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Kenobi McCormick

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Everything posted by Kenobi McCormick

  1. KMMC motors has quite a nice lineup of kerbal automotive engineering. All models are Jeb approved! Sweeeeeet. They gonna slide the same way the Fwheels/Zwheels zitronen made do?
  2. Oooh, nice, they actually work as roll cages now. Reinstalling. They're also getting pretty damn close to pre-made small rover chassis. Hehe.
  3. I can do one better, actually. Maybe. I was watching live and screengrabbed it. I'll rummage around on my computer and reup it if I can find it again. I know it's already on my imgur account but I blew past the 225 image limit months ago so I can't see it and link it that way. Thank god I never delete anything, eh? edit: Yup. There it was. Wasn't even hiding either.
  4. Yeah, Nova did indeed mention a new gas giant that Eeloo was destined to orbit. He even showed teaser screenshots of it.
  5. ...that old MkI pod with the black paintjob looks bad-ass. I'd love to have that as a mod for the game. Artwork's pretty badass on the whole as well.
  6. Ahh, I see. No rush then. As long as I can manually adjust the and output through CFG I'll make my own shrunken set for the time being. That chassis has done everything I've asked it to do so far. Sedan, high-speed transport, recovery truck, kerbal equivalent of a muscle car...why not make it a remote mining drill that uses KAS to pump its contents to a larger tanker truck? If I nudge Majir into getting smaller parts made, and it looks like he's up for including them in a future version, everyone gets the option of using smaller parts. If I just make CFG edits to the existing ones I get that option but nobody else does.Which one's better for the community at large? That's the other reason I didn't shrink them. If the kethane output is in the .cfg I'll probably brew up my own set to stand in until a future version has them and just live with whatever bugs happen to show up.
  7. That's not really an option. When I said micro-rover I meant it. These things are absolutely diminutive, so small and so light that having the kerbals board them significantly alters the handling.
  8. Any chance for a smaller drill that weighs about 250kg tops and has suitably lowered drilling stats to match? My rovers are all VERY tiny and weigh on the order of half a ton all up, and I'd like to use several of them as small, high speed, mobile drill rigs that would attach via KAS to a large tanker truck. But the smallest drill we have currently is too big, bulky and heavy for that to work. The rovers just flip over if I even sneeze at the steering.
  9. Is there any chance for an official smaller version? I made my own by copying the parts, adding "rescaleFactor = 0.5", and adjust the mass/name/description accordingly. It works great and it's awesome on small rovers. You can check the micro towtrucks out here.
  10. If you give Jeb the correct orders Jeb makes a Gilly rendezvous look like a simple Mun landing.
  11. There is a DR fix that seems to work on the Facepunch KSP thread.
  12. Because the trick that makes these slide is done from within the 3D modelling program. Cracking open .mu files is possible, but it's a pain in the ass. Easier to model new wheels from scratch.
  13. Just make your wheels perform like the small ones you just made. Those things are an absolute dream. You absolutely nailed it with them. The only issue I have with them is that they can still go flat, but the game doesn't seem to know it. They drive just fine afterwards. Something huge. Like, Rovemax M3 huge. You do that and you'll have a Kerchelin tire in the same sizes that the stock ones came in.Or maybe some other rover-specific parts? Chassis bricks, lightweight panels, that sort of thing? I wouldn't mind it, actually. The settings you use are quite generous, the only times I've ever gotten flats are when I've been screwing around with rockets. In normal use the Kerchelins are very durable indeed.
  14. After some more testing and one field launch, I'm 100% pleased with the kart wheels. They perform beautifully. Drive like a dream on the Mun. Even the Kerbalnaughts I tasked with driving it agree!
  15. Whooooo. Seats two, absolutely impossible to flip no matter what Jeb does to the controls...I'm adoring the little kart wheels. They drive perfectly.
