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chickenplucker

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Everything posted by chickenplucker

  1. Thanks madmat, I will keep updating this guy for quite a while As long as there is interest in it I will keep making goofy attachments, I have been thinking about making a smaller and larger version yet. zYnthethicz, try downloading the zip again and updating your parts. I goofed up and put two different versions in the last zip and you may have the one installed that doesn\'t have that node. The way I usually attach the pods is, spin the camera to the side, clip the Bigtrak on top of the pod without letting it touch any other sides while moving it there, then unattach it and move it down to the bottom node. For some reason this seems to work most of the time. Good catch Evolution, that\'s what I get for working on stuff when I should have been sleeping
  2. Thanks Commander Zoom, I\'m glad you like it The trailer would be a riot, but I\'m pretty bad at codeing things so this will have to wait untill Tosh or someone else comes up with a solution. Sidefairings sound like fun, when I get a chance I\'ll try to make a couple of diffrent payload attachments for it. Maltesh, that is absolutely brilliant! I didn\'t know that you could sneak a pod in there like that. I\'ve added another attachment node just a hair above the bottom mesh so you can now safely tuck a pod inside the collision box to keep it safe. It seems to handle better with the center of gravity lowered as well. Cheerful juggernaut made me laugh, thats a great description of its personality. I\'ve been working on getting the lights working and so far so good. Tonight the taillights should be working as well. Scratch that, they refuse to light up. I\'ll keep playing around with them some other night. Edit: Release early and release often, new zip with lights and inner attachment node is up
  3. No problem. This is pretty crude as far as loaders go, especially with plugins like Sarkun\'s MultiJointPart Framework 0.4.1 out now . Hopefully it will help and not just flip your rescue rover on its side leaving another crew up there.
  4. How are you mounting it on your rocket? The wheels do have a tendancy to creep and if they are making contact with something solid they may tug at the connection node and throw the center of gravity off. I\'m not sure if there is much I can do to fix that at the moment. I am currently working on a giant cumbersome landing craft/base and nosecone set to help make it easier to attach and launch the Bigtrak or any other large rovers you may have. This is just a rough, the final will be higher poly to get around Unitys chunky shadows. The center ring objects going to be the base of the lander and will be textured as solar panels. On the eanch side of the Bigtrak shown, about level with the cross beam there will two nodes for attaching two engines. And next to the engines will be some habitat pods and fuel tanks for looks. The structure should work out to: Rocket 1M and 2M adapter to base/ Lander base / The two side crew habitat-engine mounts/ Big center hoop structure / Giant freaking nosecone. Was always a fan of the Estes rockets with the big nose cones that carried eggs
  5. Updated the zip with a new push blade It seems to work pretty good and stays attached much better then I was expecting. There have been a few cases where I rammed something and ran over it making it explode, but all in all it works pretty dang good. The larger 2M tanks take a bit of ramming to get them to move while the command pods and smaller bits can be moved pretty easy. Also since its based on landing gear you can raise and lower the blade with the G key. After looking at the Rokenbok toys I kind of want to make a scoop lift for the front and a dump container for the back now. Landing craft/rover base first though, well... maybe working headlights. Now I\'m not sure what to add next
  6. Glad you guys like it They have a keypad on the back that allow you to program basic commands and then carry them out. Programs usally look like 'move forward 3 units, turn 45 degrees, travel 1 unit forward, stop.' They had diffrent addons like a pull behind cart, dart shooter, and the new ones are going to have a built in webcam that will stream to your smartphone and allow you to drive it. The Bigtrak Jr. I have and the larger ones that I\'ve seen don\'t have a control wire that I know of.
  7. Thanks Tosh! I updated the subject, forgot about adding the req. game version
  8. Haven\'t had a chance to add the headlights yet, its on the list More an issue of getting comfortable with blender.
  9. Hahaha, that didn\'t take long. Oh, and heres a preview of the blade that I\'m working on for it. I\'m going to try and rig it up like the landing legs so you can pivot it up and down. Not sure if it will just break off when you bump things or how it will end up working but we will cross that bridge later.
  10. First release is out! http://kerbalspaceprogram.com/forum/index.php?topic=9404.0
  11. Bigtrak KSP Edition v.30 Liltrak Based on the toy, I present to you the Bigtrak KSP Edition! This is what happens when your R&D team runs out of ideas and starts scaleing up toys. The rover is powered by Tosh's awesome Cart plugin and features four wheel steering, six wheel drive, and has three attachment nodes on it. This version comes with just a Bigtrak model that is a Cart/Command Pod, the new Liltrak 2 Kerbal Rover and also a tweaked version of Tosh's 1.33 Cart Plugin. More will be added later as I work through the old parts. Includes: Bigtrak Liltrak Cart Plugin v1.33 http://www.rustedjunk.com/crap/KSP_Bigtrak_v.30.zip Want to make your own Bigtrak related parts or learn how these parts are setup in game? Ever curious how the Cart plugin works (still kind of the same but v1.33 is a lil bit diffrent now there are .mu files)? Grab the sources to a few parts of the Bigtrak, fire up Blender and start making things:P! http://www.rustedjunk.com/crap/Bigtrack_Sources.zip Other stuff: Iffy's neat lighted Crew Windows powered by Tosh's Cart Plugin http://www.rustedjunk.com/crap/CP_Bigtrak_crew_window.zip Tosh's awesome Cart plugin and other cool vehicles can be found here: http://kerbalspaceprogram.com/forum/index.php?topic=8431.0 Also a huge thanks to Tosh for not only the great plugin, but also for helping me troubleshoot the model, you rock Tosh! Old version of KSP Bigtrak Edition can be found here: http://www.rustedjunk.com/crap/KSP_Bigtrak_v.23.zip
  12. Another small update. Having a bit of trouble getting the suspension worked out. Heres how it looks normally and it does not have any issues scooting around on its belly. In the VAB and when climbing stuff if there is no load on a wheel they will return to normal positions. With no weight on any of them they are fine. This issue is driving me up a wall. Moving the wheels around and the anchors don\'t seem to help the issue. The only thing that I can think of is the .cfg file is set to the scale of .1 which may be affecting it some how. May have to get a hold of Tosh to figure this one out.
