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Darren9
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Everything posted by Darren9
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[Showcase] Showoff Your Rep-Worthy Crafts
Darren9 replied to Redrobin's topic in KSP1 The Spacecraft Exchange
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An optional MM patch seems like a good idea. Have you got any plans for the crawler steer? It's quite tricky at the moment and I've been stuck not having a clue how to undo the turn/translates I did to get back to going forwards again. Do you think it would be better for translation if the wheels turned to point towards the four directions and stopped there if you held the key down, or at least have a "translate forwards" key that would reset you to a straight line forwards again?
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Certainly, needs BD Armory, Kerbal Foundries and Tweakscale I think, let me know if it doesn't load I may of missed a mod.www. Hover Tank.craft
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I have a small suggestion, I just had a huge "part was damaged by exhaust from..." spam when I opened flight results, so bad it froze for a while. I didn't think I'd need to consider where I placed the generator, do you think it's exhaust damage could be turned off as it's not a thrusting engine? Unrelated and just plain strange, my VAB/SPH floor goes white when I select a repulsor, nothing else bad happens and they seem to work perfectly.
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2142 was my favourite Battlefield. I'm surprised not to have seen the Kerbal-Foundries-anti-grav-repulsors from Lo-Fi before this, they were made for hover tanks. It was hard not to blow up the whole of KSC again once I fired a shot
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Darren9 replied to Halban's topic in KSP Fan Works
What do all you people use for effects and everything apart from capturing game footage, oh and not anything that costs money would be helpful -
So it comes as a single part with multiple joints? Can you put two or more joints at the same place, for instance make a kind of motorized universal joint that could move on two or more axis? Is there any method to control the joints individually through keyboard or action groups planned? Looks great by the way
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
Is there any way to have this use the active command pod as direction/orientation instead of the root part which it seems to be doing? It puts a bit of a limit on designs, especially if you have anything that decouples and gets a new root part. -
TT Multiwheels, and there's some in B9 Aerospace that look nice, and I think KAX has some as well.
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The side of the VAB is 90*, I guess it counts as a surface. It's possible to land on it with KAS grapple hook feet but I haven't done it on the way back from orbit.
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Darren9 replied to Halban's topic in KSP Fan Works
I had another go as well, quite addictive and time consuming one you start -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
Darren9 replied to silverfox8124's topic in KSP1 Mod Development
Looks like this will be fun. You can cobble together a wind direction/strength thing with a KAS rope, some Firespitter air brakes and an IR free rotator, a wing in place of the air brakes would also work I guess but the higher drag on the airbrakes made me use them. I present the mk1 weather station -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Darren9 replied to erendrake's topic in KSP1 Mod Releases
There is what looks like a not-compiled possibly working prototype in the kOS Git-Hub, I was waiting patiently for something to happen but maybe if there's a few of us asking it could move up the to-do list. I've had the same trouble and integrating a "return to center" action group into each loop seems the only way at the moment. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Darren9 replied to Halban's topic in KSP Fan Works
This is my first attempt at what may be considered cinematic, I've only had the camera tools and editor installed for a few days. I still haven't found a way to get rid of the yellow text on target switching but had to have the dance scene in one shot so it's in there. It was maybe a bit over-optimistic for my PC and there's a few bad jolts especially with two or more mechs in the scene but I'm quite pleased with the improvements over the original short ballet that incredibly made it onto a video Wednesday. Also the scrolling text at the end seemed quite smooth before Youtube got hold of it, is there a way to avoid that or any other criticisms/suggestions? -
View zoom out on camera mode change
Darren9 replied to brusura's topic in KSP1 Technical Support (PC, modded installs)
