats converted to monopropellent via the generators Docking ports arnt being pulled off by torque.. wagons arnt being pulled into segments then spring back... Brakes actually work.. train turns like its ment too.. generally im one happy train driver again.. just a little more tweaks then i'll be back on the road.. Ive also switched the engine sound from EMD to Detroit diesel for 4003 being a smaller long hood locomotive.. somehow it suits it nicely AND! No more Apple-White.. Ive modified some LT800 tanks, they now carry just fuel.. no oxidizer... realisticly coloured into dirty grey and black.. edited the truss parts.. modified wheels so they have bolts in the center.. Im Back.. and its awesome Even my xbox steering wheel is playing nice.. while KOS is programmed to keep the locomotive wheels in constant gear without the need to keep my foot on the pedal
  7. It may be akin to a great monsterous insult in these parts.. but that video made me laugh out loud and really enjoy it thankyou said so because as much as danny's earlier videos were awesome it seemed as though the more recent ones seemed less adventerious than the earlier ones.. still enjoyable but not the same wow factor.. its great to see another join the party... speaking of.. trains eh?.. its becoming like a virus wonderful.. may it bring about Kerbal Train Simulator or Kerbal Space Train simulator eg.. galaxy railways in short order. clearly theres a market
  8. a little bit of.. revealing ones soul in some way.. Im not quite sure other people feel the same way but to me.. opening to the world the soundtracks I use for key situations in KSP.. its a personal thing.. each track has its own emotional aspects related to something that happened on a mission while randomly playing or purposely playing then spawned a connection.... I posted before on my ipod but didnt include much.. now im home on my PC 2 days later. its a much better platform to express ones self First up and most importantly is - Kevin Mccloud - At-rest Its a quiet peaceful track with an element of sadness that lends itself to constructing craft in the SPH quite nicely.. see.. in my world of KSP/KTP.. its quite rare any train built lasts more than 100 kilometres.. the crew usually die horribly or end up stranded.. rescue comes slowly if at all.. Those who choose to drive trains rather than rockets or even planes.. I could imagine a kerbal telling their loved one that they got a new job.... excited and happy they would expect to be told .. space... or planes.. even the joy that is a deep space mission never to return.. even this their loved one would feel happy and honoured greatly Then the bombshell drops.. no.. Im sorry... its a driver for Kerbal Train Program.. suddenly their face would drop into that very kerbal like frown as if their entire world exploded behind them.. KSP is never nice to trains.. its a dangerous job.. possibly the worst.. this music brings out all of the above.. .. its wonderful Next up is The Last of the Mohicans - Promentory With the train shunted on the runway ready for the deadly green expanse beyond.. this track always helps greatly prepare ones self for what might be ahead.. while not inspiring any sudden throttle slamming to the firewall in spurs of stupidity.. set on a playlist of many such tracks.. the times it comes on as the locomotives gone full throttle and at a 30 something degree incline.. generators slowly building heat and the train crawling up a steep grade at less than 10m/s with 4 detriot diesel engines growling and fighting to provide enough electricity to the wheels.. one wrong slip.. and as shown in the past.. one does never retreat from a steep grade.. its no surrender until we reach the top.. or die trying!.. a lovely addition to KTPs playlist NEXT This one.. I dont actually know what it is.. i'll have to ask siri later and hope its on itunes for her to idenitfy.. id love to use it again I used it in a video taken as 4408 underpowered with only 1 generator left after thermal overload.. assisted by D4001 at the rear descended some ungodly mountain id got myself at the top of.. Id love to find it again.. I stress im not blowing my own horn so to speak.. if anyone knows what it is.. itd be nice .. perhaps someone uses it too.. I recall I found it on someones youtube intro video on a lets play initially AND Nicols theme of tears from gundam seed... for those rare perfect times when the terrain is flat.. kerbol in the sky is actually lighting everything nicely without being too dark or light.. engines slowly chugging away .. trains tracking nicely.. everything so safe and tranquil.. throttle reduced to 3/4.. the steering wheel becoming little more than an arm rest rather than a control device.. time to make coffee..then settle down and just enjoy the moment for what it is... It'd probably calm even the most angred person in a failed docking in space too Lastly .. rarely used but just as perfect when it is.. saved for special occasions EVE Online - Glowing Red Dust Approaching the refinery or fuel depot after a long drive in a shunter loco hauling ore wagons.. or returning home to KSC in that rare occasion where the things that fell off, exploded or otherwise went wrong wernt fatal.. Home in sight... being careful not to give the train full throttle and rush home.. a controled thoughtful time.. the music actually means alot to me on many levels in my personal life too.. it goes very well with KSP for its own reasons
