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Download Link: https://github.com/UmbraSpaceIndustries/ExplorationPack/releases This modpack is a repackaging of the PackRat Rover as well as new parts geared towards planetary exploration. Contents: The Pack-Rat Rover. A modular heavy-duty Rover for all of your planetary exploration needs. Easy to assemble Durable Balanced No twiddly surface attachment - everything snaps in place Integrated RTG and batteries Integrated headlights Glow-in-the-dark tape, for when you forget to turn the lights on... Handles like a dream - Munar speeds up to 20m/s Includes experiment storage lockers Includes a new science component (a data camera) Six customizable equipment slots (demo includes four science crates, a seat, and a data camera] Includes a Rover Delivery System - a cage framework with plenty of surface attachment space, and nodes for both the Rover and stack attachment in a 2.5m form factor (though a 3.75 fits the entire wheelbase of the Rover cleanly) Oh... And it can be completely assembled in the field using KAS... If you are assembling this as a sub-assembly in the VAB, start with the roll cage (it has a spare attachment node on top) If you are assembling this via KAS, start with the Front (and surface attach it to a pylon or something so your Rover does not fly away on minmus or something) The Advanced Extravehicular Suit (AES) What started out as a hardened EVA pod soon transformed into an assortment of small parts to extend it's functionality. Parts included: The AES Commad Pod - Tiny, with full glass IVA Micro SAS Micro RCS thrusters and mini tanks Micro decoupler (so handy!) Electric ducted fan motor (atmo only) - Nifty in that it ties to both the RCS and Engine systems FireSpitter and ModuleRCSFx are both required and included. Requires the Community Resource Pack (resources only, no ORS maps) as well as various USI DLLs (all included). Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Additional Modules: This package redistributes FireSpitter This package redistribures Module Manager Download on GitHub: https://github.com/BobPalmer/ExplorationPack/releases Changelog: 0.2.5 - 2014.11.01 [LIST] [*]Reorganized folder structure to better support package managers [*]Included complete CRP [*]Replaced TGAs with PNGs [*]Increased maintenance pod range to 5m [*]Thanks to FrancoisH, fixed several broken welded parts [*]Thanks to Deadpan110 for surface attachable packrat wheels [*]Merged in the Safety Light, and made it KAS-attachable [*]Updated FireSpitter DLL [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]DRE/ATM support for the HERP command pod and jumpseat [*]Fixed typo in Jumpseat name/description [*]Minor update to HERP IVA [*]Added in HERP lights [*]New maintenance pod and various crates for resource transfer [*]Bundled KERT for EVA Transfer support [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Synced ORSX/CRP changes [*]Added the HERP command bubble and Jumpseat pods! [*]FAR/NEAR support [*]Engine tweaks for the ducted fan engines [*]DRE support [*]ATM support [*]Better packrat wheels! [*]FireSpitter Hover Mode! [*]Corrected model for ducted fan (transform issues) [*]Switched to latest USI DLLs [*]Switched to ORSX and new CRP [*]The PackRat has been adjusted again - be careful, old ones may have bees. [*]Updated RDS cage (3.75m) with matching fairings [*]Ducted fans have attachment nodes and should play symmetry better [/LIST] 0.1.3 - 2014.09.12 Bundled ORS 0.1.2 - 2014.09.12 [LIST] [*]Small update to the duct fan model - beware this may cause your ships to look weird as some transforms changed. [*]Slight boost to RCS power, texture size reduction, some model updates. [*]CRP Integration [*]USI Tools Refresh [*]Internals tweaks [*]Fixed bug where IVA caused a transparent pod [/LIST]
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===> SpaceDock main download. <=== Instance on curse.com will not updated anymore. Those cursed Twitch-lovers enraged me by their demands. If something bad happens to SpaceDock - I will make a release mirror on GitHub. ===> Available in CKAN. <=== Dev thread here Pics Here (Damn you, Imgur!): Album a/jt9GPDr will appear when post is submitted (Damn you TWICE, Imgur. You've blocked all accounts from my mail provider and I had to use another service for new pics.) Video review by Kottabos: Video review by GrunfWorks (fresher one): Languages: ,,, For other languages - commit to GitHub instance of ChopShop (/GameData/ChopShop/Localization). Other mods support: ModuleManager - ChopShop can work without it, but you will have no support for other mods. Connected Living Space Community Tech Tree Engeneering Tech Tree (as a temporary patch until it's GitHub source is updated) F.A.R. is supported. (Hopefully... haven't checked it for years.) JSI Advanced Transparent Pods Modular Fuel Tanks or Real Fuels. RealFuels is recommended. RasterPropMonitor RemoteTech Textures Unlimited (NEW) TweakScale Is supported by other mods: ModuleSolarTracking - should automatically make SSP right-click menus less confusing. SETI Techtree and Balance mods Parts are mostly self-explaining - either in Imgur album or in game. But here is what you're generally getting: Deployable skycrane in two sizes. Easy to use modular parachute system. Double-axis solar panels. Multistage Lander tank systems. Tiny electric impeller for atmospheric drones. Family of rovers - both manned and unmanned. Also a fix for stock rover body orientation. Mk2 spaceplane extension parts - mostly butts and some noses. Primitive unmanned soil sampler. Real worls CubeSat double-dipole antenna replica. 2.5m hubs. Aerodynamic blisters. Opening heatshield, allowing protection for your bottom docking port. Small tweakable weight to finely balance your tiny probes. Changelog: Troubleshooting: It's GNU GPL 3.0 until I find something more CopyLeft-ish. Now I have a proper place on GitHub, so grab Unity Package from here and feel free to make commits. Comments, bug reports and ideas for further development are welcome.
