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Everything posted by Overland
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I found a nice new rover - Feline rover parts by @Nils277 Unusually and nicely so even stock it comes with couplings and train-like bits a plus for me a little bit of modifications to the wheels, mostly speed and suspension limits - these are issues with KSP itself not the rover parts.. limitations of a space game designed for space and rovers forced to be a train simulator Of course I made it into a land train.. it comes with an IVA.. ticking the final box to become a mainline land train of the KTP its been quite some time since ive seriously driven a land train outside of KSC.. shadows on trees are fixed, gaps in terrain are smaller now. things are on the mend for KSP and trains Ahhh... the addictive isolating sadness.. that feeling of being the only living thing on a planet deviod of life, the land train and her crew.. all thats left of kerbal society.. heading towards KSP2 in the faint hope that someones alive.. somewhere.. its something not quite depressive but.. thought provoking.. More than an online game without any players with an empty map.. Kerbins isolation.. seen from the ground.. seen from the cab of a train.. where the driver has to consider all wagons and train state constantly, nurse it. care for it.. take great care in navigating the terrain.. because the land train herself is all that there is.. a civilisation on the shoulders of the driver.. the train represents hope and sadness all at once I never get tired of that feeling..
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Overland replied to Nils277's topic in KSP1 Mod Releases
Land train use confirmed now, ive been able to use Infernal robotics - that cubey bit I forget the name of and Ibeams to create a steering drawbar.. slightly modified the wheels a bit for less speed although they do need more torque, even with a fully powered train as per real world land trains, shes struggling to climb the hills outside KSC.. i'll settle for slower speed sub 30 for some more torque.. on the stock front, using IR docking washers both static and free turning, the steering drawbar creates a perfectly stable land train able to negotiate all taxiways in KSC effortlessly with a long train, and yet even at 21ms remains true, tracking perfectly I originally tried this with the hitch and found theres a terrible oscillation even at low speed, the problem isnt the centering of the hitch spring but rather the node is the wrong size, I found this out on my early land trains.. using small docking ports would pull away from whatever their attached too and rubberband in all directions.. physicly coming away from the model but never breaking.. it causes instability, one truck gets effected then the next one amplifies that until nothing tracks true outside of a 2 car trailer The solution I think would be to use the big node/attachment points on these hitch components, it'd prevent it pulling away and rubberbanding under load, I think then even the non steering drawbar wagons/trailers would remain more stable I use Ibeam couplings because despite having smaller nodes, theyve always remained solid in the games history, I dont think its a failing of your rover components but rather KSP strangeness in what it does best Ive had to upend fuel tanks to access the roof attachment point.. but all in all its become part of the primary fleet of land trains I use for regular operations Drives well with a steering wheel and throttle, but the weight of the rover parts as well as the length are perfect.. derailments (think flyspray on a catepillar effect) are rare and cornering at above 10ms is easily accomplished with minimal consideration for the rest of the train BTW:.. Thankyou "Kerbin Xplorer" X3015 joins the ranks of KTP following the mighty 40 and 44 class of the past.. im sure 3015 and her sistertrains will live upto the same glory as her diesel electric stablemates -
Another for the logitech extreme line of sticks.. Im a flier from way back..the original microsoft sidewinder 3D was my goto stick..then precission pro 2 Beautiful joysticks... Microsoft partly died when they stopped making them Tried saitek but always seemed to be bad quality or just not feel.right The logitech does well Xbox360 controller works ok As does a xbox360 madcatz MC2 steering wheel and pedals for land trains Some people at work..seem to think its keyboard or nothing A keyboard is for typing Joystick is for flying Wheel is for driving You made a good call moving from keyboard and KSP will be more enjoyable for it
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I found out a while ago making a resource negative density also stops it in mid air.. Makes good for things you want to..plant... In the sky (or water?) Using an engine alternator feature to pump said resource into a tank.. Itll then spin on its axis in the sky but never go up or down..until resource jettisoned Like a spotlight laden artificial sun can be parked in the sky this way (Learnt from failed antigravity train experiments)
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Sorry, I see you had the same idea and we posted 12m apart..you must have posted while I was typing and de-trainifying an explaination of the same idea
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I recall when editing KIS\KAS to make it permissable to carry around spare locomotive wheels in thier inventory at 1.2 ton per wheel.. They had trouble jumping How about modding kerbal backpacks to accept fully loaded ore tanks or indeed edit something like the cubic boxy thing to weigh several solar masses.. And use it as a diving weight? No liability for kerbals falling 1cm and exploding btw
