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I.T Marcus

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Everything posted by I.T Marcus

  1. I was thinking about adding treads as a new alternative to wheels but I may be able to do something with this idea once I find out how to use animated parts correctly Thank you
  2. I have created a rover chassis model in blender and exported as .obj (As I was told KSP accepted the format, and the .mu exporter I'm using just gives me errors whenever I export) I put the model.obj and .mtl file in the corresponding folder in the game data... I even tried putting it in the Squad folder But one thing that I do not have in the part folder is a texture... is this required for KSP to use it in the SPH? If it is the .obj format not being accepted anymore then please direct me to something that I may use to get it into .mu format Thank you for reading!
  3. Hmm thanks for idea! I'm not sure I would be able to do this right away as I'm not sure on how to make parts with animations work in KSP But a rover-mounted jack would be useful for repairs and maintenance... as for the bounce of the brakes, I'm not sure how to approach that problem but will try my best when implementing the custom wheels But for the present you may consider using Gear bays to act as jacks... as they are smaller than landing legs and will lift your rover and allow you to make wheel repairs But this jack idea is very very good!
  4. The chassis I am working on as of now will have some generous mass so that rovers can keep their center of mass as low as possible
  5. Awesome, if you have time could you model some basic chassis? (I have one as of now I just finished but I can't really model so its just as octogonal steel frame as of now
  6. I didn't really think about the rover delivery aspect... but that is quite hard to do with stock KSP as of now (well at least for me) hmm I think maybe if I can get the physics to work around it I would be able to make an ODF (Orbital Drop Fairing) that absorbs all shock from hitting the ground at high velocities... but that might just make landers obsolete then because the rover would be able to just survive orbital drops without the fun of crashing
  7. I may be wrong but as of now I'm testing it, I believe symmetry should allow you to place wheels perfectly opposite of each other on each wheel mount I model on to it, if not I will attempt to look into ways to make custom wheels with this feature But thank you for the feedback
  8. Thank you very much for the help! And good idea! Thanks!
  9. Infinity Tech. Rover Parts A mod devoted to building functional rovers This mod will act as a catalyst for those of you who really enjoy rovers and cars, basically anything that goes on the ground NOTE: This add-on is in a very early state and only has a few parts to it, please don't expect too much All of the parts are untextured as of right now Features So far this mod contains a few parts for constructing rovers 4 Sized Chassis A large "canopy" solar panel [WIP] Surface Sample Containers [WIP] EVA report hard drives [WIP] Rover cores that can take surface samples with mounted arms and "Robo-Reports" if a camera is mounted onto it Developers Texture Artists Sauron Modelers Helix935 GoldForest Testers blackheart612 DOWNLOAD THE MOD HERE PLEASE NOTE: IF YOU DOWNLOAD/PLAY WITH THIS MOD, I AM NOT RESPONSIBLE FOR ANY DAMAGES DONE TO YOUR SAVES! MOD UPDATES CAN CHANGE PARTS COMPLETELY TO THE POINT WHERE CRAFTS WITH THESE PARTS ARE NOT LOADED/ OR WORKING If you wish to be part of the bulk development (modeling, texturing, coding, etc) please just say so in the reply area Unless you really want to PM me lol
  10. Here my submission it is not an infiniglider as some people may assume... in fact you can't get speed by flapping the wings.... but it gets to Mach I by using gravity! So I present to you: The Gravity Assisted Glider 19.7G's! My jet engine got ripped off while doing the turn... does that count still?
  11. I'm experimenting at the moment with other contraptions... do you plan on having a mod leaderboard? I'm using Infernal Robotics to make a centrifical force flinger
  12. Thank you all for your advise! I am going to do as you guys said and start a bit smaller and work my way up finding out how to do things one step at a time. I guess I was a bit afraid of breaking things as I basically tried to keep my current configs as close to the Squad format as possible but I'm going to try to see what works and what doesn't and why... but thank you!!!
  13. That is not what this post was about at all, I am learning C# already and was wanting someone with more experience to help me do it... not a teacher but someone to help in on the mod as well. I am doing this because my first project which was my very own game in unity almost made me give up because every time I found a willing teacher they usually stopped helping me because they didn't have their heart in the purpose and basically just floated away... now I thought that if I asked a whole group of people to not only help me learn but to stay and code alongside me so that I would continue to get better I know there are tons of tutorials out there and I've watched a lot, for some reason I only learn how to do exactly what the tutorial does... I've tried applying things to what I want to do but just can't make the connection, I'm, a pretty smart person but for some reason coding doesn't stick to me as other things do If there is anything that I would want you to take away from this reply is that I'm sorry if my post made you think that is what I meant I'm going to reword the post so that other people don't get the same image
  14. I'm sorry if I sounded a bit jerky when I put that in, but I feel it a bit wrong for someone to read someone's else's idea and just go off and do it themselves I can understand why you think this way, so if you would like I could edit the post and put in the details to give people an idea of how it would work. But thank you for the quick reply! (Btw: #1, I know this lol I didn't plan to do it)
  15. Now due to previous misinterpretations of the post I decided to edit it to make my message a bit more clear. I would like an experienced KSP coder to help me and my partner's project: "Infinite Horizons" which is planned to allow users to create not only their own planets, but their own star systems! I know this is difficult but I figured it would be worth trying! We have a plan on how this would roughly work, if you would like to know of such details PM me and I'll reply but for right now I don't want to make this too big of a post to take in FIRST OF ALL: I DO NOT WANT TO DUMP ALL THE WORK ON SAID PERSON! What I'm asking for is someone to help teach me and get me started in the world of C# programming, I have a basic understanding of it as of now but would like to use it to the best of my capability. Think of the position as a Teacher-Friend-Supporting Coder-thingy
  16. In my point of view a military is not a force of destruction, in my view a military is something you can get behind and trust to keep you safe from aggressors. A force of destruction would be a regime, raiding party, etc. But a military as of now would not be necessary in space, as there are no aggressive species in the Kerbol system. However there is a hostile force within it, hostile players! I think that if any correct military community were to erect itself then it would be in the name of defense. This would serve as a compromise as it can also enforce the aspect that space should be researched and not conquered. But that's just my opinion
  17. Hello Lolaks, now before you get your hopes up I have no experience scripting either...but I'm willing to learn and I am a little familiar with the Unity interface. Mainly what I came to tell you in this reply is that you have a VERY good idea, but I may be able to help you expand the idea Suggestions: Why stop at Planets and Moons? I propose instead of a custom planet creator, the player would be able to create a new star system! The way the player could travel between their new horizion is by simply getting on an escape trajectory from the current star, and once they reach a max Alt. it triggers an interface to come up (similar to the tracking station's) where is could be a map of the current user's galaxy. This interface would be easy to set-up I imagine, selecting the desired location and it would calculate the Delta-V required to transfer (if at all-possible) and basically subtract it from your current amount. Now for actual implementation of this you would also need new engines and resources to use (perhaps nuclear space jumps?). Now this would be a gigantic feat of accomplishment just to get a core version working! But why should the physists be the only one's to create interesting things? Maybe perhaps a lot of preset settings to combine? Now if you are fully dedicated to wanting to make this happen I just want to let you know that if you wish then you can COUNT ME IN!
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