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ouch

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Everything posted by ouch

  1. Is this going to be updated for .23? The button is longer appears in the corner. The stock subassembly doesn't read into directories like this one does. Which means I can categorize my assemblies, where as the stock one I have to sift through 100's of them...
  2. I just wanted to say how wonderful this plugin is... My station construction time went from hours to minutes! And docking it's self has gone from being a tedious task to fun and enjoyable! Truly a "must have" download!
  3. The Heavy Large one (top pic) can deliver 13 full orange tanks into orbit plus extras. So it has a capacity of just under 500 tons or so.
  4. Here you go: https://sites.google.com/site/ouchsdownloads/home/downloads/Auto%20Asparagus%20test.zip You have to look closely as the lines it creates are tiny... also if you hit remove all lines twice after creating asparagus lines then it removes a set of tanks from the outer edge and creates floating nodes...
  5. I tried it and it is quite buggy. This is because your allow the user too much freedom GUI wise. (freedom the user probably doesn't want.) get that interface down to just the asparagus, onion and remove fuel lines buttons and the interface would be fine. But i could only get it to stage 2 rings, any beyond that didn't work. it needs to loop through the fuel tanks for child decouplers and keep going till it can't find any. (Also remember that more than one decoupler may be children on a single tank.) Asparagus staging is time consuming to set up, there needs to be a faster way and this seems like it's it. And trust me I know all about setting up asparagus staging like the back of my hand... http://forum.kerbalspaceprogram.com/threads/45685-Bundles-of-Asparagus-Bundle%21?highlight=asparagus+bundle lol Sad to think I actually built more of these since then. They could all be replaced by this when it works properly.
  6. I know it's impolite to repost by my post was burried by 3 pages of a fast paced discussion about variable conversion... Which by the way I have not seen anyone pointing out that setting things to a variable seems to be what does the number conversion so: lock td to target:distance. wait until td < 150. Works but: wait until target:distance < 150. Gives the notorious "can't compare number to number" error. Also note that you must use lock instead of set in a wait until loop as set will only get the value once. Anyway here is my old post, if someone could help or at least confirm this behavior that would be great: So I have a rover that follows another one, but whenever the rovers are not on flat land they veer wildly off course... (seems the angle of the rover running the script is the determining factor) My steering code looks like this: lock ts to vessel("battery"). lock wheelsteering to ts. Battery is the name of the rover I'm following. (ultimately I would to get them to dock at some point but I can't even try if they go in random directions when on a hill because wheelsteering told them too...) Also how do you get the position of an object? I was going to try to specify the of the location of the other rover directly and hope that fixes it.
  7. so I have a rover that follows another one, but whenever the rovers are not on flat land they veer wildly off course... (seems the angle of the rover running the script is the determining factor) my steering code looks like this: lock ts to vessel("battery"). lock wheelsteering to ts. battery is the name of the rover I'm following. (ultimately I would to get them to dock at some point but I can't even try if they go in random directions when on a hill because wheelsteering told them too...) also how do you get the position of an object? I was going to try to specify the of the location of the other rover directly and hope that fixes it.
  8. Well I don't know honestly. But keep in mind kerbal is a 32 bit program so it can't even go over 4gb of memory usage. (which isn't an indicator of max file size btw.) On my computer which is an amd 6 core 1100t OC'd at about 4ghz, and a amd hd6970 with 2gb of ddr5 (stock clocked). (the system also has 16gb of 2000mhz memory) The number one problem with kerbal is the unity engine it's built on. The unity engine fails at pretty much everything it tries to do. Including running 1000's of objects at once. So basically the game slows to a crawl for no reason on my machine. By no reason I mean my processor bounces between 40%-60% usage with no core ever going above 65%. My graphics card sits bored at around 40%-65% usage. The max part count for me is around 1000 parts before things turn into a slideshow... So I highly doubt a save game could even get to 1tb before your frame rate drops off to nothing. So yeah good luck filling your universe with bases. Unity will likely crush your dreams. lol Oh, there is also the bug where approaching other craft sometimes causes them to explode for no reason... It seems to get worse with more objects loaded into the physics range I noticed. That's not unity's fault though. (Well I don't think it is anyway...) But have fun trying none the less
  9. These were made in .21 so I'm not sure what could be wrong. Maybe a bad download?
  10. Well, all the modules were made with the idea that it's far easier to take stuff off than it is to put them on. So you can just pluck a few panels/small batteries off here and there to get your part counts down to where you would like them to be. All the modules are categorized within Subassembly Manager according to their intended purpose. But I can Highlight a few of the standout modules.