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Sorry if this has been brought up before, Im a big user of the legacy free turning docking washer, its the princible part in low speed land trains having the traditional front wheels of a wagon set as a steering drawbar that turns the wheels to steer and follow the leading car/locomotive Ive been trying to limit its rotation though without success Any idea how we can have a rotating part thats free to turn yet be restricted by how many degrees it does? Itd prevent trains folding in on themselves and track better 4 wheel steering does work and prevent it but rapidly gets complex
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Overland replied to Nils277's topic in KSP1 Mod Releases
Its a Kn-2 (An-2) cockpit by former squad member Sam Hall, he did some of the original stock cockpits..been around since 0.25 or so but doesnt get the popularity it deserves. Has full IVA etc These days it comes with Kn-7 stablemate derived from mark 2 size Its on curse and spacedock as the Kerbonov Pack It will enhance your KSP greatly..good for trains, rovers, aircraft etc The IVA in this feline rover is what I zeroed in for.. Rovers with IVA and good IVA especially are a beautiful thing...its nice to see feline class rovers with a proper IVA as a hardcore groundpounder.. Driving is IVA only unless needing to do shunting operations -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Overland replied to Nils277's topic in KSP1 Mod Releases
Thankyou Thankyou Thankyou, bringer of awesomeness and gifter of great things to a land train driver your own rover is a beautiful thing, your hitches... in dragonball Z terms. are over 9000. Slayer of autostrutt, Reviver of framerates and.. Tallented modder that enables KTP to once again resume diesel electric operations While im having mixed success with your rover being used as a land train due to its slipping (but slowly finding a way to tame it), a long time ago I had to switch to steering drawbar and electric only trains.. because dreaded autostrut became the terrible thing it is, coldly welding docking port coupled flexable trains.. I searched far and wide for a solution.. their inability to be used as self centering flexable couplers pretty much doomed my elcano challenge and the very reason for KSP.. gone were the days of battling hills in overheating diesel electric locomotives with wheels slipping, generators running hot and detriot engines roaring while locomotives inched up hills in a battle of life and death.. Autostrut for me killed everything.. Your hitch.. brings happyness.. a great wonderful happyness Thankyou Running a prototype land train minutes before bed.. I found that your hitches track perfectly, they do all the right things and none of the bad.. increase framerates vs docking ports of old.. add flexability.. predictability and a great resumption of land train operations.. because of your mod, soon there will be 4432 plying and landscape of kerbin once again.. You do wonderful things, thankyou Btw forgot to mention.. These hitches are still in locked mode .as per oldworld KSP they flex due to train load alone..its the lack of autostrut that makes it possible -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Overland replied to Nils277's topic in KSP1 Mod Releases
I gave it a go lastnight for land train use..shes a fine machine The wheels are beautifully stable and non bouncy The couplings are great brings back memories of docking port coupled trains in times gone by Unrelated to your wheels though.. We still lack a laterial slip setting in cfg files from old wheels that i used to keep wagons running true..a train of more than 3 wagons tends to snake alot due to the nature of the hitch Any chance of an adaptor for the wheels so i can put an IR style free turning docking washer on the underside to let the wheels use a steering drawbar? Your spring hitch code would be amazing for this as using a steering drawbar itd benefits land trains to limit rotation So the train doesnt eat itself Definately has land train use -
What about the other way? Not so much planes exclusively but ive been known to put an array of forward firing seperons on craft to function as an emergency air brake both in aviation and railway terms.. Its rather useful thing Although we do have drag chutes now for this..it seems less...kerbal Nothing beats hitting abort key and having brilliant blinding flames shoot out over the locomotives nose as a last resort Same for aircraft that landed too hot As long as you dont be all C130 and fire them in the air..at which point the air deems you unworthy and vacates airfoils, control surfaces and its friend the ground welcomes you with open arms
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Do something nobody has done before
Overland replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