  9. Sam Halls' Kn2 cockpit.. its really sad hes not around anymore because Id love to take over ownership if hes not interested its pretty much the foundation to everything I do in KSP.. makes a perfect plane cockpit.. and without it trains wouldnt have been built for years longer..Im im debt to the great man and admire his work greatly
  10. Shhhhhhhhhhhhh!! your not ment to know that.. you'll start things in motion that must not be...certain things are forbidden.. its all well and good flying little bottle rockets off the surface of kerbin.. puttering around the Kerbol system.. Once you develop hyperdrive.. you'll come back to kerbin to see it consumed by a firestorm.. with a significant debris ring in lower kerbin orbin NO KSC, NO KSC2.. no land-trains...simply..... no one left.. not even beacons
  11. I like trains... After 2 months of trying to build bigger is better..more locomotive..more wagons..moar power.. and intimate relations with the kracken wrestling with them damn new "perfect" docking ports that make trains rigid and unresponsive... fighting with the new configuration files to no good end.. my quirk.. opening up configuration files..deleting everything past the dimension and node data.. pasting everything from pre 1.0 versions now enjoying once again the sweet song of a 40 class long hood locomotive with a detriot diesel genset.. 44 class locomotive EMD 66 engine also adding to the chorus in a busy day at the yard (KSC carpark) both with airhorns so loud and jarring theyd wake the dead... Kerbal Train Program back underway once again thanks to ignoring everything new about 1.0+ bringing the fun back into KSP turned into a beautiful diesel electric land-train simulator Odd? maybe..but I love it
  12. that farm simulator controller mentioned in a thread a few weeks back looks nice, personally I use an xbox steering wheel which works great for trains needing the slow wide sweeping turns to prevent..derailments?.. I still use my joystick too but recently finding the throttle always doesnt respond fully axis wise despite everything and calibration..so ive resorted to using pedals or switches for rover wheel motor transmission.. Id love a software fix..eg a mechjeb style forward/neutral/regenerative brake speed limiter and reverser but it just seems easier to use one of then JPac type boards to construct a controller that emulates keyboard (most arcade stores sell them online) eg https://www.ultimarc.com/a-pac.html td be nice to see more controllers being built..im sure theres a need even if its donation non profit type approach
  13. 4410 and 4002 with a rake of tankers sit in the yard lit by 2 yardlights
  14. iI can add too that.. not so much burned out but some changes have rendered my locomotive fleet redundant because of the docking port "updates" that means a traditionally coupled train with no spacer on the loco and wagon are now rather rigid preventing effective steering in the yard.. i cant use the taxiways to get to the yard and the train simply doesnt bend enough for the radius required to turn.. this forces constant accidents with unplanned wash in the pool..building destruction and failures with brakes shuntings become almost impossible due to having no flex in the train..steering of the shunter tries its best but ultimately fails.. the solutions been to revert to an i-beam bogey coupling but thats too flexy..causing trains to not track well while underway add too that trains cant be constructed in the SPH anymore so each bit of rolling stock has to be launched seperately and shunted its delayed my elcano departure a month and my yard sits idle with 3 locomotives with 100s of KM on thier clocks in a single save having now needing to be recalled into the shed for refit thus resetting it
  15. Cant be much worse than Kerbaliner Train Program.. over 2 years in realworld operation and only 2 stations have ever been reached.. most trains...terminate at thier final stop not just the service but everyone onboard..usually in bits
  16. Because you just build rockets possibly? I mean with the physics updates alot of things can be done.. its quite similar to gmod almost in you can try to make things work and have fun with it.. ive never left kerbins atmosphere in a year.. I still enjoy KSP.. launching a rocket, fast forwarding to x burn. . transfer etc etc.. doesnt do it for me for the same reason I loved Frontier Elite 2.. but hated actually playing it. .time acceleration kills a thing quickly.. accelerating more than time I think Im a full time train driver now.. but currently branched off to ultralight and rotorcraft
