

Darren9
Members-
Posts
887 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Darren9
-
Admittedly it's not a folding arm but it can perform the functions of a folding arm if you happen to have virtually unlimited time and patience, it does go in a 2m box though and fly around a space station and land and walk on it. I tried using the magnets for feet but they don't do too well when the script runs and it starts bouncing about so I had to use grapples instead. I just need to build a space station for it.
-
Post Your Saucer Shaped Craft
Darren9 replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
Mine can't go in space, it's actually a disguised helicopter like the US Airforce used in the 50's. -
I've got a Mechjeb unit stuck to one wing but there's mods that add it to various pods and stuff for no extra drag/mass so it seemed OK, I didn't use any of it's control functions either. It's Firespitter, a B9 engine, P-Wing and an unmodified Tweakscale, oh, and a bit of wood from Prof Kerbalstien that holds up quite well in jet exhaust. Mass is 0.454T at launch, 0.407T at the landing. Stock drag and made 5 mins 57 seconds. I cut out the straight line across the ocean because it was quite uneventful.
-
What about the MechJeb control module, the surface attach one is a non-physics part? No one uses the pod thing.
-
That seems to eliminate the stock landing gears, you'll need exceptions for stock entries unless you want them to land on rover wheels.
-
I used the RollKage Kerbichelin Extreme wheels because it's virtually impossible to crash with them, and also fitted Infernal Robotics hinges with spring of 0.5 as trailing axle suspension because it's also virtually impossible to crash with it, and Tweakscale/Procedural Parts just to make it look nice. The result was I finished the first half lap before then crashing at gate 4. Started at 5:00 and finished at 14:05 for 9 minutes 5 seconds and the buggy weighs 0.515T without the two Kerbals. Should be easy to beat with grippier tires.
-
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Darren9 replied to Sirine's topic in KSP1 Challenges & Mission ideas
The rear control surface arrangement would need adjusting, I'd have to ditch it and have them on the wings for FAR most likely which would spoil the look a bit and both wings and control surfaces are FS_MeshSwitch which apparently FAR doesn't like, it may go in NEAR OK. I might do a NEAR/FAR version though as there's a few days left. -
Kerbal Space Center Defense
Darren9 replied to JebThePilot's topic in KSP1 Challenges & Mission ideas
Hey, JebThePilot. Since you saved this thread from oblivion can you put my bi-pane run on the scoreboard, I never get in first place in these challenges. I got a new one that fires controllable miniature aircraft, I'm going to try and get all the points with it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
That not clicking through the UI is a welcomed addition, thanks When you adjust a parts angle in the VAB/SPH with the new slider would it be possible to have the angle you set as a new "center" position, "move center" would return it to that set angle and the +/- limits would act from it? -
It seems to burn fuel a bit faster than I expected, is the isp supposed to be 10? Also the 0.1 thrust is enough to move a small floating craft, can it be lower, or not have thrust? I probably thunk too much but a tail pipe that splits the exhaust and fires it in opposing directions could have zero thrust.
-
Yeah, the caravan turned out a bit top heavy and suffered for it but it's amusing to see it bounce and roll around. Those IR springs are quite dependent on the mass and CoM of the vehicle though, set them up for your cabs and bodies is probably the best idea. There is one other thing though, I noticed you've done some stuff with Lo-Fi, could you steal his smooth steering for these wheels? For me it's much better than the stock on/off, especially if your going slowly.
-
Matrix Style Walking Mech & Aliens Style Loader Mech
Darren9 replied to Darren9's topic in KSP1 The Spacecraft Exchange
You can assign a "detach" to an action group for them, I've got kOS doing action groups half way through each step to release them, that looks great with that pod in the middle. -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Darren9 replied to Sirine's topic in KSP1 Challenges & Mission ideas
It seems so, not sure you'll get any votes but you will be allowed to vote for one of us. Coincidentally I'm looking for a fast, practical, stunning, all-rounder that can haul cargo, the one that does that will prolly get my vote. -
The Dukes of Kazzard Buggy Jump Challenge!
Darren9 replied to Yakky's topic in KSP1 Challenges & Mission ideas
I'm not sure you'll see the distance on a Youtube 720p but it finished rolling at 180m, the buggy just lost a headlight and was good to go again (maybe needed to hook up a new caravan) -
The Dukes of Kazzard Buggy Jump Challenge!
Darren9 replied to Yakky's topic in KSP1 Challenges & Mission ideas
Thanks, with rocket powered landing gear cars in the stock category I don't think mod wheels will be a threat, those landing gears are beasts. Anyway, I made a test jump before the rules changed, around 180m. Unfortunately that wheel comes with 3000 impact tolerance -
The Dukes of Kazzard Buggy Jump Challenge!
Darren9 replied to Yakky's topic in KSP1 Challenges & Mission ideas
It's a shame it's stock only, those stock wheels are um, not so good. You may get more entries if you allowed (reasonable) mod parts in a separate class, I never go driving these days without articulated axles and adjustable suspension. -
the robot thread (post robots here)
Darren9 replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
Once the chair is stuck to something you can surface attach parts to it soulreaver. I got some non-rotating legs working and tried walking along a flying aircraft - it always breaks after the third or fourth step, maybe it'll work better in space. -
Thanks, I tried them every way I could think of, I have them attached to the bottom with red dots forward and for some reason for me the wheels appear to rotate opposite to direction of travel still. It doesn't look like a framerate illusion but apart from that don't have a clue. It may not show up in the Youtube but there's a moment as it first moves when the right side wheel rotates correctly then a slight shudder and then all move the wrong way.