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Everything posted by Malsheck
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I've been following this tread with great interest and I'm looking forward to the finished mod.... but I am a bit concerned... Has anyone actually heard from Oven recently? His last post was back on 1 August. Is he ok? Just busy I hope.
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[0.90] B9 Style Shuttle Wings V.1.3 (Updated at 01/10/2015)
Malsheck replied to gilbr0ther's topic in KSP1 Mod Releases
Very nice! Now I wont have to raid the wings from the soviet pack any more. Thanks! -
Here's my ongoing/updated Walking Spider project updated to KSP 24.2 as well as the latest Infernal Robotics update and Tweak Scale. Please see below for the full required mods listings and their links. Also, please give kudos to the modders. Without them, projects like this wouldn't be possible. The craft file can be found here: http://kerbal.curseforge.com/shareables/221061-walking-spider-mech Infernal robotics: http://forum.kerbalspaceprogram.com/threads/37707-0-24-2-Magic-Smoke-Industries-Infernal-Robotics-0-18-4 Tweak Scale: http://forum.kerbalspaceprogram.com/threads/80234-TweakScale-Rescale-Everything!-(v1-22-2014-07-20-22-21-UTC)-Updated-for-0-24! B9: http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures Please let me know if there are any issues.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Malsheck replied to sirkut's topic in KSP1 Mod Releases
Now there's a neat idea. Your comment about it doing barrel rolls on reentry gave me an idea. I'm thinking something along the lines of a drop-ship with wings that fold up close to the body and are deployed after reentry once it's slowed down enough. Almost Aliens drop ship style except the first half folds down and the second folds under. The way you set it up as a mobile refueling point and refinery definitely gives it a nice purpose. Guess I know what I'm doing this weekend. -
I went ahead and uploaded a craft file for the spider mech I posted above for anyone who wants to play around with it. You can find it here: http://kerbal.curseforge.com/shareables/221061-walking-spider-mech The controls are listed in the description. Have fun
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Thanks =) Here's what I posted a little while ago in the IR thread... it should help you out =) "For anyone interested, the basic principle I made when I created my spider walker is this: The inner part of the legs spins like a wheel and at one end of it is a henge (near the body) that determines how far off of center the outer part swings. You'll notice in the video that one of the first things the spider does is raise every other leg. It's also lowering the other ones the same amount to set the gait. (Kind of like setting the tire size) If I didn't do that the inner part of the leg would spin while everything else would remain motionless. This was done by making 2 IR groups with half of the inner hinges in one and the other in the other... but in such a way that they are staggered... like even numbered left legs and odd numbered right legs in one and the rest in the other. Then set the controls for the two groups so that they are the same buttons but opposite. like (9,0) and (0,9). This way you lower half while raising the other half. At the body and at the knee(?) are servos that spin the whole assembly at the same rate and direction. This gives the outer leg the appearance of walking rather than spinning like a wheel. The second part is to break the servos down by left side and right side in the IR controls. For example, I set the left side ones to go < when Q is pressed and > when E is pressed and then on the right side the opposite. > for Q and < for E. This way all the servos turn the same amount all of the time. You'll later want to set an action group to center all of your servos before you start walking forwards after turning or vise versa... otherwise your spider is going to do the dieing cockroach because the left and right will be off sync. To add a layer of control, I added a second hinge between the outer servo and the outer half of the leg. This allows me to tilt the outer leg up and down. (in the video you'll see me use this when the spider dips down and then back up prior to setting the gait.) This helps out A LOT. To move forward, I simply made an action group to spin all the servos forward at once. I hope this helps folks out and that you have as much fun with it as I did."
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Malsheck replied to sirkut's topic in KSP1 Mod Releases
For anyone interested, the basic principle I made when I created my spider walker is this: The inner part of the legs spins like a wheel and at one end of it is a henge (near the body) that determines how far off of center the outer part swings. You'll notice in the video that one of the first things the spider does is raise every other leg. It's also lowering the other ones the same amount to set the gait. (Kind of like setting the tire size) If I didn't do that the inner part of the leg would spin while everything else would remain motionless. This was done by making 2 IR groups with half of the inner hinges in one and the other in the other... but in such a way that they are staggered... like even numbered left legs and odd numbered right legs in one and the rest in the other. Then set the controls for the two groups so that they are the same buttons but opposite. like (9,0) and (0,9). This way you lower half while raising the other half. At the body and at the knee(?) are servos that spin the whole assembly at the same rate and direction. This gives the outer leg the appearance of walking rather than spinning like a wheel. The second part is to break the servos down by left side and right side in the IR controls. For example, I set the left side ones to go < when Q is pressed and > when E is pressed and then on the right side the opposite. > for Q and < for E. This way all the servos turn the same amount all of the time. You'll later want to set an action group to center all of your servos before you start walking forwards after turning or vise versa... otherwise your spider is going to do the dieing cockroach because the left and right will be off sync. To add a layer of control, I added a second hinge between the outer servo and the outer half of the leg. This allows me to tilt the outer leg up and down. (in the video you'll see me use this when the spider dips down and then back up prior to setting the gait.) This helps out A LOT. To move forward, I simply made an action group to spin all the servos forward at once. I hope this helps folks out and that you have as much fun with it as I did. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Malsheck replied to sirkut's topic in KSP1 Mod Releases
At the time of the video I just eye-balled it and made sure that I stopped when all of the hinges were horizontal. Now I have it set to an action group that centers all of the servos to take the guess work out of it. I just hit that before and after turning. -
I love the look of that spider! Gives me some ideas on what to tweak on mine. If you need a hand getting it to move let me know and I'll figure out how to post a craft file. Here's mine in motion:
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Malsheck replied to sirkut's topic in KSP1 Mod Releases
Thanks, having a lot of fun with it now: -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Malsheck replied to sirkut's topic in KSP1 Mod Releases
Now there's an idea! Many thanks! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Malsheck replied to sirkut's topic in KSP1 Mod Releases
Forgive me if this has been answered before but I can't seem to find it. Is there a way to enter more than one key for a group? I'm basically trying to make it where a group of servos turn in the same direction with one key but opposite directions with another but can still go forwards and backwards together on demand. Kind of like a tank with 3 servos on each side attached to wheels. The W and S keys can be bound for forwards and backwards but Q and E make them go in opposite directions to turn. Is this possible? -
Here's a couple of videos I made using my KSP space shuttle. The shuttle was put together in KSP featuring some of the great mods currently out there. Enjoy!
