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Madrias

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Everything posted by Madrias

  1. Yeah... About that. The smaller you make the wheels, the less acceleration and braking power you'll have. Just something to consider before you get too far into that idea, because I've gotten vehicles stuck in Stage 3 because they couldn't climb out of the pit at the bottom of Dead Kerbal Hill.
  2. Something I config bashed myself. Swapped XenonGas for IntakeAir, cut down the electricity use so it's more efficient. Still weighs just as much, so it's a heavy piece of equipment to drag around.
  3. Dead Bug MK2 Intended as a mixed Propulsion/Electric rover, this machine ended up finishing the run pure electric after knocking off the FART (Fast Acting Reaction Thruster) part of the way into the run. Would've been my start, but I screwed up the nav-ball, so I wrote it off as a false start and began the timer later. All in all, I think I did pretty good as that was not like driving a Jumping Spider at all. Total Time, for those not looking in the screenshot spoiler: 2:09:27
  4. Well, I'll admit, I'm not going to be making anything any time soon, but I am bumbling my way through Blender. Slowly. But maybe I'll set that as a goal, that this is the year I learn to use Blender and do something to give back for all the great mods here. I've got an idea of what I want to do, so the hardest part is converting from my somewhat old-school way of doing things to learning Blender. Because, let's face it, my ability to fold paper into models is a great strategy for seeing what something needs to look like, but it's hardly useful for KSP. I actually have to thank you for the link to that tutorial, because seeing how easy it is to work with Blender has actually inspired me to try, even if what I come up with looks bad to start with.
  5. Yeah, I'd be interested in that. As for modularity, I understand. I like the idea of putting something together, personally, but I understand a lot of people don't like having to put pieces together to get the whole thing. I liked things like the PackRat rover back in the day, which was kinda the perfect amount of cool because it could be stuffed into storage containers and assembled in the field. I suppose things like that, and the idea that parts can be knocked off in the field and put back on with KIS/KAS are the reasons I want modularity in vehicles now. If I go over a jump and slam down hard on the suspension and knock half the front off of my rover, I'd have options. Do I want to try to pick up the pieces and rebuild, or leave them off and keep going? I liked the Muscle-Car parts mod that was around for 1.0.5, but sadly, while they come in pieces, they're not modular. Hence liking the idea of modularity. If I could take the same cab and attach a different engine (the Diesel engine or a Fuel-Cell Generator, etc) to the cab, a different cargo area (flat bed tray, truck box, or space for two seats and a trunk), and other parts like that, I could theoretically put parts into KAS compartments and assemble different rovers on the field instead of having to figure out how to protect the vehicle in flight. But I also respect that modding takes a lot of time and effort, and a lot of skill. I can't 3D model, so I'm stuck bouncing ideas off of people's heads who can 3D model in hopes something sounds good to them, too. Most I can do is config bash, and even at that, I'm far from good at it. I know a few tricks, but not many.
  6. Well, I'll admit right off the bat that mine isn't quite stock anymore. However, for a nice "Add Seats and Go" platform, it's really quite nice. In fact, I honestly wish there were more of these kind of vehicles. Perhaps... If it wouldn't be too impractical, a sort of modular rover system allowing us to build several different designs of rover with a parts-kit. Fenders, main engine, cab unit, cargo tray or cargo box, that sort of thing. As it is, it's brilliant, it provides the perfect means to get around with two kerbals. I just wish there were more versions, more things to do with it. Granted, it's a great base for the Kerbal Dakar Rally, and I might be bold enough to try, after the Rally, for a KSC to Polar North run, but I somewhat wish there were more like this. Even if all we got was something like an old pickup truck, I'd be happy, as it'd give some storage space other than KIS/KAS storage. Sometimes you just need to be able to have a couple friends riding in the back, after all.
  7. You know, I'd totally rock a set of those if I could make 'em work with the Dead Bug (which is using that cool Jeep body and the structural tubes, although the Jeep body isn't exactly in stock form anymore. I swapped it from mesh to MODEL in order to make it a bit taller, so it's more Willys than Wrangler. Plus I've got three sizes of it because I was toying around with the idea of a bigger vehicle.) Though I've been more wanting a truck to run this rally in, but there's, well, a lack of "build as pieces" vehicles for KSP, as I'd want to be able to lose fenders, etc. on the Kerbal Rally. Plus, the tweak-scaled KR-2L's are the definition of slow and wimpy, as I have to have that thruster to climb hills, or travel across dead-flat-ground above 20 m/s. Without the FART, it won't make it through Stage 1...