  11. I just released my Modular Rover and it was built from the ground up to haul stuff: http://forum.kerbalspaceprogram.com/showthread.php/46607-Modular-Rover-With-130-pre-made-modules-and-optional-Kethane-support
  12. So I wanted to make a modular rover where you could just click the modules together that you wanted and go. But I also wanted a rover where it could do something more than just gather data. So I went about making a durable rover capable of handling large loads for the most flexibility in the modules. It of course had to be as light as possible so i could actually get it to where I wanted to go, and I soon found out it also had to be balanced so that it wouldn't roll the craft while landing. The result? And from above: It comes with 1610 Power, 800 xenon, a headlight, 2 solar panels and 2 1x6 deployable panels and weighs in at only 2 tons but: Yep it can handle turning 90 degrees while moving 36 tons down the launch ramp and up the 2 steep rail ramps without blowing any of it's 4 light duty buggy wheels because of the way it was designed. The trick is that there are node joints where flexibility is needed and welds where strong joints count the most. Making for a very robust vehicle. It's also well balanced which is crucial for low gravity roving. Here is a pic showing the rover being balanced while using the light lander modules on the sides: There are over 130 modules so far if you include the Kethane ones. Here is a pic of Some of them: And from another angle: The modules just snap on the rover. You don't need to worry about fuel line placement or anything, Just snap them together and launch. I've also created 4 engines that are capable of multiple speeds for the rovers. Here is one rover configured for speed and uses all 4 of them: To show what the rover can do I set out for a small-ish base expedition about 45km or so SW of the launchpad. Here is a pic of the modules used: At the beach at last, And the base is set up and all panels deployed: Also notice that this pic is showing off the cranes ability to drop it's attachment and be used to dock to other craft to transfer resources or to just maneuver modules precisely. The best part about the modules is that they can be airlifted in and used. Here is my solar cargoplane dropping around 2 tons of fuel: I also have included a Lander that can drop 10 rovers without stacking them with minimal supplies, or 2 with a good amount of supplies. Additionally I have included my Asparagus Tanks Orbiter. If you combine all of this with my Bundles of Asparagus Bundle, there are not many (if any) places you can't get one of these rovers to. There is also Kethane support!: Required Mods: (Well sort of... You technically don't need these because the modules are a .craft file and the ones that require the mods below simply won't load in if you don't have these. But there are a bunch of stock modules and the rover itself is stock as well. But to use everything you need these...) All the modules currently use the Subassembly Manager plugin. Infernal Robotics are used for the moving bits and wheel washers. Dromoman For the main crane and various winch mounts. Kerbal Attachment System Used the winches and winch adapters/connectors. Recommended mods: Kethane You need this to use the Kethane pack. Docking Port Alignment Indicator There are a lot of docking ports here you know. And finally the Files: Modular Rover Kethane Pack Once you have Subassembly Manager installed just extract these where KSP.exe resides.
  13. looks good. and I would like to see the return of speed controls. It allows you to fine tune each ship for it's intended purpose regardless of parts.
  14. Got it and, Starting KSP now... Seems to of fixed it! before 2-3 saves would detach a part, I did 20 or so and no difference was made. Thanks! Well the variable speed controls are gone though.
  15. Yeah, you can't use this until the floating part thing is fixed, my rovers slowly explode with each save... lol
  16. https://sites.google.com/site/ouchsdownloads/home/downloads/IR%20Bugs.zip The issue with the floating hinge piece is actually not a specific part problem. It happens on any part used with this mod. I have a save that shows 2 different bugs that occur during saves. here is my save file: Untitled space craft on the mun has a rover (the one furthest south) that has a dromoman part bugged out doing exactly as cameroon describes. If you look at the floating part closely you can see the part that rotates is still attached correctly to the arm yet the base for it is the one floating. The other bug is the rover and base modules on kerbin has docking port washers moved up for no apparent reason. Those I think might have something to do with the parts not saving correctly under load but it doesn't happen every save. Also, anyone that want's to preview my modular rover can do so with this save. mods in use: Ir of course DROMOMAN Kethane flight engineer redux
  17. The fuel lines are on top on purpose, They cause the engines below to suck in more fuel and give a slight boost. You can see this while launching the heavy series at launch where the engines on the 2 stacks that are draining have slightly higher temperatures than the rest. And I know I should use LVT30's but I don't know what crazy top heavy thing the user is going to put on there, so I figured I'd give them all the control I can, and those that would prefer thrust can simply switch out thrusters as needed.
  18. The new hinges and speed controls are great! There seems to be a sound issue withe the angled vtol part when used with keybindings though. That and the adjustable rail breaking seems to be the only problems I found. Oh, the vtol mounts seem to be a bit too durable as well. One bug that's existed since forever is the fact that control groups don't get cleared out when you switch models.
  19. Thanks for the update! I love this mod. Are there any plans to make shorter and wider tanks? The tall ones are great for rockets but the wider ones are better for base building.
  20. Will the motors consume power? That's the only thing all the motorized mods but KAS seem to lack for some reason. Looks like a wonderful update though none the less!
  21. Sounds like you have not found the "fine control" mode. Just push the caps lock key and you will see the arrows on the directional meter change to blue. Once you do that your movements won't jump around on you so much.
