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Everything posted by klond
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Q: Why did you do this? - A: I don't know. Feeding a mild OCD maybe. I like the look and simplicity of segment displays and wanted to see if I could make a font in this style. Fortunately in the KSP world I'm not constrained by actual segment limitations, but I did self-impose some rules. -Keep part count low -Make sure it's readable -Keep all angles at 45/90 degrees -Snap all the things -Add a little style Here's what I came up with Each letter has a perch so I can move and adjust a whole character at a time. How do we manage a project? Well, I open the alphabet craft, make a new starting mount beside it. I give each line a start point, and each word a point on the line. Then I copy each character on to a line. So each line, word, and letter has it's own point so I can shift items efficiently and consistantly. Then at the end I delete the alphabet I used for copying, center the whole paragraph on a probe, and save as a new file. Lots of copying and adjusting. Well I needed something to write. How about the Star Wars crawl? I didn't mean to jump on this bandwagon, but I wanted text that was space-related and this is what I thought of. The Star Wars text is now a probe that can orbit! @Castille7 took it to space for me (since my computer was having problems with the part count) to get some gnarly screenshots. I did the 2010 Space Odyssey screen (possible movie spoiler?). Wasn't too bad since the spacing was even. No one double-checked these so I'm hoping for no typos. Anyways, just wanted to show yall.
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totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
It makes me think of this, even though it's totally the wrong plane. North by North Jeb. lol -
138 Kerbals and everyone has a window seat
klond replied to Klapaucius's topic in KSP1 The Spacecraft Exchange
I'd wanna be far left or right, but on the inside so I can see the engines and the people on the other side. Nice job making a long smooth curve outta straight peices. If you ever wanna rename it, it kinda resembles a certain australian aboriginal type throwing stick of sorts. -
Say I enable SAS and set an advanced function like radial-out. If I tab to another close craft, then return, SAS will have reverted to stability assist. How can I get my cores to keep their settings? I've tested this on all cores. Manned units do it too. Suggestions? Bug? Before or after staging doesn't matter. KSP 1.4.3 64bit, Win8.1.
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replica LLRV Flying Bedstead, Stock+, Krakentech, Ejectionseat
klond replied to DasValdez's topic in KSP1 The Spacecraft Exchange
I have a question. Say I split a craft that has advanced SAS features turned on, like radial in or out. When I tab back and forth between the two craft the SAS features don't stick. Whenever I flip between it's turned back to default SAS (hold position). The question is - How did you get your advanced SAS feature to stay on a craft you weren't tabbed to?- 6 replies
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totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Nice cockpit there sir. -
<Very interested. I'm glad you posted here on the forums because I didn't catch it on kerbalx. For a single engine this seems like a fantastic way to allow throttle control on electric. Control gets tougher on multi engine stuff with so many craft to switch to, and sometimes has to be done quickly to hold back yaw effects. So I been tinkering on @erasmusguy 's Flugzeug d2. I REALLY want to be able to control a motor without switching craft. Begin experimentation (all this was over a bunch of evenings)- Let's try 2 clutch plates. So 3 craft - the frame, the motor, and the props w/shaft. Force that fuel tank (that's connected to the prop) hard against the motor after the motor has been run up. Makes the bearings really janky, but feels like it transmits almost 1/2 the motor's power. Got airborne once for a few seconds. Forget plates, let's try ball-in-a-socket to help with jankyness. Not any better.. I had high hopes for this one. I know, let's try wheels as the clutch surface. Way smoother, but no matter how many wheels or what type, or strength of brakes, etc, I can only get 1/2 the RPMs thru them, and maybe 1/4 of the power. Tried lots of suspension settings too. K, skip the clutch. Run up the motor and mesh 2 gears for straight-thru power. NOPE. Big badda boom. Would you believe a grabber works, even at full RPM? One grabbed, everything shuts off though, like when you dock. Not exactly what I wanted If you use flaps to put pressure on the motor to slow it down you'll just end up just connecting the motor to the plane and rolling. Long story short -- @Avro_500 's hotkey control is good. Grabber works for emergency shutdown. And my clutches can't transmit enough power yet. Gonna keep tinkering.
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totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I'm pressing upvote has hard as I can. -
totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Confirmed. All my leg powered stuff is broken. Was fun while it lasted. Thanks for the inspiration. Edit: Didn't see @Majorjim!'s post. They way you put sounds like -they fixed it, but they're gonna re-break it for us. -
totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I'll check my crafts and get back to you. -
totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Train track switcher. I wish I could say I banged this out, but it took days to get it right so it'll be a while before the whole layout is complete. The ol' toy train fits in between the tracks. Some of these planes you all post are pretty sick. -
Hey, can someone replicate a test for me? I hear there was a time where the grabber could be tricked upside down to spin. I got this 1.4 grabber to go almost go 360 in a sphere. I don't think it will point exactly straight down, but it'll go everywhere else. Stage so a probe core and a reaction wheel to drop onto an armed grabber. Then time warp just a bit then set Free Pivot. With SAS on unit should 360 and spin too. Might have to Control from Here, can't remember. Old bearing has returned?
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Tried to replicate Curiosity's suspension. Here's the results.
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My latest effort has been to re-create the suspension on the Mars Curiosity rover in stock. I've gone through many versions and further tweaking lately isn't adding anything so it's time to publish. This one's for you, @Majorjim! K, it's not quite a replica, but we're focused on the suspension. The rover splits into many (13? 15?) separate craft. Here's a terrible drawing of the relationships of the different craft. Pairs of elevons push and pull on the wheels on each side via RCS balls. It's the only way I could think of to control a craft that's detached. When the wheels are pushed out, landing legs glitches them forward, center is neutral, and sucked in is glitched reverse. The wheels had to be big enough to keep the gear teeth off the ground. The legs had to be positioned to not touch the ground AND follow the wheels as the suspension moved. All the pivots had to have tight tolerances to function properly. Making the craft larger/heavier also was working against me as stuff flexed in an unwanted way. I did have to add weight to the rear wheels to keep from dog-legging from weirdness I couldn't figure out, which was only amplified by the low gravity. The rear suspension is independent and detached from the front to realistically mimic Curiosity. So how can it be manipulated? When the front end is shifted left/right a separate craft in the rear is also pushed and THAT pushes and pulls the rear 4 wheels. And those wheels have landing legs that follows them. I tried to make a terrible diagram but couldn't. So essentially, stuff floats in tubes that rotate on an axis and that stuff is shifted left/right by elevons. The rover turns by making one side go forward, the other reverse. I took an early version to the Mun to test. It did not go well. qzgy and selfish_meme suggested testing on Kerbin by lowering gravity. Fantastic! I'll design it specifially for Duna like Curiosity. A week or two later I took a version to Duna. Duna is not Mars. The two places I visited where very flat. But getting to Duna was an awesomely difficult challange for me. Highly recommended. This version I took had probe cores on every craft. I was hoping I could switch to other craft and return. Nope. This is one-shot kinda thing . I don't actually recommend taking it to Duna, but here's a video so you can see the suspension in action. Gravity set to .31, which I think is close to Duna's. Not sure how enjoyable this craft is going to be to others, but it's available for reverse-engineering on KerbalX
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totm june 2018 Work-in-Progress [WIP] Design Thread
klond replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Now that I'd be willing to try! I can picture the Duna trip's success rate increasing already.