  17. I built an easy to fly self leveling floaty .. helicopter hybrid.. thing. with KAX radial engine and stock parts.. flies like a dream.. except landing. torque is bad. needs SAS for the last 10 feet to prevent turnover on touchdown.. but otherwise flys better than anything ive made.. http://kerbalx.com/Overland/Skycrawler-1
  18. I believe this might help atleast some things.. I built this little VTOL/STOL (wont land verticly) in a few minutes.. like most of my creations it was a pure accident on a whim.. it uses KAX mod .. on my system it comes up with an incompatable warning for 1.04 firespitter.dll but everything works fine (the mod not the craft) The aircraft uses the KAX radial propeller and I believe functions somehow with the combination of the center of gravity.. stubby wings and the propeller acting as a rotor.. all I know is it seems to work and feel more realistic than most helicopters ive flown in KSP so far.. that firespitter/KAX huey rotor.. horrible.. im sure it has its uses but when helicopters head for the sky when it hasnt even made one full turn while starting up.. Im not quite fond of it.. this radial engine though on this craft I built.. seems quite easy to fly.. throttle up.. push forward a bit to get her going.. she'll be nose heavy until 13m/s.. keep the nose level or so until a bit of height.. but once past 13m/s she levels off and floats like a butterfly and behaves alot like a helicopter any turns are easy enough just roll in a direction.. she'll turn and right herself easyly enough without input.. landings a bit of a challenge as similar to takeoff she'll drop like a stone at anything below 12m/s.... much like her pure helicopter cousins though she'll happily kill the operator if flown in anger.. but capable of some amazingly precise manuvers.. ive landed on a helipad with it... crashed into a building.. blew the nose off but kept flying like a mosquito trapped behind a window I cant help with the modeling and physics side of things. you'llhave to look into the configuration files of KAX for that.. I do feel though it'll give a feel for the physics you want to achieve.. let me know though id be interested in any reply or feedback http://kerbalx.com/Overland/Skycrawler-1 ive uploaded her here.. and yeah. no need to use SAS.. I hate the thing.. if I want to fly on rails i'll fire up an arcade shooter doesnt work without the propeller though.. wont glide.. and wont function without the wings so I dunno really whats going on
  19. greetings im on my ipod at work so i cant copy and paste your ungodly challenging name as usual G-man so youll have to settle for less on this occasion .. a big thanks for the explaination i actually never considered the skid factor and it makes perfect sence. I did originally have the loco on the other end but being on the end tempts destruction..not that a yard shunter centrecab could handle the train alone but she made a viable addition up front.. perhaps ill have to look into making a guardsvan on the end thats a steering car too..traditionally trains with rear and front steering didnt turn as sharp but at this point anythings an improvement ill update once im home tonight from work.. seems torque settings were adjusted too.. even light engine D4002 and 3703 dont have alot of power with the same numbers as previous generations..branching into the above 500 torque now..starting to worry and steep shifts in rpm might pull the train in half and snap couplings in the field..
  20. Not entirely sure about space planes as such.. but I have this plane I call the "Ugh-Y" series thats persisted across recent releases from 90 onwards.. it flies perfectly.. stable.. dont even need SAS.. its cruise speed is around 1200m/s its still stable as a rock and I got no idea why.. http://kerbalx.com/Overland/Ugh-Y anyone wishing to test can download.. fully stock.. ignite first engines with pressing action group 1.. ignite the second group with 2 when around 1000 feet.. as to why or how it flies.. no idea.. I been thinking for a long time some of the airliner parts have strange properties
  21. Took a new one today.. D4002 was steaming head long for the yard when I failed to notice the bump that I usually go around or approach slowly.. no brake bug in effect.. D4002 and her train became airborne and had an unplanned train wash
  22. we only have 1 stock KSC. other than KSC2 that we cant use.. I mean seriously.. we can build rockets, planes.. trains.. but theres no nice runway or complex anywhere nearby thats stock that you can actually drive too that functions.. with kerbaltown mod being abandoned... can we have the ability to atleast place alternate additional bases elsewhere or have some stock? even if its just 2-4 for each planet
  23. I generally put a crew car behind the locomotive when heading towards an outlying outpost on a fuel or ore run.. Sam halls passenger pod.. but has anyone considered scaling down that mark 3 passenger part to mark 2 size?
