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Everything posted by Bakkerbaard
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I've been screwing around with the Critter Crawler last night and I love that little thing. Let's me create tiny little craft that also crash and burn, just like the big ones! Before I go on, since I know I can come off completely wrong: @linuxgurugamer I actually do love it. It's cute and freaky. Like my girlfriend, except I can turn this one off. Now for the actual question: Has anyone ever done actual walker legs? Neither the term "walker", "legs", nor a combination yields any results I'm looking for. I did peruse a bunch of topics about walkers and while cool and impressive, I'm looking for a plain mod that adds moving legs. I don't think I'm very capable of building a functioning mech when I can't even get a crane arm to work. I'm just basically looking to create a little metal dog or something to find me a fancy landing spot. Also, here's a picture of The Tick.
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I honestly couldn't say which is cuter...
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I play this because it chills me the funk out. I'm a gamer for sure, I suppose if it wasn't for that I can still muster up the bare minumum of energy to function in the real world, I could be considered an actual videogame addict. So I've played alot of games and most of them involved hastily running around, killing a thing, running somewhere else and starting over because time's up. Or life's up. Or ammo's up. Though entertaining, I find it tremendously relaxing to watch a docking sequence, or just to see something I built float through space. Best thing is that ever since I moved from PS4 to PC I can just have MechJeb do the work for me while I enjoy the ride.
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Also, a landing strip made out of puppies! ;o)
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Sorry to get your hopes up, I did not actually create one. But I was watching MechJeb doing a bunch of dockings for me and I started one a little further off by accident. Watching it I was reminded of 2001: A Space Oddysey, the opening of the film, if I recall correctly, and I also thought this would make a very nice screensaver. You know, like the fishbowls or fireplaces that were popular for a while, but with more Kerbals. As I'm writing this I'm realising that this would probably involve booting up the game just to save your screen, but wouldn't it be cool? Screensaver pops on, Jeb's floating by calmly, a transfer pod docks at a massive space station, things launch. I'm thinking that would be some great ASMR-stuff. Anyway, I haven't even got the skills to properly think about it, so feel free to steal the idea.
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It has become painfully clear to me that my imagination is severely lacking.
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I docked myself good this time...
Bakkerbaard replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
That is a good sales pitch. I'll check it out after all. That is true, ofcourse. But it's what I'm in the middle of. :o) I do stick regular docking ports on visitors docks too. But from where I'm sitting it seems that Construction Docks act like regular docks plus a weld feature. -
I know I'm not very interesting, but a few posts up I stated I had DMagic's Flex-ports and I'm loving it. ;o) Incidentally, that's also almost exactly what I want, it's just not what I saw in the mysterious Youtube clip. Woah, gave that DMagic post an extra look through and that EVA Resource Transfer thing might be worth looking into as well. Thanks!
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I docked myself good this time...
Bakkerbaard replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
I'm a lazy man. I just tell Mechjeb to go and fix it for me, turn on Force Roll at 0º and watch the oddly hypnotic show. Indeed the roll-snap-dock built into the ports can really screw things up for you. -
I must admit that I haven't encountered this problem yet, so I don't know much. I usually stick on the ruggedized case, as the big MechJeb cone doesn't show in my regular parts list and it's kinda heavy. ...And that eye freaks me out. ;o) Anyway, could it be as simple as locking the gimbals?
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I docked myself good this time...
Bakkerbaard replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
Yeah, but the shielded (which I think are pretty cool, with the opening mouth) and inlines are distinctly different, that the Clamps and ConstructionClamps are more alike was my problem. I don't use the regulars anymore unless it's for a visitors dock. Those don't need to weld anyway. Ofcourse, playing into the early hours doesn't help with the concentration either. ;o) The regulars have no advantage over the Constructions whatsoever, right? -
I docked myself good this time...
Bakkerbaard replied to Bakkerbaard's topic in KSP1 Gameplay Questions and Tutorials
I screwed something up installing Hyperedit, the blame of which lies solely with me, and now there's nothing in the skies anymore. I just put my half finished station back in orbit (the game did remember my designs) and will resume work as if nothing happened. Luckily I had just started a new game anyway, so all that's gone are three satelites and the old crappy station that had to go anyway. I fixed it with Hyperedit for now, but I would like to know how I go about that should something like this occur again. -
Yeah, so, I screwed up. I'm building a new space station and everything was going well until I just now figured I could weld the parts that were on there already. They weren't coming off again anyway. Turns out, they should come off because I used regular Clamp-o-trons. So my question is this: How am I gonna replace all the Clamp-o-trons for Construction Clamp-o-trons? I mean, I enjoy building space stations, but I have my limits here, so I'm willing to cheat on this one. In fact, I'd prefer to cheat because every other option I can think of is just an excessive amount of manual labour that would likely end up in a wonky space station anyway. Edit: I'm leaving the question open for now, but I found Hyperedit and I'm seeing if that does what I want.
