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Everything posted by TheCardinal
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BobCat Ind. - Colonization, exploring and research vehicle
TheCardinal replied to BobCat's topic in KSP1 Mod Development
Nice work, BobCat! -
[WIP] Pluto Analog - Further out than Jool
TheCardinal replied to Hofugir's topic in KSP1 Mod Development
Since it has been done in previous versions, why not in KSP 0.17? I like to believe that any knowledgable creator can create his or her own planet. It can't be simple since KSP still isn't swarming with all kinds of " own design" planets. But Hofugir, please make it landable. I don't believe there is much interest in 'just a pretty picture in the sky'. -
Thank you very much, i'll try that this evening. A beautiful cab! Judging by the shape of the grill, it is meant to be connected to fueltanks. This will severely limit the uses of the cab. Perhaps it is wiser to split the cab in two; the cab itself and a lower part with the grill. The upper part then can also be placed on top of a flat surface.
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How are the launchpad and/or crawler coming along? Any progress so far? (p.s. take a look at the modular wheel mod, should be helpfull)
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BobCat Ind. - Colonization, exploring and research vehicle
TheCardinal replied to BobCat's topic in KSP1 Mod Development
I wouldn't want to meet that in a dark alley! ;-) -
TouhouTorpedo, forget about the non-powered steering wheels for countersteering. It won't work. I've placed two powered steering wheels at the back of the non-steering powered wheels and disabled the motor. It didn't matter which way i positioned the head light, the steering still went exactly the same way as the powered steering wheels in front. For counter steering it is neccessary to invert the controls, in other words, "I" will set the direction of movement backward, "K" forward, "J" to the right and "L" to the left. In the CFG it says reverse isn't implemented yet but can i try it somehow anyway (f.e. by creating duplicates with different keybindings?) [ATTACH=CONFIG]34023[/ATTACH] (a submersible sea explorer)
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BobCat Ind. - Colonization, exploring and research vehicle
TheCardinal replied to BobCat's topic in KSP1 Mod Development
One of the most beautiful parts of the DEMV (1 or 2) is the cab. It is so incredibly beautiful that i've made the standard cab/cockit of any vehicle. In combinatie with other mods you can build what ever vehicle you want. [ATTACH=CONFIG]34004[/ATTACH] This is an example of an undersea exploration vehicle. -
I'm certainly NOT abandoning this community base but i have to take a break or else everything i have to do will be done insufficiently. I prefer to do things good. Besides, if KSP becomes stressfull it's time to shutdown for a while.
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BobCat Ind. - Colonization, exploring and research vehicle
TheCardinal replied to BobCat's topic in KSP1 Mod Development
Once again about the payloads of the DEMV mk2. One easy way to create different payloads is to use the current fueltank and giving it just a different texture. F.i. a personel module; a technical module; a ZO2 module; a generator module. Besides that you could create just a flat module for building things onto, like a rig (or even a missile launcher). -
um3kCorp Multifunction Utility Panels v1.1 - New image gallery!
TheCardinal replied to um3k's topic in KSP1 Mod Releases
My face suddenly looks like a tomato. -
I noticed that too. Use some struts to tie the cargo down, that helps most of the time.
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um3kCorp Multifunction Utility Panels v1.1 - New image gallery!
TheCardinal replied to um3k's topic in KSP1 Mod Releases
In combination with the Modular cart wheels almost any vehicle can be built with these parts. This is a very useful mod. Some smaller parts would be appreciated (0.2 x 1 m and/or 0.5 x 1 m) -
I guess you must have made a typing error or something like that. No image available (error 403 when trying to access it directly)
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It is very useful for very large trucks which have countersteering in the last axles. The current motor-steering wheels could be used if the direction of travel of the wheels can be reversed somehow when countersteering. Thank you for a very neat addition to KSP! Some may consider the adding of new planets is the best addition ever, but for me this mod is it! By the way, what an incredible speed those "wheels" can achieve! I just reached a top speed of 157 m/s or about 550 km/h.
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Minmus Prime (located at 25 01 43 N 172 33 47 E) has been expanded with two vehicles type DEMV mk 2 and two sheds. As we have had more time (and i had nothing better to do, hurray!) i decided to add some fueltankers to Minmus Prime. [ATTACH=CONFIG]33900[/ATTACH][ATTACH=CONFIG]33901[/ATTACH] [ATTACH]33899[/ATTACH] Added DEMV mk2 mod : http://www.kerbal.net/mod.php?id=39 Added Rotating Antennhttp://www.kerbal.net/mod.php?id=27 I will cease flying now for a while. First of all, all major components have been added to the base, secondly, my work and study will be very demanding the coming week and third, i need to practice flying to the other planets now. Cheers, until later.
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Who told you that you were safe HERE??!!
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Something which happens with each of us more and more. Except for my entry, it is as nothing has happened. Therefor it seems pointless to move on to the next turn. An extension of the launchwindow seems more appropriate to me in this case. We all know that a mission to the other planets is more demanding and time consuming than a mission to Mun or Minmus. (I've had it easy.) Since no previous experience exists with flights to the other planets, it might be wise to extend the alotted time from 48 to 72 hours. At least for some or even all of the next turns. In a few turns, we can determine if 72 hours is helpfull or that it can be reduced or should be enlarged once again.
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BobCat Ind. - Colonization, exploring and research vehicle
TheCardinal replied to BobCat's topic in KSP1 Mod Development
You don't know what you can place on the back? Well, here are some suggestions how to use the DEMV2 - a drilling rig (has been mentioned before) - a fuel truck (with the fuel transfer mod) - a dumper truck - a transporter of small craft - a carrier of (habitation) modules - a mobile nuclear power generator (Need some more?) -
It has nothing to do with the DEMV. That strange behaviour occurs already since 0.15 or 0.16.
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If it is the damned Robotics mod, then that is something a lot of people have experienced before (and it can't be solved)
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Well, quadro7f, Mansur Industries is a good name, far better than the first. I'm very glad you've put the RT01 on your list. When i saw it for the first time in the movie Prometheus, i instantly fell in love with it. It lookes sleek, fast and futuristic while a sense of realism remains. Hopefully, you'll create that vehicle soon.
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What i don't quite understand about the DEMV mk2 is the enormous speed at which it can move. 81.6 m/s which is almost 294 km or 184 miles per hour. At those speeds the fuel tank drops off from the back of the truck with every slight turn (or topple the vehicle over). Personally, i don't like the bulkhead in the chassis. It needlessly limits the uses of the truck. Please make that a separate part so it can be used when necessary.
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First of all, my apologies for making life difficult for you, Khyron42. I should have posted the links. It won't happen again. I didn't notice the DEMV disappearing because i've used my own savefile to continue expanding Minmus Prime (unsuccesful so far). I will download your savefile and continue with that. I won't add the DEMV again, but it's newest brother DEMV mark 2 (and the Rotating Antenni). At the end i will post the persistent WITH the links to both mods.
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um3kCorp Multifunction Utility Panels v1.1 - New image gallery!
TheCardinal replied to um3k's topic in KSP1 Mod Releases
Yes, please! (preferably colored white or gray)