Pretty sure I was the first to try circumnavigate kerbin in a diesel electric (proper) locomotive carrying her own supply of fuel? it never ended well. still hasn't ended.. just on hold waiting for a new PC to resurrect the thread and some new 3d models..but their story is well documented.. if a tad buried at times in the fan works forum One of the original decendents of class leader 4408 remains in my signature, 4427 if I recall. 4429 is in my profile picture.. and yes.. they started at 4401 The original concept grew from an engine converted into a pure alternator with 3 stage power setting.. half/full throttle and lighting 2 engines ment full speed.. joystick throttle pegged at full for the wheels. they simply turned when given enough power.. this changed into a full throttleable yet realisticly delayed power curve that became legendary in its power to both deliver torque while sounding beautiful... and deadly in its habbit of overheating on steep hills and exploding horribly killing everything below is something not documented anywhere else - theres more advanced stuff but not these early prototypes and how they grew Behold!.. one of the very first pure diesel electric trains I made on my old youtube account - complete with detriot diesel sounds applied to an alternator that used to be a sam hall jet pod.. in 0.25 before small jets were a thing (early 2015) a month or two later - things were refined a little.. ant engines were given air brake sounds on start/shutdown inline with brake application commands - and radial ant engines became airhorns.. the mainline 44 class was born A few months of puttering around kerbin with these trains. they started to grow a soul... their sistertrains scattered around kerbin in bits.. it was time to put one to the ultimate test - 4408 was born - re-engine and modified slightly.. she was a capable beast that actually never exploded.. she became the victim of a lost of save file.. and she lives on in memory in my own personal landliner train lore.. It was during this time in the old days where kerbin was rather flat - that it was proven.. that once someone.. feels.. kerbin.. its isolation.. its.. loneliness.. it can actually translate into realworld feelings of genuine unease and sadness at being the only thing alive on this planet - where the train is truly her own.. because there is nothing else.. all the systems, physics and parts working in harmony.. when outside that there is .. nothingness In November 2015 the 44 class was well and truly a mainline locomotive and staple of train operations in KSP - refined. powerful.. deadly and beautiful.. 4427 remains in my signature - The other mainline locomotive was a relation to D4001 that saved 4408 in the elcano challenge - a 40 class long hood, their unconventional design enabled a kind of ironsights rifle heading indicator - 4016 enjoyed a long life before being disabled on a long journey documented elsewhere, she like D4001 her class leader and 4408 were never lost in service but rather victim of a save file lost on a flash drive - Seen here on one of her final returns to KSC depot before being lost a month later - My controller of choice is an Xbox steering wheel and joystick throttle - only usd for KSP and eurotruck simulator 2017 - Things changed - - KSP Changed - leaving me missing the old days of KSP - I still drive trains but damn I miss the oldskool stuff.. I drive RTG powered Puma Rover trains now as fuel and passenger trains.. their quiet. 12m/s top speed.. capable and... modern the old days were best First? -
might be a bit of help.. the physics calculations themselves vs parts use of it also has a big deciding factor in performance as a land train driver since 0.25 ive seen specific parts eat more and more cpu power resulting in slowdown of the simulation.. unrelated to framerate in the graphics sense wheels - my trains originally ran with traditional 4 wheel bogeys on each wagon, 8 wheels per unit. this not only gave a railway look it aided in accurate tracking of the rollingstock by the locomotive (unpowered train - powered locomotive) 8 car trains were common now I know KSPs system requirements increased in time but so did my cpu power going from an intel core2duo 3ghz on an old workstation to a 3.0 AMD dual core 3.1 the increase between cpus was suprisingly large back in the day my train designs reached thier peak before .90 with the diesel electric transmissions and the 44 class..with little changes to design over versions the trains got smaller but i quickly discovered wheels themselves to be the biggest eater of cpu power thus wagons grew 4 wheels rather than 8, this let me maintain a 4 to 5 car train same train add a few wheels and it all ended badly for performance both before and including the dark days of bouncy seasick wheels of death around 1.05 though. something changed... planes ran fine. rovers were ok trains connected with KAS magnets were good the humble docking port became the biggest killer of performance in that the exact same train with and without docking port couplings would be night and day it persists in modern times too i simply dont use docking ports anymore it might be easy to conclude that a train connected by magnets is seperate vehicles thus multithread saves the day but....sadly no modern trains permanently coupled with ibeams and steering drawbars via IR free docking washers - ones with full train brake control and traction power ala...one craft stilll run better than docking port use now once again since the wheel fix its the number of wheels vs any other addition that dictates how well KSP runs so in short id say some parts are more important than simply saying x cpu runs x part ship better or worse
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ooo I just found this! hmmm, 4427 would like some artistic love, as would her sistertrain 4016 lost long ago.. deserving to be honoured 4016 was on a local run here, usually had 6 wagons
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Finally back up and running - although with a slight. quirk I repainted a puma in desert camo livery as shes to be a passenger/fuel train between 3 stations/colonies on kerbin she turned out a rather offensive shade of - brown? Anyway with that ignored.. driving in desert landscapes to the awesomeness of MechWarrior 2 soundtrack Pyre Light (someone will get the reference) was pure epicness in itself Then I found a crack in the terrain and pop went my immersion bubble...
