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Everything posted by CrashnBurn
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Transporter Erector Launcher (TEL) Challenge
CrashnBurn replied to MaverickSawyer's topic in KSP1 Challenges & Mission ideas
Soon, very soon. Let's not hijack the thread with Mk4 discussions. Now back to the TEL challenge! -
Sorry, should have posted a video with my earlier post. The landing legs, doors and ramp are all done using Kreuzung's EE plugin. No "G" required.
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Well, you can use RCS, LFEs or Ion. Take your pick, we'll give you all three options each custom modeled, of course. I've tested thoroughly with and without mechjeb and you can fly easily, either way. The Mk4 flies like a dream, and the DROP is so easy to land that a crazed Russian can do it using only RCS. I know that many love mechjeb and many don't. Either way you will have a blast with the new Bobcat Ind. release. You can use the DROP or land with only the Mk4s S.I.D.E. engines. Hell, on Eve you can almost just fall to the surface. But using our custom parachutes helps. Or you can ferry a fleet of Mk4s and Habitats to Duna aboard our new top secret development. But it's a secret and I'm not telling. The bottom line is that Bobcat Ind. is gonna give you options, lots of options, on sexy equipment with lots of bling and all balanced so that you feel like it's belongs in the stock game. -
Transporter Erector Launcher (TEL) Challenge
CrashnBurn replied to MaverickSawyer's topic in KSP1 Challenges & Mission ideas
Does a not-quite-released-yet mod qualify? Suborbital category of course Just kidding, the Mk4 only has enough fuel to make it to 2 kilometers altitude, but it looks great doing it! -
If you look at the strength of a part without a part.cfg setting it will display "22". I assume that is the default if you don't set breakingForce and breakingTorque. Some of the new 2m stock parts use a setting of 200 in the part.cfg file. This not only improves connection strength but has a significant effect on wobble also.
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Hehe, thanks, but those mods were game-changing pioneering modding efforts. We're not there yet. For now, I'd settle for Bobcat Ind. being on the "must have mods" list of a few players. But stay tuned, we've got a fantastic future planned and some things are already in the pipeline -
Agree, the return is the big challenge....I've returned from Eve with mods, but have not made a successful return with only stock parts, yet. It is hard to push through that soupy atmosphere.
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Perhaps we were a bit over enthusiastic with the LASER power. But now you can clean up all that debris clutter around your Duna base. -
Nope, this has major issues. We ran into this when trying to have an empty but crewable rover with an interior, to place on a normal rocket with a command pod. The orientation is screwed.
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Continuing Tosh's abandoned plugins
CrashnBurn replied to Kreuzung's topic in KSP1 C# Plugin Development Help and Support
The only thing I would hope to see happen, is that if you take over support for one of Tosh's fantastic mods...you take care of ALL of that mod, not just the bit that supports your current concern. Tosh did a great job of making his mods available for open development, I'd hate to see then gutted to support a limited focus. -
Eve gives you a dense atmosphere to aerobrake and land. you don't need much more than a parachute to safely get from orbit to the surface. I think Eve is the easiest planet to land on. Like the other planets, it's a challenge to get the burns correct, but the calculators noted in the posts above really help. As far as keeping it stock, you CAN get to Eve with a stock ship. It's a challenge, but with some effort it's do-able.
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Sorry, we already made the LASER cannon. Hope you don't mind. Next is the daiquiri machine. I've got this crazy Russian model-maker that just won't stop... To be honest, he's so damned talented, I don't want to stop him. But yes, we do need to stop making options and release the Mk4 soon. -
Kreuzung's Electrical Energy Plugin has an animation part module. The current development release some modders are testing has key assignments that work, as well as context menu activation. http://kerbalspaceprogram.com/forum/showthread.php/20860-BobCat-Ind-Colonization-exploring-and-research-vehicle The animation for our in development rover and cargo pod uses, in the above thread, this for animation. It works very well.
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Well, Bobcat says "bugs" but truthfully we're trying to do some things that are a bit beyond the capabilities of the game and/or the mods we use. So we have to be creative with the way we make the parts. We've managed to get most conflicts resolved, but it means that in the VAB the building process is a bit more complicated than we'd like. Truth be told, I think the mod is releasable now, but we're trying to make it easier for the casual gamer to use. Well, that and we wanted to make a LASER cannon cargo module. Why do you need a LASER cannon? You don't...but you know that you want one. Oh, and it is handy for getting rid of debris around your base. -
BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Colmo, many of the parts require strength updates as the default of 22 is far to weak for many of the 016+ parts. Some of the stock 0.17 parts have had their strengths adjusted, but not all. I'm sure that eventually all the parts will be updated, but until then adding: breakingForce = 200 breakingTorque = 200 to the part.cfg (place these lines underneath crashTolerance = ) resolves the issue. These lines are used in some of the stock 2m parts and definitely help with wobble and breakage. -
BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Maybe we like pet rocks? Thanks for the offer of help, any feedback from your testing, after first release, will be greatly appreciated. It will help improve the mod as we make future releases. -
BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
We're using the animation code in Kreuzung's Electrical Energy Plugin. It's simple to work with and uses parts modules, so it's also easy to modify. As we're planning to use other parts of this same plugin, it cuts down on the number of .dll's we need to have loaded. -
BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Yes, thank you. We saw that. -
BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Unfortunately all of the tutorials leave out important pieces of info, but we're getting closer. The existing interiors can be used but they are one or three kerbals side by side configurations and the Mk4 is a two kerbal tandem cockpit craft. We're still working on it, but it's definitely slowing down the release. -
BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Bobcat is struggling mightily to get a functioning interior. There is so little information available, we are having a very difficult time getting it to work. -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
CrashnBurn replied to Kreuzung's topic in KSP1 Mod Releases
I agree with higher numbers for solar panel efficiency. Current "off the shelf" "space grade" solar cells start at about 30% efficiency and can be purchased today for commercial applications from several companies. For example: http://azurspace.de/index.php?page=88 http://www.emcore.com/space-photovoltaics/space-solar-cells/ Top end cells currently reach 43%. -
Awwww, now where is the Kerbal in that? A Mach 3 delivery van sounds very Kerbal to me.
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
[ATTACH=CONFIG]34032[/ATTACH] Shown here is the "clean" configuration without optional S.I.D.E. pods. Yeah, we know it looks mean. Don't worry, it doesn't bite... Just don't get too close. People with anxiety, heart conditions, high blood pressure or incontinence should not ride in the RAT. May cause extreme excitement. Serious or even fatal side effects have been reported when operating a RAT rover. Before starting or riding in a RAT talk to your doctor to see if you are healthy enough for exciting activity. "RAT" and "DEMV" are trademarks of Bobcat Ind., all rights reserved -
I heard this rumor...something about a DEMV Mk4. hmmm
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BobCat Ind. - Colonization, exploring and research vehicle
CrashnBurn replied to BobCat's topic in KSP1 Mod Development
Well, Bobcat has released a little teaser of our long, low, and sleek new scout rover. Code-named RAT, It's a lean, mean, two-kerbal, scouting machine. With tandem cockpits to allow for a better view and six wheel drive plus a low silhouette to keep the wheels pointing minus Y. The sexy new rover from Bobcat Ind. comes complete with several optional components which you can use or lose at your preference. All the cool kids will be driving one. Don't be caught walking, pre-order your own personal RAT today. Coming soon to a planet near you.