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Found 8 results

  1. So I recently came across a few mods that add vehicles to your game: KSO, Grounded Modular Vehicles, and Omega's Stockalike Utility Vehicles. I should also mention Cold War Aerospace, which gives you a few vehicles too. I was thinking that in the future (probably me, but someone else can take the idea if they want since I, well, don't have any experience making mods so I have a long way to go if I wanted to do this) if a mod that adds vehicles should follow. First, what size? I noticed that OSUV gives you the G1 and G2 parts in the same size as the utility vehicles across the KSC, but KSO and Grounded give you a smaller size, which is more "accordingly" to the size of a Kerbal. Second, and the main reason I'm making this post, what art style should it follow? I came across the mod Kerbin Side Core, which gives you multiple statics, including one in particular, "Parked Vehicles," that offers a strip of parked vehicles with the same "art style" or "architecture" as the G1 and G2 trucks. So I was thinking about what could be better: following the "stock" art style of the lorries, or something more like the KSO, which, for me, gives a more "varied" look for other vehicles. And well, I also want to ask, what do the players like more, or what would they like to see?
  2. I put it in here (instead of the general suggestions forum), because it is an expansion specific suggestion. I think it is not only useful, but absolutely necessary, to implement some kind of slider where you can adjust the time intervbals in which you get notification messages about new science points that are generated by your ground experiments. At the moment I have 3 ground experimental setups running on Mun (in order to fulfill a Goo Experiment Contract) and get spammed with messages informing me that the experiment added around 0.033 - 0.007 science points to my science point pool, especially when using time acceleration and IMHO this problem could get solved via 4 ways: Add in a global time interval slider (or buttons) where you can adjust the global time interval for messages by ground experiments (say 10 minutes to 24 hours) Add in a local time interval slider to each experiment control station, in order to adjust the time interval to all experiments controlled by this station Add in a point threshold, so that messages from ground experiments are either sent out when 10 minutes have passed, or when at least 1 full science point has been generated by the experiments ... whetever comes later (At least) Add in a "Delete all Messages"-Option to the Message box, so that you can clear the message box of all messages with one click and don't have (after an interval of time acceleration) to manually delete 100-200 messages one by one I for my part would definitely favor solution 1 ... but actually, the nature of the 4 solutions would also allow them, to be intermixed with each other
  3. Hello Guys, I logged into this forum, because I need help to safely achieve my own ground speed record with stock parts, but there is one problem, which occurs no matter which craft you use. If you finally reach damn high speeds, over 2000ms, You have the problem, that you collide into the terrain. To solve that problem which already occurs at 800 m/s you can put your aerodynamic quality to minimal, then you can achieve speeds over 2000ms easily with sepatrons. But when you start to slow down, you crash into the ground again, but how can you fix that? I already put everything on the lowest settings and put some back to see if it's changing something. What can you do about it? Suggest me Mods or other solutions to fix that. Stratzenblitz75 already posted something about it: https://forum.kerbalspaceprogram.com/index.php?/topic/160697-the-speed-of-ground-a-study-into-how-ksp-terrain-colliders-handle-land-vehicles-with-high-magnitudes-of-velocity/
  4. A really nice stockalike set of parts specialized for building ground bases anywhere in the Kerbol system. (PLANNED) CONTENTS: A spacious habitation module for your stranded kerbal pioneers ✔ A large ground laboratory for analising samples in loco ✔ A variety of tubes for keeping your base united ✔ Solar panels, because you can't do science in the dark and batteries aren't eternal ✔ A nice command module with a view of the stars above [insert planet here] Ground legs for protecting your base from rough landings PRE-RELEASE WHEN? When I finish the command module/observatory. SUPPORT ME ON PATREON
  5. I was bringing new kerbals to my Mun base. But when I came too close to the base, the base, rovers and landers around it exploded. After that I reloaded my save and looked carefully at the base by zooming out. I saw That the base was in the ground. and now (also when I swithed to the base) when I come too close it explodes every time How can I fix this?