  8. "Brakes, Jeb! Brakes!" "Calm down, Bill!" Jeb then yanked the handbrake, gave the Dead Bug's wheel a quick flick left, then right, and floored the throttle, causing the Madness Industries engine pushing the car along, the FART, to release the obnoxious blue cloud of gas. "We don't need brakes, Bill. We've got this Fast Acting Reaction Thruster. Gotta love testing some company's new and unusual products." "I think I'm going to need a new space suit."
  9. Can't confirm, but it feels that way. Suppose it's always been that way, but before 1.1, stock wheels were vastly inferior to many stock wheels. Now, they're pretty good, and that's coming from someone who used to hate the stock wheels.
  10. Well, I've given it a day, so I'm going to make an attempt with the Dead Bug design again. Just this time, keeping it below 50 m/s, no bombarding down hills, and switching off the FART when traveling over rough terrain. (Fast Acting Reaction Thruster. Basically just a tweaked Ion engine that gives 12 kN of thrust, has an instant off, and runs on electric charge and intake air.)
  11. Well, my attempted rescue mission was a dismal failure. Thought I was being clever adding KAS winches to the Jumping Spider to tow Bill and the Dead Bug, but it decided, instead of rolling along smoothly behind the Spider, it'd instead roll viciously, smash the connector ports for the supporting ropes, bounce violently to throw Bill out of his seat, and then land on the wheels to continue as if nothing else had happened after Bill went poof. So, effectively, I ruined my stage 3 time for nothing, because there's no point in me dragging the Dead Bug all the way home without a good reason, and Bill was the good reason to do that. As for the reason Bob was out of the Jumping Spider, he was passing Bill the book on how to use KIS because I've never used it before this point, so I had to figure out how to do the whole "attaching stuff outside the Hangar" thing. And total disintegration on Stage 5. When the Dead Bug broke away from the back of the Jumping Spider, it must've done more damage than I thought, because it started pulling to the left. Then it rolled. Many, many times. Figured, eject the wing, we'll limp it to the end of Stage 4, started stage 5 looking very much the worst for wear, and then had this crap happen. Back to the Drawing Board. Might try enlarging the Dead Bug about 200% so that I've got the full-size drive wheels under it.
  12. That didn't go to plan. Not just has my second try killed Jeb, I broke the vehicle I made to attempt without the Jumping Spider. However, Jumping Spider MK2 will now be equipped with KAS winches in an attempt to rescue Bill and what's left of the Dead Bug. Bill's determined to finish the rally in Jeb's honor, even if he has to call on Bob and Valentina for help.
  13. Well, the Jumping Spider may be tough, but she's not invincible. Don't do 54 m/s down hills. If this thing gets a speed-wobble, it's all over. I think, by that reasoning, it's time for a new vehicle because I crashed the Jumping Spider. And no, I can't just roll it and continue, the frame's twisted badly.
  14. I suppose I should go get the Jumping Spider warmed up. Not good to start on a cold engine!
  15. The Jumping Spider will be ready. I'll be dragging some spare parts in those KIS containers, just to be safe because otherwise I'll have a big wreck and lose all my progress.
  16. And here I thought I was reckless, going way too fast, and getting a ton of air. You seemed to spend more time airborne than on the ground, bouncing over the rough terrain. Granted, you're using jet power and achieving speeds I only could reach if I dared accelerate going down a hill, but I don't recall getting anywhere near that much air in stage 2 or 3. Maybe in stage 6 or 7, but that's because they're full of these little speed-bumps that provide enough altitude to get some air, but not enough altitude for me to consider them overly dangerous, so I'm doing 30+ meters per second over them. Still, cool to see a jet-powered machine tearing it up. I've toyed with the idea, but I think the Jumping Spider is staying an all-electric-drive turtle. As much as going fast is appealing to me, I can't fit enough fuel on the Jumping Spider to power the wheels and also run an engine.
