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KhaosCorp

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Everything posted by KhaosCorp

  1. Hiyas....been away from KSP for so long =( Getting back into it and of course I gotta have the USI mods. Ran into a bit of an issue though... I can not get the Ground Construction mod to work with MKS. I can get the mod working just fine without any USI mods (and it is a cool alternative to EPLP) but trying to use it with MKS and it stops functioning. The parts are there, but when I try to load a craft into the DIY crate nothing happens. Sorry if this has been addressed, skimmed the last 20ish pages and didn't see anything about this issue.
  2. That new garage looking awesome. My method of winching in the Malemute is not 100%...has caused a bit of damage on couple of occasions.
  3. Those have me a little confused as well...figured it was something I was just overlooking, as I haven't had much time to mess the parts.
  4. No..it wasn't that bad...but it wasn't good either. Honestly if the props/effects department hadn't done so well I may not have made it through that film. I can understand the Karibou being before the Malemute in the tech tree. It is very common for new technology to be big at first and then get smaller as its developed. Like computers, the first ones took up a small warehouse worth of room, and are outclassed by most modern smartphones and tablets. Also the Kari, like RD said, is a construction platform, whereas the Male is a science/exploration platform. From an engineering stantpoint the latter is gonna be alot more complex and filled with intricate specialty equipment. on a side note, finally got the .mu extension installed to blender...think I gonna print me a Malemute =P
  5. If you wanna take a go at em sure. I was just planning on butchering some stock textures onto em lol.... I will message ya once I got something going, but probably won't even start em till sometime tomorrow.
  6. Gonna take me forever to get em done...as all I do now-a-days is work... BUT I am gonna be making some adapter plates to go along with the 15m modular envelope system. These will be thin 15m around structural plates with smaller mounting plates hung under that. These will make it mindlessly easy to create that classic hanging gondola airship look when building any craft. Current plans are 3 adapters, the standard being a 2.5m mount built for standard part or the Karibou rover. Will be a plate for the Malemute rover, and one for the K&K planetary base system parts. Despite being rather simple parts I'm bad a t textures, way out of practice, and as mentioned before, I work ALOT....so don't hold you'r breath for em =P
  7. HAHA it's crazy right?? If the writers had been even 1/4 as good as the props department and the technical advisors that movie would have been amazing.
  8. Stow the wheels up and pull it in with a winch. The fit is nice n cozy, yet enough room to rig it in place if need be. Of course, if you wanna scale it up a bit to allow driving in that would be even better.
  9. I been saying this for going on a year it seems... This is because RoverDude is not human.... He is a sophisticated cyborg sent back from the future with only 2 prime objectives: 1- To create the best mods the gaming industry has seen. 2- To create SkyNet... don't worry, thats not till later....we got plenty of KSP time left =P
  10. CONFIRMED! This thing is WAY better at going off ramps than the Karibou =) I am in heaven over here! This amazing little rover fits perfectly into the K&K garage. It is super easy (and pretty cheap all things considered) to build a Malemute dropship with the K&K garage bits that will function as a service trunk to the rover once landed. ITS PERFECT!!
  11. Did a quick test fit the other night. The Malemute seems to fit in the current garage pretty well. There even seemed top be ample room for a kerbal to get in around it and work (or strap the thing down for flight) if need be. I am currently working on a MASSIVE airship that will be able to harvest not only all the science on Kerbin, but all her natural resources as well. The entire craft is basically being designed around a Malemute in a K&K garage. This is one of the better mods that was released during my KSP break, so happy to have it, thank you for making it! It was instantly a must have mod for my style of gameplay.
  12. Finally got a chance to mess around with the new envelopes a bit (though I haven't messed with the airpark yet). These envelopes are perfect! This almost exactly what I had in mind. Got some easy prints going today too, so I should be able to start work on my bigboy industrial airship at some point today. During the build I am gonna mess with the airpark feature and see if a Joolian mining platform is even feesable.
  13. Meh, I'm over it. And the way I see it is if I have to force node attachments there is an issue with the part(s) in question. Either way, gonna pass on this one. Its far to restrictive in its application and not any more stable than making arms with the IR rework parts anyway. Looks nice though.
  14. Balance a VTOL?!? BAH..that's for suckas that like 'textbook' landings. Landing should be at least 90% chaos...it's more fun like that ya =P
  15. Try reading at least the last page of a thread before posting things like this.... Not but 7 posts above yours is a fix for this exact issue... @RoverDude This thing is PERFECT. It fills the few gaps the Karibou has in ground ops. Think Im gonna try printing this one before the Karibou =)
  16. Awesome! Cant wait to get this in the field. The Karibou has been great, but it's not so good for quick long distance romping. This lil badboy gonna be perfect for science expiditions, transit on planet, and small gaps in planetary logistics. Great work as always RD =)
  17. Awesome! Hope to get a chance today to give it a look, maybe start working on my big industrial ship. Maybe...my printers being a real pain today, have spent better part of the day in the shop =/
  18. One of the better uses for the deployable envelopes imo DarkGod. If you use IR as well its possible to build a high altitude launch platform for Eve. I've used Cirrus envelopes to get high enough in Eve atmo to make orbit with Dv on par with Kerbin. First thing I'm doing if we get AirPark is making (or attempting to rather) a Jool mining platform.
  19. The arm looks great. However its not very functional as-is. The default gear speed is WAY to slow, would take you 45min+ to install a station module a la STS style. I can totally understand why you made it unable to surface attach, but making it only compatible with the added node in Mk3 cargo bay is kinda a huge missed opportunity (at least I could only get it to connect to the cargo node, no other parts at all). Great looking arm that I can't use on my orbital station or zero-g planetary bases.... Last is its holding power, unless your unloading satallites or smaller stations modules don't even bother trying to use this arm, the magnet will let go of your cargo. Not sure if the magnet is way to go...kinda supprised no one has tried to make a berthing style arm with the pipe port function from KAS/KIS...as you can 'connect undocked'. Probably some reason why it wont work ya. Great looking mod, will probably keep it installed despite it shortcomings. Sure would love to see some other mounting options though at the least. Even something super-simple like pictured below for station mounting would be awesome
  20. I think KSP does use liters. Heavy liquids man. They make chemical liquids that are up 13 times as dense as water. Sodium and Tungsten based stuff even non-toxic ya.
  21. Some time ago me and a maker buddy of mine made plans for a small 2 person rigid airship. The ONLY thing that stopped the project was the insane cost of high-grade helium and the sheer volume needed....its nuts. IRL it takes aprox. 6 cu. ft. of very high grade helium to zero boyancy of ONE POUND at sea level. That translate to about $24.80 USD per pound ya wanna get off the ground....a foot or so...more if ya wanna go higher. The system we had designed to adjust flight trim was exactly what is proposed by Doghead. A small tank in the front and rear of passenger carriage, hose connecting the tanks with a 12V pump midway. The pump was a simple, slow, and reversible pump robed from a pond filter system. In the sense of aircraft water is actually pretty heavy, just over 8 1/4 pounds per gallon. We were gonna use 3 gallon tanks for out trim system. That is almost 26 pounds of shiftable ballast...would have been more than enough for a small 2 man gondola.
  22. No..not flight trim. That's gonna be a pain too, but not to worried about that. That's never to bad with multiple envelopes. I was reffing the balance in the SPH. Balancing the actual craft bit tot he envelope bit is what worries me.It's gonna need to be on point. Sure wont say no to an auto flight trim feature though, sounds like it would be super helpful.
  23. YEA.....that's gonna work out perfect! Planning a heavy Kerbin-based Industrial & Science Airship. It will basically be flying base capable of processing all science on Kerbin, and striping the planet of all natural resources and getting them to orbit. Waiting for the modular envelopes to start though. Will be WAY to hard to balance otherwise. Gonna be kinda hard to trim out even with em, but will be worth it. It's gonna be the the biggest airship I've built to date, and I've build some massive ones.
  24. Could not agree more. I am personally gonna report anyone asking about CKAN in this thread from this point on. The question has been asked and answered...to go on about it like some have is harassment.
  25. Yall need to stop with the CKAN bit... Kinda sad that this mod is finally updated for us to use again and all anyone cares about is CKAN. It been BLATANTLY stated that CKAN support will NOT be added.... Get over it, get over yourselfs, and learn to manually install mods...its not hard, my kids do it just fine all on their own.
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