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Problem with the IVA Camera
Overland replied to Vesaugh's topic in KSP1 Technical Support (PC, unmodded installs)
Noticed this bug myself on a stock install - I drive IVA primarily . can confirm a bit disappointingly it is the eye level of female/male kerbal differences kind of rules out female kerbals driving my trains.. confuses me a bit why this was done? unless their planning first person kerbal in next update? Mark 1 inline hasn't got any difference between the 2 genders - mark 2 inline has - the male looks as though their eyeballs are glued to the cealing where the female gives a more traditional IVA view http://imgur.com/a/soKyl -
depends what train im driving and what shes actually carrying too.. if its a trijet bullet train then 2 hours is a good limit..beyond then i slip into a -why not- mindset..push the locomotive way past 30ms and end up exploding diesel electrics of old were best described as the steam engine of KSP.. always something to do...watch generator heat levels..check for blown tires..check that the rear wagons not starting to snake.. switching reverser to reverse to use engine brake for speed limiting (and avoiding overheating still) keeping speed below 30 and watching terrain as well as planning routes from the sky to avoid extremes.. driving times upto 6 hours were a thing as was driving 150km after work now though with current generation trains focused on KSC trams and the land version of light rail...limited to 12ms pure electric. gameplays gone to a more timetable like timeframe.. 1 hour or more and usually quicksaves at destinations to resume later . alots changed.. although its alot to do with how unpredictable wheels (still) are and the cracks in the terrain... immersions the key though.. keep that and ill keep driving. lose a train to a crack in the terrain..itll dishearten me.. then ill spend hours driving single car land trains...in ETS2
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Went back to the old trustworthy 12m/s Puma derived KSC1 Class RTG trains.. no real changes from last year.. quite articulated.. too much so.. great for exploring KSC taxiways.. not so much for anything over 10m/s is angry snek
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Overland replied to Shadowmage's topic in KSP1 Mod Releases
Sorry it took so long to get back to you mate, I'm using a non-stock train at the moment so making one that is stock under the same forces seems a little hard - one things constant though more or less.. steering stress.. because wagons are steered by their drawbar on the bogey and the rear set of tracks is fixed, it seems to break under cornering a lot in the wagons further along the train. hence any track suddenly changing direction seems to = stress and broken ive taken to turning off damage.. but its leaving a half-experience wise immersion. being invincible in honeybadger mode I'll get more data when I can.. btw whats the half track button about? -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Overland replied to Shadowmage's topic in KSP1 Mod Releases
ill make one stock-ish with the only requirements being Infernal Robotics as a test platform when i get home tonight .needs the free docking washer as the steering drawbar. thanks -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Overland replied to Shadowmage's topic in KSP1 Mod Releases
given these a go..they work lovely but with a few issues regarding stress on a 7 car fuel train.. the rear wagon always breaks its tracks on load no matter what the setting used? im also having issues with stress breakage while turning the train.. never used to happen on the old rigs..i appreciate though we're dealing with an entirely different wheel system anything i can do short of editing the cfg files? -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Overland replied to Shadowmage's topic in KSP1 Mod Releases
FINALLY!! OMG OMG AWESOME time for land trains on tracks...just intime for my second attempt at dakar with a diesel electric crawler train thankyou -
The New Kraken REALLY hates trains...
Overland replied to Spacetraindriver's topic in KSP1 Gameplay Questions and Tutorials
KSP physics and collosion boxes are odd on one craft that's interconnected, in that you can actually get a 4 car train to fold. into itself to be the size of 1 car or a long train tie loops in itself.. that said though it'd be a bit hard to do in the field yeah possibly Ive been thinking though, do you want to send me the craft file? ive been wondering about it all day. or put it on dropbox somewhere, send me a Instant Message via the forum. I promise I wont upload your train anywhere, we build vastly different machines my friend so I'm just interested to see your train be de-krakened -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Overland replied to Halban's topic in KSP Fan Works
I'm Makiing a post in this thread as a placeholder. real experience with KSP land trains have written its own story - all I need is a better PC to bring it all to life sometime in the near future.. land trains will feature in a movie.. its the icing on a very challenging long and deadly cake