  13. Thanks tadeass! Been off enjoying the warm spring and working on getting the tractor out of the barn and the plow setup again, but I managed to work on it a bit more tonight. So far the some of the attachment nodes are on it, one on the hatch for .5m rockets and 2 on the bed one can fit a .5 with no clipping or a 1m with mesh clipping, and the farthest back can take whatever. You cant have two 1m\'s on the bed due to the space between them. Also the collision model is finally in, its a super fancy trapezoid of wonder, and its orientated the correct way for the cart plugin now. This weekend I hope to redo the wheels since they are way too highpoly, at the moment they make my laptop cry. I really built this thing as a pack mule for hauling Nova\'s awesome Probodobodyne bits around since that pack is a riot. Something about little tiny rockets and satellites zipping around like gnats in space cracks me up. Do you guys think that it should have those windows on the front? I\'m still on the fence about them.
  14. Progress is a bit slow but its getting there. I think I\'m going to split the difference of making it realistic and a toy replica, as if the kerbal engineers found the toy and just scaled it up into a rover. I\'m going to redo the bed textures to something that looks better becuase the one on it now just looks like crap. Still have to add some fog lights and other bits yet. Then its on to getting it proper sized and in game. Strip looks funky from this angle, may have to look into that Got it in game! Someone in R&D must have enlarged the original blueprints on the scanner. Bill, Jeb and Bob figured what the heck and took it upon themselfs to see how she flew. After many fireballs later the design was scaled down to managable size and placed on a Cart for testing.
  15. Just started messing around with some textures, still a long ways to go yet. Would you guys rather see it nice and shiny, or slightly scratched and roughed up?
  16. Thank you so much for your cart plugin, that thing is amazing. I couldn\'t believe how well it works in the game. The suspension is amazing, great for ramping off mountain cliff faces . That documentation thread on it will be immensely helpful in getting this thing moving, thanks so much for releasing it. Here is a small update, I know I said I would only be working on this on weekends but now just really want to see this done. Finished most of the roof, just need a few more details then time for textures. Also I will be redoing the tire tread as its just way to high poly for what it needs to be.
  17. Thanks for the comments guys I like the idea of it sitting flat on a tank and that wll make it much easier to work into anyones favorite lifter if they choose too. The ramp idea sounds neat as well, much better then the Dukes of Hazzard unloading method I had in my head. I wonder how the games collision engine would handle some type of sliding extending ramp contraption.. starting to think to far ahead lol, need to worry about getting this thing in game first . I have redone the body since the first post because having a set of wheels and a side rod thingy was boreing to look at, and the body was kind of the wrong shape anyways.
  18. http://www.bigtrakisback.com/?q=home Howdy everyone. I was debating on whether or not to start a topic on this but figured that it would give me more motivation to actually finish the project if I started a thread. So here it is, a work in progress Bigtrak Jr. for Kerbal. I never had one of these as a kid but my cousain did and every time we would head over to his house we would always run the batterys down on it. My goal for this project is to have a connector on the top accessory port for attaching rockets/whatever, parachute mount points around the sides for air drops, and possibly a crate/bay that will allow it to hitch a ride on a rocket. Eventually this will be running on a modified version of the Cart Plugin\'s source code so you can actually go crater racing on the Mun. Its been a while since I\'ve made my last GTA mods so I\'m not sure on a release date as I\'m a bit rusty, and the only time I have to work on this will be the weekends. Heres some pics of what I got done in 2hrs last night, please ignore that I model in Zmodeler 1.07b . I have Lightwave and Max but for some odd reason find this version of zmodeler easier to work in. Let me know if there is anything else you guys would like see from this and I will see what I can do
  19. Wow, I did not know about that zoom key, thanks AlexanderB!
  20. Wow, those are some beautifully constructed monstrosities. How are you guys getting your VAB cameras so far back? I always end up trying to jam things on the little bit of surfaces that I can see, or shuffling the whole rocket off the center of the room to view it all.
  21. I\'m unsure how much crap I currently have up there, but it was enough that I had to move the game off my laptop and dig my tower out of the garage. Getting kind of messy up there. And for fun I fired off a shuttle and sent it against the stream of trash. Kind of fun watching the markers zoom by like the starfield screensaver.
  22. Okay this looks like fun, I\'m in. All stock parts, the Buckshot Mk2. After two launches theres already a little bit of traffic up there. Spin\'er up and eject parts Makes a decent mess, the only things that don\'t end up spread around up there are the three liquid boosters that get dropped around 14k I found that if you leave command module somewhere on the surface of Kerbin you can crank time warp up to max and spread stuff out faster. I\'ll be back later with some orbit views once I get the orbits tighter. Right now things are a bit sloppy.
  23. This part! Oh man, this part is like.. the best thing ever! Horrible, horrible, aweful mutant experimental ships that were once collecting dust in my save bin are now winging through space, smashing into the moon, and tumbling back through atmosphere
  24. Awesome update Slew, the part description on the wings cracks me up man. Great work!
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