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Its hard to believe no one has a made a thread for this, but I guess I start one. Post pictures of your rovers, mobile bases, and inventive designs! I love building rovers, as with rovers you really get to see the planet and explore. They also present a unique challenge as it is difficult to get them to where they need to be. New ways to land rovers are also welcome to be shown. If you have any tips for how to build rovers just share them below to. Helpful links I'll start this thread with a new design of my own. Presenting: The Tiny rover! Its a small 20 part rover that I invented while designing stowable rovers for my career game. It uses a cubic strut as the chassis and is built up of batteries. In the pictures you may notice some small batteries but there are removed in the final version as they are not stock and I wanted to make this accessible to everyone. Because of its low mass and small part count, it can be taken apart and placed in a Seq-24 storage container, then rebuilt on the surface of the planet or moon you are visiting. In terms of performance, it can travel at a comfortable speed of 9.4 m/s but a bit of pushing will put it at 10.6 m/s. It has poor handling and either doesn't turn quickly enough or turns too far, but its great stability makes up for its poor turning. As I said before, it does have very good stability. On very sharp turns it will hold itself up, and is very hard to flip. It also can stop very quickly. I tested by having it go at 10 m/s then activated the brakes. It did flip slightly but I was able to push it upright. One warning, if you push it upright it likes to try to run so I would be careful doing that. (it didn't flip after this, just stayed like this until I pushed it upright) In terms of batteries, it has about 700 units of EC and its small solar panel is capable of slowing the EC loss to a trickle. Very few rechargings will be needed. It also has 2 thermometers and a barometer but you can switch those out. Later versions now have an antenna. If you want more science or are traveling to Jool or beyond, you may want to replace the solar panel with an RTG. Craft specs: Top speed: 10.6 m/s Mass: (not sure yet, I'll look it up in a bit) Parts: 20 Class: Rover Handling: Poor - Medium Stability: Great Download here: https://kerbalx.com/Kerminator/Tiny-Rover
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- totm may 2021
- rovers
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It is currently really hard to have rover working in KSP2. One of the issue is when trying to attach it to a rocket: Rover is ok before trying to attach: Rover gets scrambled after having tried to attach: (only solution is to undo the action)
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I've been playing around with rovers, and they are all struggling to go up slopes. IRL, I think a car can do about 20 degrees, and the Curiosity rover is programmed to attempt slopes up 30 degrees. I took a rover with bigger wheels to The Mun, and it had similar struggles. As did this stock vehicle, And this thing: Idk if it's realistic or not, but they feel underpowered to me. To make rovers more useful to play with, I think wheels need better ability to take on slopes. Especially so we can make things with proportions like this: Rather than having to cram on as many wheels as possible like I tried with my larger vehicle.