  22. Yep, from the guy who sends piles of fuel tanks into space I present the Bundles of Asparagus Bundle! 7 lifters completely asparagus staged, designed to be snapped to the bottom of your craft and several space bar pushes later it's in orbit! (or flung out of solar system depending on which one you use and what your lifting lol) These ships might not particularly attractive aesthetically, but I have not built anything they couldn't get into orbit so far. Most of these lifters provides quite a kick to anything on top so Kerlington reminds you once again to "strut your stuff!". Lets start with the biggest ones from the heavy series: Large: 37 mainsails, 74 orange fuel tanks, 18 stages, 821 parts and 213,120 units of fuel to burn! (I think I just made Jeb cry... ) It's the largest circular arrangement of orange fuel tanks that will still fit on the launch pad. And even though the part count count might seem a bit high, just remember it's all asparagus staged, and each stage drops off around 40 parts... And 2 stages drop within the first 15 seconds or so. P.S. This can also get 10 full orange fuel tanks in orbit, just add a docking port on top and it makes for a great space station refueler. Also, check out the mass on that thing, lol. Medium: 19 mainsails, 38 orange fuel tanks, 9 stages, 417 parts and 109,440 units of fuel. Small: 7 mainsails, 14 orange fuel tanks, 3 stages, 140 parts and 40,320 units of fuel. And now for the more "sensible" (Well by my standards anyway, lol) medium series: Large: 37 LVT45's, 74 striped tanks, 18 stages, 418 parts, and 26,640 units of fuel. Medium: 19 LVT45's, 38 striped tanks, 9 stages, 208 parts, and 13,680 units of fuel. Smallish: 9 LVT45's, 18 striped tanks, 4 stages, 92 parts, and 6,480 units of fuel. Small: 7 LVT45's, 14 striped tanks, 3 stages, 70 parts, and 5,040 units of fuel. It should be noted that each one of these lifters can get a remote guidance unit out of the solar system. And if all those don't fit your needs, just imagine what would happen if you started combining lifters and stack some of these together? A couple warnings though: I would advise not hitting undo in the editor (Ctrl-Z) or using the relaunch button while these are loaded (go back to the editor first and then launch again). This is because the game recalculates struts and fuel lines when you do this and often recalculates them wrong leading to missing fuel lines and struts. Or fuel lines and struts connected to things they are not supposed to be connected to resulting in a (spectacular) disaster. And I'll be honest there a lot of struts and fuel lines to go wrong here on all of them. I'll likely keep adding to the bundle as I've got a few ideas for more stuff. But you can get what I have so far here: Download the latest Bundles of Asparagus Bundle Feel free to let me know how they work out for you.
  23. So I wanted to make a modular rover where you could just click the modules together that you wanted and go. But I also wanted a rover where it could do something more than just gather data. So I went about making a durable rover capable of handling large loads for the most flexibility in the modules. It of course had to be as light as possible so i could actually get it to where I wanted to go, and I soon found out it also had to be balanced so that it wouldn't roll the craft while landing. The result? And from above: It comes with 1610 Power, 800 xenon, a headlight, 2 solar panels and 2 1x6 deployable panels and weighs in at only 2 tons but: Yep it can handle turning 90 degrees while moving 36 tons down the launch ramp and up the 2 steep rail ramps without blowing any of it's 4 light duty buggy wheels because of the way it was designed. The trick is that there are node joints where flexibility is needed and welds where strong joints count the most. Making for a very robust vehicle. Here is a pic showing the rover being balanced while using the light lander modules on the sides: I have not counted the modules yet but i think there might be 30-40 so far. Here is a pic of them all: And from another angle: The modules just snap on the rover. I've also created 4 engines that are capable of multiple speeds for the rovers, You just pop them on and go, Here is one rover configured for speed and uses all 4 of them: To show what the rover can do I set out for a small-ish base expedition about 45km or so SW of the launchpad. Here is a pic of the modules used: Almost There! Note that I raised the crane a bit because I was afraid of it knocking off some of the deployable solar panels. Also one of the quick save/loads thought it would be cool if it rose the back wheels off the ground for some reason... Finally, at the beach at last, And the base is set up and all panels deployed: Also notice that this pic is showing off the cranes ability to drop it's attachment and be used to dock to other craft to transfer resources or to just maneuver modules precisely. The best part about the modules is that they can be airlifted in and used. Here is my solar cargoplane dropping around 4 tons of fuel: Sorry for all the pictures, but I wanted to see if any people would be interested in this. I am currently converting all the modules to use the subassembly manager plugin and testing some of the modules. But it's proving to be quite the time consumer. It's also not immune to the docking port bug, and it relies on those docking ports pretty heavily. There is also the problem of mods, The rover it'self is stock, but some of the modules require infernal robotics, DROMOMAN, and subassembly manager. So if there is any demand for this rover, then let me know, I can release it as is if you guys want, or you can wait for me to clean it up a bit before release. Update: Released! http://forum.kerbalspaceprogram.com/showthread.php/46607-Modular-Rover-With-130-pre-made-modules-and-optional-Kethane-support
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