  6. So lately I have taken to the habit of building many of my rovers with reaction wheels, and I set all the electric torque components to "SAS Only" mode. I find that this helps a lot on flat(ish) terrain, making the rover less likely to flip over when aggressively breaking or making sharp turns, as the torque of the reaction wheels in SAS mode helps cancel out forces that might send the rover spinning. But experience has taught me that on rougher terrain where gravity is lower and changes in elevation more sharp than on much of Kerbin (like, say, the Mun) I have to "pulse" deactivation of the SAS at times to make sure all the wheels return to the ground. If I end up taking a big leap off the terrain, the reaction wheels can be used to help make sure it lands at a good angle, but I have to manually change their mode, which is not easy to do under pressure during an unexpected leap. Basically I want to control the torque fully if the vehicle is off the ground, while keeping the vehicle firmly planted on the surface while grounded. So, to resolve this and make rovers a little more controllable, I would like a "parallel to surface" mode for the SAS, which tries to keep the vehicle's "front" (as defined by whatever I select "control from here" from) perpendicular to a normal vector from whatever surface polygon lies directly below it. I would think that this would be pretty simple, as far as engine capability and math goes. Do a ray trace from the center of mass of the vehicle to the center of the stellar object it is in the sphere of influence of, then get the normal vector of the first non-vessel collision polygon it passes through (which would typically be part of a planet's terrain mesh.) Then we try to have the SAS keep the vessel's forward pointing vector perpendicular to that surface normal vector. The advantage to this is that the vehicle will try to keep itself oriented properly so we do not have it doing bizarre things like trying to maintain a wheely, which reduces driver control. It also means that, should the vehicle launch itself into a parabola, it would try to align itself with whatever it is passing over so it lands on its bottom as evenly as possible. This should help spread out the impact of landing and lead to less damage over all. Heck, if we want to introduce a simpler version of the same thing which can just keep a craft pointed perpendicular to a vector traced down to a stellar object's center, that would also help as a great aid for flying aircraft while cruising long distances instead of having a make a bunch of minor corrections for the pitch of the nose. If there is some concern about this making things "too easy" on the players, it could be restricted to higher level probe cores and experienced pilots, like many of the other "autopilot" features in the base game. It would also build up player experience in cruder situations in career or science before they unlock the more helpful assist gear. Heck, I would even go with some add-on components like gyroscopes to enable it (similar to the Avionics Hub) if there needs to be some kind of (mass/cost) trade-off for that ability. What do you think?
  7. I'm making a mod that will introduce a completely new way to make wheels work. I already have the models and the basic systems working. The mod will add a new resource, torque, that engines make in exchange of fuel. Wheels use torque instead of electric charge. The thing is that it seems KSP, when the wheels are checking for torque, checks the left wheels first and therefore gives more power to them. This makes the car turn slightly to the right. The easy fix is that every player adjusts the traction limiter of the wheels perfectly, which is pretty time consuming and confusing. My idea, in which I need help with, is making it so that the wheels somehow check for the amount (persentage) of torque in the engine and adjust how much they take. This sounds pretty simple but I have ZERO background in coding and these CFG files in general. As of right now, this is how the wheel takes torque, just for clarification: RESOURCE { name = Torque rate = 1000 } And this is the resource conversion part of the engine: INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.035 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Torque Ratio = 200 DumpExcess = false } } RESOURCE { name = Torque amount = 20 maxAmount = 20 } Any ideas, help, or feedback are seriously appreciated
  8. Ground Effect Now here's a feature that would open up some awesome possibilities. Imagine being able to build realistic hovercrafts, ekranoplans, etc.. This would also make landings a bit easier, since you get an extra blob of air pressure under your aircraft as you near the ground. Exhaust Compression Basically, take a regular engine part, build an aerodynamic shell around it, and ta-da! Makeshift extra-large ramjet. The engine itself gets you going, and then as the shell takes in larger and larger volumes of air for the engine to heat up and compress, the more thrust you get. This would be a great way for players to create their own rocket-ramjet hybrid engines or more unique supersonic aircraft. This would also allow more realistic hovercrafts since the player could build a functioning skirt that compresses engine thrust while also having the Ground Effect to work with.
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