I've had this come and go a couple of times. I know it's not a fix but for me it appears to of stopped since I installed Kerbcam. -
A couple of people have requested this craft file so here it is. Currently the only reasonable method of control is an external script (I use AutoIt) firing multiple timed keystrokes to perform a desired movement. There will eventually be a tutorial for controlling IR joints through external scripts or kOS. kOS is soon to have support for Action Groups Extended (250 action groups) and direct read/control of IR joints, this should remove the need for external applications and simplify movement. Several mods are needed to load the .craft (custom half-size missiles from BaHa were removed) TweakScale Infernal Robotics Infernal Robotics Rework (Robotic & Structural) Old B9 Aerospace Repack (or get the Whole New One) Bahamoto Dynamics (plugin and RCS ports) Kerbal Attachment System Fixed kOS Autopilot Several other alterations must be made for successful operation Rotation speed of IR_Pivatron_Sixty changed from 13.333 to 10 to match the Foldatrons (See Jebs_Mech_ReadMe) Attach force of KAS Grapple reduced (See Jebs_Mech_ReadMe) TweakScale added to IR Rework Structural parts (See Jebs_Mech_ReadMe) First, the IR_Pivatron_Sixty by default rotates at a different speed to other joints. It must be adjusted in the part.cfg to match the others or the feet wont stay parallel to the ground when the hip/ankle or leg height groups are activated. GameData\MagicSmokeIndustries\Parts\Rework\Robotic_ProbeRotational\IR_Pivotron_Sixty Open part.cfg, scroll down to "keyRotateSpeed = 13.333", change the value to 10 and save. "Grapple_Reduce.cfg" and "IR_Structural_Tweakscale" reduce the KAS grapple force and add Tweakscale to the IR structural parts. They must be placed in the "GameData" folder. The craft is uncontrollable at launch, either attach a MechJeb radio in the hanger or have a Kerbal at the edge of the runway to run up and board. The feet will also be attached to the runway, release them before moving It's Difficult to fully control with keys, here's what I used. Remap the Action Groups to the numpad or they'll conflict with leg controls. I recommend to clear them all and set your own. Action Groups AG1 Center Hands/Feet/Waist AG2 Center Hips/Ankles AG3 Release Left Hand AG4 Release Right Hand AG5 Center Shoulders AG6 Center Upper Arms AG7 Center Lower Arms AG8 Release Left Foot AG9 Release Right Foot Keyboard Keys 1,2 Right Leg Height 3,4 Left Leg Height 5,6 Right Hip/Ankle 7,8 Left Hip/Ankle 0[zero] Feet Rotate R,T Left Shoulder Y,U Right Shoulder I,O Lean Left/Right P,F Waist Rotate J,K Wrists Rotate X,B Arm Reach 9,- Upper Arms Rotate G,H Left Lower Arm Rotate L,Z Right Lower Arm Rotate Jebs_Mech.zip Please read the "Jebs_Mech_Readme". Currently no movement scripts are included, I only had one that fired the whole "dance" from beginning to end seen , I'll link to tutorials when they're created.
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the robot thread (post robots here)
Darren9 replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
I have an updated version, I ran away from the nasty gravity on Kerbin and relocated to Minmus where everything is easier -
Is that a low profile rotatron and ultra low profile pivatron? Will they be available in all three sizes or just the larger two like the foldatrons? The docking washer is the last of the original parts I still use because there's nothing else like it, those look great. I have a suggestion as well, do you think, now that we have adjustable min/max limits and adjustable start position, the joints (particularly the pivatrons) should just go at the same speed rather than the "time from 0 to max angle" thing. As soon as you adjust either the limits or start position it seems less important and just a pain to make things go at the same speed. Also, I upgraded my mech with some new movements. Forty keys on the keyboard to fully control it, I can't wait for the kOS integration.
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totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Darren9 replied to Halban's topic in KSP Fan Works
Does anyone know how to change targets and not get the text in the middle of the screen, even with the HUD off and a kOS script setting new targets I still get big yellow text pop up telling me what the new target is. -
This seems useful but I have a question. When a Kerbal sits in the seat is its mass added at the seat's CoM?
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I had a look and it's 22 tons on improbably long weak legs, it looks like you'd need to move each leg reasonably quickly to get the foot back down before it falls which makes other complications with instant on/off joints. I don't think it'll move quite like it does in HL2, maybe with some creative part switching to loose some weight and go to Minmus where the gravity is lower.