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TiktaalikDreaming

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Everything posted by TiktaalikDreaming

  1. The three seats across the middle row are a bit of a squeeze, but 3 adult humans across the back seat of many sedans is as well. Kerbals are worse due to their shape, but they do fit into spaces you might think they don't. Their heads are bit, but their bodies and limbs are small.
  2. Wow, that explains a lot. Also, the horrid chain of "someone else's code" explained. Damn yooo nvidea!
  3. Kerbal heads are pretty darn big. But I couldn't just pick some random scale, and the 7 kerbals do kinda still fit.
  4. This mod started when I was trying to find a way to make a smaller rover for landing on Duna. It strikes me that building rovers requires a crew capable part, which are all pretty big. So I thought to myself, I need a small off-road vehicle to land, AND to see the scale of the stock parts to reality check my impression. Then, looking around for a familiar, real-world vehicle, to use as a rover, I stumbled into realizing I could not pass up the opportunity to make a Rover rover. So, like most real world parts from mods, this is half scale. Because kerbals are (roughly) half human scale, most of the rocket parts are about half the scale they should be, and, well it needs to kinda fit in, and with the IVA overlay, it'd be nice if Kerbanauts didn't look like they'd stolen their mom's car. And well, it's smallish. Download from SpaceDock, http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles Dev thread at Features; Hybrid generator/fuel cell powering a small battery system powering electric wheels. Two wheel types available, dual purpose road/off-road and dedicated off-road tires. Roof rack. It's useful, honest. Miniaturized spotlights. Handy for seeing where you're going. Versioning: X.Y.Z X: Changes to number of and which fully working vehicles are included. EG: I'll increment when I add a new rover. Y: Any changes that significantly affect any deployed vehicles. Caution to be applied moving from subversion to subversion if (and only if) vehicles using the parts are "In Flight". Z: Tweaks, bug fixes etc. Plans for next vehicles; I really want to do the Haglund Bandvagn 206, but there will be a slight delay as there's no module for tracked vehicles. Plus I'll need to look at KAS/InfernalR for articulation and decide what (if anything) will work. So, although it's my favourite for next-to-work-on, it won't be the next released. (The Bandvagn is a low centre of gravity dual box on tracks that floats, is sealed, and is generally used by every country that has to deal with really cold horrible conditions.) APC: I want to add in a modern style APC like the Russian BTR range or any of the others that look very similar. I'm thinking an 8x8 amphibious sealed vehicle. I'll probably do an original and light-weight variant. The mil spec APC would be a lot more solid, but a lot heavier than anything built for space. So I'll do that second version without the armour, and provide some waffle about lightweight construction etc. This will mean two wheel variants as well. APC wheels are often solid. AWD car. I really want to make a GTR or WRX type AWD coupe type thing just for contrast. But experience with ground edges and smaller wheels is suggesting this might not be a good idea. Also, KSP hates close wheel arches due to wheel colliders liking lots of elbow room. So this may not be possible. Which would lead me to a 1930's style open-wheeler racing car with KSPification. A dedicated, probably invented from scratch, extra-planetary rover. And, taking suggestions.
  5. I'm at about the "hello world" stage with C#, and have some mods of my own to fix up for 1.1.X, but I've stumbled on a NEED for tracks. OK, a want for tracks. There's really stuff all I can do to help, except to say it's appreciated.
  6. The flag was going to be roof + front-side-doors, but for some reason only the roof is showing up. I might actually need multiple flag modules and meshes, which would be tedious. Normal meshes are at best a fudge. They work nicely with top down lighting. But, get the lighting somewhere else (aka all the time) then bits of it look reversed etc. Bump/height maps are more dependable, but costly on rendering, and KSP only uses normals. The other option is shift some detail into the mesh itself. Still tempted for the indicator/brake lights. At some point I should get around to changing the stack nodes to something other than where they are on a Mk1 pod.