  24. Ive encountered this problem quite alot when shunting.. a new locomotive unable to couple upto an already existing tanker wagon or full train.. as its on the ground and all wheels set same height, theres little in the way of drift to compensate for as long as things are lined up.. yet ive still got this problem.. the solution within the game engine is exactly what starhawk says 90% of the time it simply can be an error with KSP thinking somethings connected when it isnt. I use docking ports quite a bit as there a required component to any train operations.. having something work perfectly one moment then not the next with a new locomotive fresh from the yard much like your ship there.. I dont think you should worry about any other aspects of what your doing wrong but rather dive into the persistance file.. KSP can be a strange beast sometimes
  25. Kerbal Cargo & Logistics simulator.. Id be in for that one of these days we got to see just how well recieved it'd be.. the recent truck sims besides ETS2 arnt all too good.. ship sims are meh (no multiplayer) on ESS.. and you cant fly rockets or planes in any of them like KSP.. its still the best multi-genre game around but yep.. I wish they'd stop focusing on space and start adding things on kerbin - - - Updated - - - UPDATE - Got nowhere fast.. but everything got big and dangerous.. I Fully intended to settle down this weekend and get a good 100km+ in.. regretably my new linux install had other ideas.. while its giving better performance under Lubuntu.. it seems to not like my xbox steering wheel.. the very tool thats essential to landliner train driving.. Fortunately it seems squads done something with the docking ports.. in that a 10 car train doesnt turn into a worm someone stepped on.. thrashing wildly until its death.. my logitech joystick seems to work nicely. although lacking the overall attachment a wheel brings. infact things seem a little rigid.. but it works.. As such.. a 9 car train with 12000 units of fuel vs 2500 previously is possible.. and was taken advantage of greatly.. Seen here with an un-numbered D4002 this is where things started to fall apart.. as it seems Kerbal Space Program.. simulates weight, momentum.. overall mass in general better than any train simulator ive ever driven.. which is great if squad were to make a train simulator.. but not so much good for existing land train designs that have in recent times taken a large departure from railway inspired designs.. Trains now being 80 to 100 tons in weight with no false weight from wheels added.. the practice of having only the locomotive braked became a serious problem... trains do take a while to gain speed down hills.. but once they do.. the crew either rides to the bottom of the grade alive.. or things end badly... and badly they did.. Setting off as normal slowly but with power to spare for that quick boost to 30m/s once we depart the runway also became a thing of the past.. trains realisticly now act more like a spring.. bunching up and giving recoil when provoked leaving the locomotive slipping either struggling to stop or having major problems trying to start.. the hill outside of KSC towards the mountains was used to test performance on a grade.. where it seems a 100 ton train running at 31m/s doesnt need any kind of engines at all.. and happilly trotted up the mountain using the momentum from its sheer mass... settling down to 23m/s at the top of the hill with enough power to throw the locomotive and train impressively yet harmlessly into the air before settling down on flat land sadly not all is good in this respect.. as I now have a train that steers no better than a pregnant yak!, even with all 6 wheels of the locomotive leading bogeys trying to turn if it wernt so much trouble.. id even consider using rails.. as they're dearly needed at this point.. it seems for a moment that ive reached the limit of land-train technology.. to where they become more like their railbound cousins This.. ended the first day dedicated to driving I had planned On the second day things got better as everything was firmly and strictly placed back into the railway inspired box.. this gave way to logical solutions to problems with land-trains that now would not be out of place running along side steel wheeled rolling stock on rails.. infact with just a change of wheels from rubber tyred to flanged steel wheels.. theres not much difference First up was Double Heading - The logical addition of another locomotive to increase traction and spread the torque across multiple wheel sets It brought about a certain impressiveness to the whole thing as now land trains had the authority and right of way.. as trains should.. its just sad that the train and her crew are the only living things on the planet besides birds.. trees.. and a certain squid-like sea monster known to like causing havoc and destruction in infinite possibilities for its own pleasure With now 2 locomotives. added traction and braking capability.. things became easier.. and with ease of operation came complacency.. running the double headed train around the yard (KSC) for a test run.. revealed she still steered like a prototypical train on rails.. not having the will to undertake sharp turns that a railbound train would be incapable of.. Also.. due to an error on my part.. I still haddent applied brakes on the entire train.. leading to the events that once a train was started.. stopping was something of an after thought.. and all terrain and buildings infront had to be negotiated on the fly.. This lead to the first all-terrain test of a coasting train.. as the entire train had no choice but to cross the tracks of the Launch Pad.. Explosions I expected never happened.. nothing fell off.. the train glided gracefully into a wide sweeping turn headed into the stabling area where she was parked for the night.. for when things next resume with the Elcano challenge.. theres still many challenges to overcome.. a train is a challenge in itself especially in its current form.. at this point the Elcano challenge is still underway despite the extensive delays.. I always thought it would take a while itself.. but much like travelers and explorers in the real worlds history.. perhaps more consideration should have been given towards the craft itself.. the failures.. downtime.. repairs... death... and our old friend destruction (4408 II) all of which have ment delays.. Delays though are just that.. not an end.. So.. in short.. im still going.. slowly.. full of unexpected delays and problems.. but never surrender theres still the whole of kerbin to drive once things get back upto operational condition EDIT - lets not speak of attempting to use the train-wash
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