  17. Jumping Spider does the first stage in 18:08. But, I drive like a madman doing 30+ m/s through the first stage over the bumps and jumps, so that probably explains half of it. Once we get past the (mostly) flat land of Stage 1, I'm going to be rather slow because of just how I take the course, but I've basically driven Stage 1 so many times that I'm very comfortable with the speeds I can take. Either way, this is going to be a ton of fun because of the very different vehicles we all have.
  18. And, officially parked, like a jerk, back at the KSC. Totally ready for this to start. Last run of the vehicle under the name "Flying Dustbuster" and the beginnings of the Jumping Spider.
  19. Was difficult, but I've finally made it through Stage 7. So, yeah, definitely looking forward to this. Won't win any prizes because this thing isn't exactly super fast, but on flat-ish ground, she'll haul upwards of 35 m/s, on actual flat ground, we're looking at 40 m/s, and I do anywhere from 10 to 25 m/s on the average brake-riding hill. Haven't bothered calculating my time from this run, just was for practice. I know it could be faster because I went way too wide in stage 5 or 6 and had to drive back to the flag, then I had multiple times where I overshot the flag at 15 m/s with the brakes on and had to back up to get my screenshot, so I'll have to work on that. Just kinda proud it only took me 5 redesigns to come up with a craft that could survive all 7 stages of the Rally.
  20. Finishing looks like it's going to be difficult, though not impossible. I must find a better line to get through this without smashing up my machine.
  21. I'd say going spider-mode is definitely the right move for my machine. That's stage 3. Goes down the hill with ease, climbs rapidly. Front two sets of wheels steer, all drive. KIS got installed in order to have some options in the event everything goes wrong again. Of course, the extra set of drive wheels has increased electrical consumption, so the 8 fuel cells are working overtime, and thereby it's burning fuel faster, but I think I've got enough to survive. Oh, and I added some lights. And more lights. Because I'm now officially scared of the dark in KSP. Edit: Jumping Spider cleared Stage 5 without damage. About to try my hand at Stage 6, which would be the furthest I've ever gone. Edit 2: Stage 6 completed. No damage. Maybe this is the perfect number of wheels? Jumping Spider is fast. And, obligatory Stage 6 down-the-hill shot. Not spinning any webs, but it certainly crawls down walls just fine. Edit: And stage 7 is completed! This is going to be a lot of fun. Not really a contender for any of the prizes, but my Jumping Spider will be in this. Also not sure what it'd be classified as, given that it's, um... an 8 wheeled buggy-style craft.
  22. Makes for one decent air-brake. There's one of the thin-yet-wide flaps up at the front, too, to help keep the nose down. They move a lot in the air, but the reaction wheels really are what help me control the rover's aerial insanity. It's a lot of fun to run, though. Hmm... 6 wheels... Or 8? Do I go full spider on the Flying Dustbuster? Edit: 8 wheels it is. Climbs better, handles jump landings better, is faster on flat land. Considering renaming Flying Dustbuster MK5 into the Jumping Spider.
  23. Sounds like I need to get around to trying to beat Round 6 in the light this time. Though I'm quietly confident that without the cover of darkness, I should be able to make it the whole way this time.
  24. Survived Stage 5 without any damage this time. It's amazing, I put on a decoupling system in the event of my wing keeping me turtled, and I manage to get through without smashing my machine to bits. Edit: Screw you, night-time! Darkness fell and I wrecked badly on stage 6 again. When you can't see your hand in front of your own face, it's impossible to run a rally. Well, time to warp to the new morning and try again.
  25. Yeah, the new revision of the Flying Dustbuster is impressively fun to drive. The added reaction wheel, extra Oscar fuel tank, and spare pair of fuel cells has helped with increased power and also enabling minimalistic control in the little hops it still gets over the ground. Mostly so that I can pitch to the ground for more gentle landings instead of going "thud" every time I come back down. Edit: Try number two with the Flying Dustbuster down Stage 3's hill! Time's all out of whack because somewhere between Stage 1 and Stage 2, I parked the Dustbuster and tried the Jumping Jalopy, but it kinda 'sploded. So I jumped back to the Flying Dustbuster and continued my practice run. How's that for a strategy?
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