  7. Wow, just got the email notification for this. KSP forums are running behind a fair bit.
  8. If you want to mess with the colours, here's the layered GiMP image; https://www.dropbox.com/s/jtwfmdwm3jg5dro/Rover.xcf?dl=0 It'll make changing the Orange super easy, the roof colour slightly less so. The old pink layer is hidden just under the orange, and the bottom two layers are normal and height maps. The parts for this are half scale, as Kerbals are about 1m tall and most rocket parts are half scale real world. So you'll need to take that into account. I've discovered most modders are using a 1 Electric Charge = 1 kJ as well, so I'm beefing up all the electrical values (fuel consumption stays the same). This makes most of the electrical parts within an order of magnitude of sane, except those ion drives, which then become insanely effective. But ion drives require long burns without time warp, so that balances out game-play-wise. I think this means the Rover can now run the stock M1 wheels without outside power sources. Monster truck here we come. Interior is roughly done, and I'll be uploading shortly. I have to go and put the pale glass/mirror look into the mirrors again, as I killed that off during re-UVing. And the Interior is still quite vague, and there's just no suitable dashboard props. Also, I burnt most of a day (well, that bit of the day I wasn't sleeping, going to lunch, shopping, etc) on trying to animate emissives in Unity 5 using KSP emissive shaders and the Tools>>Create Color Animation, and it's just not working for me. So for now, headlights work, but the lights don't light up. Which is a bit immersion breaking, but they're still functional. I'm also not too sure what range I should give the headlights. Which is something I should google instead of just guessing. Which leads me to saying I will be making some accessories. Roof rack, yes. Add-on spotlights, yes. I really do not know if I can make a trailer though. And I'll leave winches to KAS etc. Even though they'll be huge.
  9. Alpine Windows. Well, just as well I made up a name. :-) Yep, the defender was killed off by a combo of regulations. Until they design something new and attach the old badge anyway. I did think of making the defender as a set of parts, but I ditched the idea because there'd be so many parts. To make it work you'd need different parts at different layers. It's definitely doable, but I chucked in in the unnecessarily-too-hard-bucket. I think I've about finished the Defender external (damned if I know how to get my browser to refresh the imgur album, but it's got some newly added images), just have some IVA stuff still to do. I'll upload the current, but there's more to do on IVA micro album
  10. Nope. :-P Too much of the same thing. Same as for the Toyota Land Cruiser, the Mitsi Pajero, etc etc etc. Not doing 50 different off-road wagons that all look and behave roughly the same. If I can figure out tracks, I'll be looking at the Hagglund Bandvagn. I'll probably do a utility/pickup, which will probably be the Hilux, but I might get lazy and just do the Defender 130 crew cab. And probably something like the Thales Bushmaster, but I'm not sold on that vs one of the BTRs or one of the thousand other APC type beasts out there. And at some point I'm going to try to add in a GTR or WRX for the silliness factor.
  11. There's a bunch you missed as well. Suffice it to say, I'm still tweaking. The front headlight area is plain wrong, it doesn't extend to the bumper, which is also (slightly) the wrong shape. The very front of the bumber is annoying me. The rear bumber is very roughly approximate. And I haven't added the spare wheel attachment arm. Colours I'm (now) aiming for are the Celebration series Avdenture special, which has a black roof and wheel guards as shown. I'm not sure I'll blazon "110" across the side, but I might, you never know. The roof "blacked in" area is currently the mesh area that is definitely roof. The edge will come down to where it should be, which is between the window heights of the windscreen and the side windows. It's also missing the corner sunroof bits. No idea what else to call those. A lot of the finer detail isn't done, and some of it probably won't be done. In some form I will be adding door hinges and handles, some light fittings, the edge to the roof, Thanks for pointing out the lower edge of the windscreen is too low. It doesn't show in the tech drawing I have which makes it tricky, but now I re-look at it, it needs raising up again. It started at the edge of the bonnet, which was horribly wrong. Some progress visible here. You can see where the roof edge line is, below the edge of the current black; (also, the windscreen adjustment, except I forgot to adjust the glass mesh, so there's a weird overlapping issue, and as I've been changing meshes, the UV map isn't right anymore and the colouring is a bit misplaced, although less than I thought it would be.)
  12. Just made a quick update. When I started this, I had it in a GameData folder just called Cars. But that seemed a bit daft if I was releasing it. So before zipping and uploading I moved the folder and broke the internal spaces (aka IVAs). This should fix that. I'm not happy with the dashboard position and steering wheel, so they will change. I've tweaked the outside shape for the double curved block look that the defender has but that doesn't show in the technical diagrams I had very well. Which broke the windows and internal spaces again. And my UV mesh. Anyway, there's some tweaks to the suspension, mirrors (they don't work), bumper approximations, and still a fair bit of work to go. But getting there.