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Hello dev team and Kerbalers! I feel like probes and satellites in KSP1 are quite not worth the investment, it is always better to build a manned rocket to go to a planet to gather science, rather to send a probe to that body. I think it needs to be looked at and reworked, rather for science probes to be limited in science transmission, it would be much better to implement a system, where you first need to scan the planet or it's surrounding area first, to know what to get, so first you would send a probe and that will allow you to pick more science, whenever you send a manned mission. But to avoid situations where you send a manned vehicle with probing-grade stuff, I would make those probes parts really not worth the investment in a situation, where you want to send a manned mission (like, the cost or some limitations like that - like an option to calibrate manned mission equipment for that particular planet, so the price spikes up with manned missions a lot (similar cost with manned and unmanned so combining those two are basically a waste of money). This way the player is encouraged to do things like in the real world. It's obvious we scan planets or objects of interest first, transmit the findings, where we build upon a manned mission to that object, based on the data we have got from those probes. Other than that, the entire idea of space telescopes would be neat! Like, to find a planet, first you need to build either a ground telescope or a space-based one, to find it, analyze it and then probe mission to map it to see what to expect, then and only then, a manned mission is the next logical step. So to summarize: Mission cost where probe equipment is paired with manned mission is ridiculously high To get full science, you need to analyze the planet/object Manned science equipment needs to be calibrated for full science return The only way to get calibration data is by analyzing the data coming from the probe Implementation of telescopes to find new bodies
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The start: Using a mk2 rover with a lot of crew, I set out on an Elcano! Glory shot of the rover:
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- elcano challange
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The stock game does not have parts to fully enclose a rover and encapsulate a rover during descent. Most people will use the fairings, but the issue is the fairing base will be stuck under your rover and your landings to Mars will not be authentic. There is an outdated mod that did this, but the author has ceased to kerbal. I now will maintain this concept and bring even more parts to the game. In this release I have issued 3 parts to your VAB. This is phase 1 which means I will roll out more parts during which will follow a time-line of events. I think these 3 parts are a good starting compromise. Here is a breakdown of the 4 phases. HIghlighted in red is what phase we are currently on. PHASE 1 = Aeroshell, Cruise stage, Heatshield . All basic parts. Player will need to mount their own chutes and radial engines if need be. PHASE 2 (1970's) = Viking lander is a possibility. Vintige version of the aeroshell design. More texture choices. Radial monoprop engines for the cruise stage. (RO version will use REAL FUELS by NathanKell) PHASE 3 (Late 90's early 2000's) = MER rovers (Spirit, Opportunity) . EDL system such as the terahedron and airbags. PHASE 4 (Present) = Curiousity Rover. EDL system such as the skyscrane You get 3 parts in phase 1 of this pack. There are configs included for realscaled parts to use for RO. Aeroshell "backshell" Includes RSC attitude control thrusters and texture changing so you can use the JPL logo. Parachute not included! Heatshield....you know , to protect from atmosphere devils Cruise stage which includes texture changing for JPL logo, solar panels that will recharge your EC, and has built it fuel tank. You provide the engines of choice*. SPECIAL FEATURES! Aeroshell can thrust jet in flight as seen here: Mars Science Laboratory only requires: 1. Firespitter and Texture Changer - To change the logos 2. Tweakscale if you want more freedom of payload sizes CHANGELOG: 1.0.4 [12-27-2016] *Changed RCS module to the newer stock supported ModuleRSCfx -MeCripp *Collision boxes re-done -MeCripp Cruise stage is in a more appropriate menu category and now acts as a pod -MeCripp *Heathshield is moved to Thermal category -MeCripp *Small rebalancing of some parts 1.0.3 [12-18-16] -Inline-patched to clean up cloned configs and to recognize when player has RO installed -Stock now has attitude jets for backshell -Fixed decoupling when going through strong aero forces, however player must angle craft a bit before ejection to prevent "back splash" of heatshield and/or backshell. The real Curiosity mission had to do this same manuever. -Fixed stock cruise stage to now have resource monoprop. 1.0.2 [12-16-2016] -Fixed issue where VAB crashes when placing cruise stage which was the fault of the RO configs overridding the stock ones when player did not have RF or RO installed. Licence: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License I WANT I WANT !!! SPACEDOCK LINK http://spacedock.info/mod/1119/Mars Science Labratory *This is my first parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* Credits: MeCripp - Collision work, Fixed Unity pass, Module Improvements JPL - reasons NASA - reasons Yogui87 -Textures from old mod
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Celebrate 1.12 by completing a ground circumnavigation of either Pol or Eeloo. Or both. 1.12 is planned to be the last major update to KSP. Two celestial bodies received texture updates in 1.12, Pol and Eeloo. Why not take a drive around them to celebrate 10 years of KSP? The rules: For those not familiar with the Elcano challenge, you basically drive a rover or other ground-based vehicle around a planet or moon. The long way around.. More complete rules and explanations can be found on the Elcano Challenge page. For this challenge, you must have an entry accepted on the Elcano Challenge pages, circumnavigating either Pol or Eeloo. Please note that this challenge is not for the faint of heart. The challenge has been around for years, currently in it's fourth iteration. The list of players who have completed the challenge on any body is quite short. The list of players who have completed the challenge on Pol or Eeloo is much shorter. Exactly two players have completed the challenge on every CB in the stock KSP system. While the Elcano Challenge is a heritage challenge, and isn't going away, this sub-challenge is time-limited, to celebrate the release of 1.12. I'm thinking I'll accept entries for about two to three months. Entries should be posted on the Elcano Challenge pages (referenced above). I also currently manage that challenge, and will post successful entries on this challenge as well. Good luck!