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I did have that at one point, but I don't now. Don't remember why, prolly because it's a WIP and because it indeed isn't simple. I should fiddle with it longer, but getting a functioning arm set up (which I needed it for) felt like a unachievable goal at the time. As far as compact goes: Ha! Go big or go home. That's my motto right up until launch, at which point I see I went too big and have to go home...
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Ah. I'm not thinking that big yet. The biggest achievement I had in this was the docking next to the runway.
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Yeah, the wheels are blowing out because you're docked. Undocking before repairs should solve that specific step.
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"Wobble" free space stations?
Bakkerbaard replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I don't think I am Bewing, but I'm gonna respond to this anyway. In theory that should work, but you'll need both parts close enough that the Kerbal with the screwdriver can reach them. I haven't attempted this with giant station parts yet, but I have been cursing under my breath trying to put fancy caps on ends of my station, which were also too heavy for Bill to carry. The only way I managed it was to float one next to the container it came in, quickly float the magnet over the cap, plug in the magnet, lock on the magnet, turn on the winch the magnet is now attached to which is sitting next to the end I want to put the cap on and wait. Then when the winch had pulled the cap close enough I had Bill stick it on the end of which ever tube needed capping. Pro-tip: Don't drag your load through your solar array... -
I did my testing next to the runway on Kerbin, as I have not been able to get anything intact on active duty, so I don't know how much this information is worth in practice. The big rover was always the one sitting and waiting. The little rover was the one doing the docking. Since that is lower to the ground I stuck the engineer in there. Upon docking the little rover will blow out it's TR-2L wheels. Then I undock the little rover, send the engineer on "EVA", fix the wheels and go about my business. Without the engineer, by the way; the ladder doesn't reach far enough... Anyway, that's good enough for me, but it's not exactly a fix for the more explosive situation you have.
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For the record, my docking process did not involve explosions. The principle's the same, but with me the little rover's eight TR-2L wheels would look just like in those pictures. The big rover was unscathed, however. And like I posted earlier, the problem is quickly solved with an engineer aboard.
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I don't even think it's a bug, game-logic-programming-wise. Two vehicles become one and a bunch of wheels on it can't handle the pressure. Makes some kind of sense. So yeah, wheels off the ground. Like with lander legs, or those extendible stabilizers. It's gonna throw a wrench in my buglike-rover line of vehicles, but if I decide to go with esthetics instead of sensibility I'll keep an engineer handy. Now that the slidey-wheel bug is gone (I updated!) I can just fix 'em and drive off to flip over the whole thing. ;o)
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Okay, so this won't make your game easier, necessarily, but it it will make it tenfold better: Make sure that at the moment you hit space to lift off, your playlist starts Europe's The Final Countdown. This just happened to me and it was like riding a tiger made of fire and glory... I'm sure that's a good thing.
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I think I understand, but I'm sure I won't when I check it out tonight. ;o) I would like to take a moment to refocus on the bigger issue that remains: The stress that gets put on the little wheels when I dock a little rover with a massive one. Is there a way to avoid that? The way it looks to me right now is that I could only dock two similar rovers without one buckling under the weight of the other. Or, to broaden the question, is there a way of transferring fuel or material I don't know of? I tried to connect two rovers with a yellow fuel line, hoping I could connect it like the portable struts, but obviously no dice. I thought I was right smart there.
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What is autostrut anyway? I think I may have seen some mention of it somewhere in the game, but I always figured I had it off since I was pulling my own struts anyway. Does it even have anything to do with the support struts you use on rockets?
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Autostrut? I've heard about this on the forum, but I never really noticed it in game. Let alone in the wheel settings I've been seeing alot of lately. Is that a Settings Menu thing I could turn off? Do I want to turn it off? Yes and yes. The shifty behaviour only occurs after the wheel blow out. Well, that's the problem right there then. I'm on 1.4.2. With the amount of time KSP swallows I always choose to just play instead of spending precious, precious time figuring out if i need to back up saves and mods and actually upgrading. ;o) I'll get on it ASAP.