  13. The pink is temporary. I'm going to change to some vaguely spacey colour scheme. The pink stems from the SAS converted LandRovers, which this is clearly not one of. At the moment I'm blocking out the main colours before adding details etc.
  14. I'll probably add the Hilux pickup, but not the Land Cruiser. LC is too close to the landrover, and there's not a lot of point in just making one of everyone's favourite 4x4. I'll definitely be looking at a AWD vehicle with a lower centre of mass as well, for doing that going round corners trick without flipping as easily. Still not sure if I should go to the Impreza RX or GTR ends of the spectrum, but leaning towards the GTR, for extra silliness. And, I should have mentioned in the OP, the rover body with M1 rover wheels is an awesomely fun monster truck. Although it may need batteries/RTG/cheats since I nerfed the power. All the other stock wheels just look stupid.
  15. This mod is a very very simple mod. 2 parts. A half scale Land Rover Defender in "adventure special edition" orange and black, and two different wheels. I'm intending to add more off-road vehicles over time, now that I've worked out which way around wheels go. The (2) parts are fully functional, but some of the texturing etc is missing for the IVA. On power and drive trains. I had a look around for conversion from Kerbal electric charge to something in the real world. A prior forum topic covered a few ways of estimating, and I'm basing this on the 1Kerbal Charge = 1MJ, because that is based on the power requirement for ion thrusters, while other electricity uses aren't propulsion related (apart from other wheels). So, I've divided the Defender's 90KW by 4 (for each wheel), and then by 8 (half scale cubed) and converted KW to MJ per second (the easy part). It's not a big number. Drive train is Kerballed. It's basically a hybrid running a 90KW generator with a battery, although you won't get far on the stored electricity. I've made the power generator dual mode. The "Generator" is air-breathing (air-intake is in the bonnet, front grills are for radiators) and the "Fuel Cell" uses stored oxidizer. I will do a module manager addition later for RealFuels to convert that to diesel and random oxidizer. Downloadable from http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles Release forum thread at
  16. :-D Too familiar with where you are right now. My PC case is currently open with temporary HDDs connected to copy stuff off the deceased drive that's steadily physically dying (with scary clicky noises) without once having a SMART alarm. My PC is like the proverbial grand-father's axe. I've never completely replaced everything at once since it was an AMD K2. The old clunker is still going though.
  17. Back when Simon Travaglia was "publishing" the first time round I was still in Engineering, but most of my friends were IT of some flavour. I was an advanced (l)User. :-) Someone else's code is the prime instigator of nerdrage. It's impossible to not nerdrage. With the possible exception of code specifically designed to be understandable by others, aka textbook code.
  18. OK, I have noticed in 1.1 there's one teeny detail missing. Radio. Seeing as the fins I chose for this are the ones with antennae poking out the back, I'm adding some ModuleDataTransmitter to those parts, testing, then I'll be uploading a version that won't need radio dishes attached to it. OK, maybe I had kerbalism installed without remembering and you don't actually need antennae to use an unmanned pod. I'll be adding the antennae anyway, but not so much in a rush now.
  19. OK, got the legs working for 1.1, so I've updated the release edition.
  20. Updated for 1.1 and to add IVAs to the ascent module and Lab. "Thingy" also renamed. :-)
  21. Well, after getting some basically functional legs, mine have both stopped working. Something tells me I should wait till 1.1 release.
  22. All parts with non-concave colliders (eg: decouplers, cargo bays, LEM fairings, etc) will need updating. All legs/wheels/etc will need updating. 1.0.5 and prior legs will not function in 1.1, even if they do load. All custom modules need updating. And all parts using those modules may or may not need updating, depending on how much those modules end up changing. And as @NathanKell mentioned, he's kinda busy right now. And, quite frankly, until he's not as busy, any fixes will probably need redoing after he's not so busy. Updating mods for a pre-release is a heap of fun with moving targets.
  23. When trying to get my first leg working I wasted a couple of weeks because I didn't change the mesh name in the config. It kinda almost sorta worked real funny. Drove me mad and had me looking at all the wrong things. I feel the pain. :-) And while being such a noob, you're still rapidly becoming the world expert in KSP wheel colliders outside Squad. ;-)
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