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Anyone who wants to post cranes, cars, trucks, excavators, loaders, rovers, truck-like rovers, and other stuffs and things, put them here! I myself have built 2 gantry cranes, at least 6 mobile cranes, 2 tower cranes(neither tower cranes work though ), some trucks, a car, 2 forklifts, an ADT (Articulated Dump Truck), and even a wheeled excavator. Also many, many rockets and a ton of aircraft... Check and search the steam workshop for forklifts and cranes by "Bjh223".
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I want to make two duna's rovers. The first one, Perseverance like, and the second a manned rover capable of mining. Idea of design? P.S.: Sorry for my englis, I'm french. Breaking groud, no. Making history, yes.
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I am trying to dock vessels on the surface (any body), the purpose is to transfer fuel from ISRU mining/refining equipment to spacecraft. Rather than trying to make all my vessels have docking ports at exactly the same height and orientation, I'm trying to use the robotic parts to facilitate docking port alignment. The problem is that there is a bug when docking rovers on the surface using robotic parts. The bug usually results in the total destruction of one or both vessels. The bug was reported on the tracker here: https://bugs.kerbalspaceprogram.com/issues/23177 There have been a few threads discussing the issue, here's one of them: I am still struggling with this bug, and have not found a satisfactory way to dock vehicles on the surface. Using the 'Klaw' instead of docking ports doesn't help, the same ship destruction occurs. I am looking for suggestions to successfully dock vessels on the surface, I'm hoping someone has found a way to mitigate the surface docking bug. I realize there are several mods which would make surface refueling possible. I do not use mods, so that suggestion would not be helpful to me- although other players may find those suggestions helpful. Any suggestions for docking surface vessels (rovers, or rover to large ship) would be appreciated.
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I updated PizzaOverHead's Rover Wheel Sounds mod! Here's the link to my fork of it. I'm going to just use the same license as they did. Original forum post: My link: https://github.com/mferrie/WheelSounds
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I've updated Rover Wheel Sounds. Is it okay if I post the result here?
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Career mode what I have learned with rovers Rover v1 old low tech unlocked vs Rover v2 new all tech unlocked My frist Rovers was simple I have them on the Mun and Minmus. Still a noob just starting to leave Kerbins gravity to orbit Sun. Rover v1 Front Rover v2 Back Rover v2 More Batteries, Lights Always use landing gear to keep in place and they help JUMP to complete science while flying below altitude. Communications Retractable Rover v2 Retractable because I rolled over so many times with Rover v1 Solar Retractable Rover v2 There are some surface solar as well as retratable, again ROLL overs. Hydraulics Rover v2 hydraulics. Did I mention rovers flip over! Hydraulics flip them back. Scanning arm Rover v2 Large Scanning Arm tucked in tight because of ROLL overs. Ramming speed Rover v1 go BOOM. Rover v2 on side no damage. Advanced Inline Stabilizer Rover v2 has Advanced Inline Stabilizer so I can spin it back up. Rover v2 winner!
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Double decker Rover!
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Running the following on MacOS: Kerbal 1.9.1.2788 Making History 1.91 Breaking Ground 1.41 I'm reasonably advanced in the Tech tree - I have unlocked the bits necessary to build a rover, but I'm struggling to come up with a reliable way of getting a rover to my destination. My lander shown below, will land me on the Mun or Minimus, and allow me to leave the base of the lander behind (with a scientist), and return the science I collect back to Kerbin. My rover is secured via a docking port, and whilst I can get to my final descent quite happily (politely ignoring the slight plume impingement on my rover if I manoeuvre the wrong way). I've tried slowing my descent to single figure ms at low heights <50m, or even landing and then undocking the rover, but the undocking is so energetic my rover is flung to the floor and explodes, or tips my lander over (on Minimus) if I release whilst landed. There must be a more elegant way of getting a rover down safely., but I can't see how I would release it - should I be looking at using hinges to make doors/ramps to a space in my lander where the rover sits until I'm landed, or should I be building rovers as landers in their own right? Thanks Paul
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While playing KSP I have recently been getting into unmanned missions with rovers and satellite probes, what are some of your most impressive/fun unmanned missions you have accomplished in KSP? