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Everything posted by SpannerMonkey(smce)
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As mentioned in one of my posts the 8X8 and two part 4x4 which last saw the light of day in 1.0.5 lives again the short video below is the vehicle straight out of unity, No setup , generic cfg, no adjustments whatsoever. It is 8x8 fully independent every thing which is wonderful but does bring a particular problem, more one that in a bit,. No errors no problems, the hardest part was fixing a very broken prefab in an upgraded v3 project. ( I'll be sending you a copy for your inspection, the 8x8 and the two part 4x4 version) A screeny of it stood still and the problem mentioned, take a look at the context menu,it's a tad long, and although fortunately it seems to list the wheels by number, there is no way of telling which is which. A small thing that could diminish the fun factor, so is there any way to have wheel groups for instance? and/or some indication of which wheel is which, though i feel the latter request might not even be doable in the current code or with the intentions you have , And finally , spoilered because I've taken up enough room here lately, the associated comedy Gif, with 8x8 pulling 3 4x4's
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The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Now that will be an interesting journey , collection of screenshots, out takes, looking fwd to it, it's definitely a first , makes me want to wake up the repulsor train, but I know stage 2 would be the end. Check out some of the posts as they feature some of the trickier terrain, and it's well worth at least finding a good route through stage 2 and 3 before hand , i think the trip is possible with the exception of those two, but i've a feeling as a long distance hauler the patience is strong in you. Welcome to the club -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
Its in the Dakar vehicles thread -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
See video of ADDRX rolling down hill, note devices on deck contact your local supplier for details -
I love it, all the way through the range it looks good, the low rev haze above the pipes is very pleasing. I reckon you could reduce the output by at least half although I've just tweaked my way to a decent everybody lives half throttle run so maybe a third , keep the heating the same( please no hotter quicker) I do have wheel sounds and I'll add something in, as being able to hear the wheelspin with my Dakar entries saved my car many times Below not bad for an old man, car as supplied just stretched and glued down a bit more, oh and a little tweak or ten to the suspension settings 11.6g !!!!
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HA HA you funny man, certainly not giving anything away in the demo craft! I love the engine but the car it's in.... First trials have been hilarious in the level of incompetence shown by the driver, a return to the workshop saw me stretch it a little which improved things, added a touch of locked off down force and made it, albeit at pedestrian speeds (163ms) down to the end of the runway. I like that you've held true to the fact that drag engines have practically zero cooling and take forever to cool enough to be touched by bare paws. The only thing i don't like much is the off on nature of the torque, a little more build up would be nice, but that I know is a personal thing, and I'll certainly get used to the way it is ....eventually. Op agreed and there's a little issue with reverting, which i reckon many will be doing over the next few days, if you revert to launch after a disastrous run, the compressed air is depleted and the engine flames out, currently it's not a problem but for events, using hyper edit to top up things will undoubtedly be frowned upon
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HI have in the past been referred to as a nasty surprise , but never an easter egg!, however the idea of being some strange esoteric game reference amuses me
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Not really a necro as the threads still active until I make a new one , the last download was for 1.1.3 and while it will work there are issue with that version, hatches not working properly etc. The new update is ready and while I wanted it to go into a new thread, I'm lacking some motivation to make one, so I will endeavor to make the new version available here shortly. Sorry for the delay, mod fatigue is slowing things down right now, so many updates to get out it's not funny
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Cool car but MET shows 2min whereas video is ten mins long, with a fairly slow frame rate, perhaps you could turn up the playback speed, probably up to x4 in this case just to get some impression that the vehicle is actually quite quick, as it seems a little sluggish in the video, even though the ms increases at a fairly respectable rate. If the MET counter is yellow then you'll need, as a rule, to increase playback speed to get it to appear real time on playback
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The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
You feel free to take it back I was happy with 02 -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
703 perhaps, i chose 02 as I was first reply in the idea thread I've run 02 since day 1 -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
I'm familiar with the mod and the wheels an did at one point test and consider using them myself. The position of the wheel colliders in the model is not to my preference and causes problems , so I opted for something else. -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
I could see your point if he'd claimed it was stock and later you found out he was using super tough wheels, he's been very up front about it and he was as Triop advises playing the game his way. He'll be in the modded class anyway, so can pretty much do what he likes. Triop was kind enough to include mod users in his challenge which is a rare thing, and I think everyone's been fairly upfront about what they have, and what they're using . I even posted the wheel cfg's for my mod wheels for everyone to see and copy if they wanted. I think we've already established that the honor system of results etc is flawed and open to exploitation , even the most stock looking craft can actually be something very different with a liberal application of MM patches. And that either is a big deal for you or it isn't, for plenty of players who've already completed one if not more attempts and complete runs it was evidently not an issue for them -
The Kerbal Dakar 2017 entry vehicles thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Still failing stage 2 with the ADD RX ,, supplementing the wheels with junos was a bad idea maybe.. Balancing the friction is troublesome, too little and it slips and slides everywhere barely under control and a little too much although it get s me moving usually results in being upside down shortly after, 65 tonne tank seems to not be a natural racer So stuck on restarting and reruns of stage 1, was hoping to have at least caught up with you by now Very respectable times you've posted too -
The Official Kerbal Dakar 2017
SpannerMonkey(smce) replied to Triop's topic in KSP1 Challenges & Mission ideas
What parts and mod are you talking about? -
Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
Done -
Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
If you recall back in the early days I ran a set of these wheels, and had similar issues, which is why I made my own in the end, at certain speeds usually on the flat they just come apart over those terrain seams, I've a feeling that this is due in part to the update process or lack of it they went through in order to get them working for 1.2 and beyond, a great general purpose wheel without doubt but not a race candidate . On that note did I send you a copy of the wheels? -
Maybe they'll take it from you , current wheel master as nobody believed me when I said exactly that
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A short time later and after some tips from the master It lives And you certainly can't do this with stock wheel modules, spent a month trying before switching to the Shadowmage API and managing to get it all working in less than a day, one very happy customer Indeed Ps next restoration is a two part 8 wheeled buggy with 4 built in wheels per half, that should be fun
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Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
you got to have 4 wheels on your wagon buddy , a rightly deserved -
Official Kerbal Dakar 2017 results thread
SpannerMonkey(smce) replied to Triop's topic in KSP Fan Works
It gets faster as it gets lighter, so go for it, aside from fixing two flats i didn't fix anything either time, and i didn't need the lights for when the sun was fully up so no point putting them back on, no rule to cover modification by terrain The downside is that as it gets lighter the airtime gets to be more of an issue -
They are actually built from this mod
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There's so many things to like about this whole affair the above just being another , I find myself wearing a silly grin every time I read something new here