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Just wanted to say thanks again for the great mod dtobi. Very much appreciated!
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Every once in a while someone makes a mod that you either didn't think possible or haven't even imagined. You sir, have done both. Congrats and great job! I do have a question though. Are your previous recordings of your vessels interact-able or are they simply a ghost image on rails? Cause it would be really cool to finally have a means to refuel mid air from a plane in a large traffic pattern.
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Thanks again for the hard work dtobi. Here's a short video I just made bringing my shuttle back home. I'll make another later of the launch.
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While bringing a shuttle in with my joystick (I had been using the keyboard up until now) I found that I needed a way to adjust the pitch trim using the POV control on the joystick. After going into the input settings I found there was no way to assign trim to anything. I'm pretty much stuck having to go back to the keyboard mid flight if I want to set the trim, or just deal with the aircraft pitching down each time I turn. Is there a mod or work around that addresses this issue that I haven't found? Any help would be greatly appreciated.
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For those folks who are having issues making your shuttles flyable, here's a suggestion. Take the boosters off and then look at your Center of Mass and your line of thrust. You want to have the line of thrust practically pointing at your CoM. Now, here's where it gets interesting. Boosters... If they are too weak, you dont get off the pad or your shuttle's thrust will be pulling back against the stops trying to prevent your shuttle from nosing over. Too strong, and you'll notice that your shuttle engines are pointing nearly strait down with the control maxed out pushing forward.... but instead it fall over backwards.... This usually happens at higher altitudes when the CoM is shifting towards your shuttle and away from the tank.. But the booster is still going just as strong as it was on the ground... just lighter. So the trick is to find a booster that will last til roughly 18km-20km giving you as close to pegged vertical speed as possible... but will burn out prior to your tank becoming too light. I actually compensated by bringing too much fuel. This also allows me to do a solid burn all the way til Pe while pitching down to limit Ap from climbing. I'll see if my internet behaves long enough to upload a demo video. If I can I'll post it on this thread. Edit: Looks like the video will have to wait. However, I did find a good picture demonstrating what I was saying above:
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Modular Fuel System Continued v3.3 (OBSOLETE)
Malsheck replied to NathanKell's topic in KSP1 Mod Releases
Try looking here at the Space Shuttle Engines mod They got a good selection of them now. In fact, I'm having a little too much fun with them atm. Thanks again NathanKell and ChestBurster for making this possible: -
Thanks Dtobi for this. Having a blast!
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Modular Fuel System Continued v3.3 (OBSOLETE)
Malsheck replied to NathanKell's topic in KSP1 Mod Releases
Not a problem. Glad I could help. Btw, if you haven't tried that mod out yet I would highly recommend it. It makes shuttle design so much easier and more realistic. Not to mention a lot more fun. I'll see about doing a couple of launches and maybe post some pics if I can remember my imgr login. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Malsheck replied to NathanKell's topic in KSP1 Mod Releases
ok, thanks for letting me know the difference =) Here's the fix: @PART[km-tank-mid-1] { MODULE { name = ModuleFuelTanks volume = 400 type = Cryogenic } } @PART[km-tank-mid-15] { MODULE { name = ModuleFuelTanks volume = 1349 type = Cryogenic } } @PART[km-tank-mid-2] { MODULE { name = ModuleFuelTanks volume = 3200 type = Cryogenic } } @PART[km-tank-mid-3] { MODULE { name = ModuleFuelTanks volume = 12675 type = Cryogenic } } @PART[km-tank-bottom-1] { MODULE { name = ModuleFuelTanks volume = 100 type = Cryogenic } } @PART[km-tank-bottom-15] { MODULE { name = ModuleFuelTanks volume = 336 type = Cryogenic } } @PART[km-tank-bottom-2] { MODULE { name = ModuleFuelTanks volume = 800 type = Cryogenic } } @PART[km-tank-bottom-3] { MODULE { name = ModuleFuelTanks volume = 3167 type = Cryogenic } } @PART[km-tank-mid-small-1] { MODULE { name = ModuleFuelTanks volume = 200 type = Cryogenic } } @PART[km-tank-mid-small-15] { MODULE { name = ModuleFuelTanks volume = 674 type = Cryogenic } } @PART[km-tank-mid-small-2] { MODULE { name = ModuleFuelTanks volume = 1600 type = Cryogenic } } @PART[km-tank-mid-small-3] { MODULE { name = ModuleFuelTanks volume = 6336 type = Cryogenic } } @PART[km-tank-top-1] { MODULE { name = ModuleFuelTanks volume = 200 type = Cryogenic } } @PART[km-tank-top-15] { MODULE { name = ModuleFuelTanks volume = 674 type = Cryogenic } } @PART[km-tank-top-2] { MODULE { name = ModuleFuelTanks volume = 1600 type = Cryogenic } } @PART[km-tank-top-3] { MODULE { name = ModuleFuelTanks volume = 6336 type = Cryogenic } }