  16. Those do look pretty awesome. But there's one thing I want to know. Do they actually rotate?
  17. Hah, and I can't even do a better texture than mapping solid colors to various parts of the mesh. I never have been able to draw worth a damn, not as a kid not now, not with crayons nor with GIMP.
  18. Sweeeeet If I could texture for crap I'd pitch in. I could make the models, I've got a basic grasp of Blender and it's not too much to learn how to refine models, but I am beyond terribad at anything remotely artistic. Which includes texturing.
  19. Heh, perhaps with tweakables in later versions of KSP you can put different spring rates in the menu. I took one to Ike and found it absolutely impossible to get stopped. With the brakes absolutely locked the thing slid forever and absolutely refused to sit still. We definitely need more forward bite on these things. Some testing on Minmus is appropriate I think? If itt'l sit still on Minmus' slopes we'll be able to use 'em on most bodies no problem. I might tinker with the torque values a bit more. I'm kinda in the mind to copy them and make a 'hotrod' variant with an absolutely bonkers torque setting that'll never hook up at all, which I'll use for hooning about the space center, and edit the one I have now for actual use with..maybe 1750 torque instead of 2500? My sentiments: Size 0: Wheel diameter about 0.15m. For gokarts, tiny unmanned rovers and the like. Resembles a golf cart tire, with similar performance envelope. A srs bzns small tire, if you will. Size 0 Type R: Pulled off a racing ATV. Same size as Size 0, but with loads of power, for screwing around and doing donuts. Size 1: Same size as the Rovemax M1, roughly the same speed, but able to slide instead of instaflipping. A general purpose rover tire. Size 1 Type R: This should be a racing slick, high speed stuff. Possible to use as aircraft landing gear as well? Size 1.5: Same mesh we currently have, but with more grip and less speed. Size 1.5 Type R: The wheel you have out right now. Size 2: A large truck tire. Biiiig, 2m in diameter. Narrow. Heavy. Slow. But unbelievably strong with loads of grip, for use on large mining equipment, fuel trucks, mobile bases and the like. Size 2.5: A size 2 dual wheel setup, for the rear of a truck. Size 3: A monster truck tire. With that sort of variety of wheels there's no limit to the sorts of rovers we'd be able to build using Kerchelin tires. I've found that two MML RTGs will power one wheel just fine.
  20. That rover body is pretty awesome. There is one issue I'd like to mention, though. The wheel wells aren't recessed anywhere near deep enough. The thing looks funky with the wheels sticking out nine miles to either side. It'd look bloody awesome if the wheel wells were recessed enough for us to fit the stock ruggedized wheels in with maybe the outer 25% of the tire beyond the side of the hull.
  21. Just to follow up on this: For some reason the munlet and the expedition wreckage keep getting deleted from the persistence.sfs file whenever I start the scenario. They're there in the main "Rendesvous with Roche" file, but the persistence.sfs it creates when I start the scenario lacks either.
  22. Maybe. Lemme back up my progress first...without letting anyone else know what I'm doing I'm just going to say my craft is 4/5ths as heavy as Roche so it takes a LONG time to turn the thing around.
  23. I did indeed load the scenario through the scenarios menu, and if I poke around inside the scenarios folder I can find a persistence.sfs, quicksave.sfs, and a ships/VAB/Asteroid Hunter 1.txt sitting there under a "Rendesvous with Roche" subfolder.
  24. ...is there any reason that neither Roche nor Expedition 1 show up in the map? Because I'm in Eve orbit right now and they're suspiciously absent. The parts are present. The stabber is installed on my craft, I fiddled with the test block, and the boulder itself is in the parts folder. But neither it nor the ill-fated exploratory crew are visible on my map.
  25. Ooooooooh. A 600 ton brute of a space rock, eh? And we're supposed to move it back to Kerbin? I might very well try this. ....on the topic of mods, do we get points for odd methods of getting it back, even if they're not balanced? Because I already have a plan in me head but it's not exactly 'balanced'. Or 'normal'. Or even 'safe'.
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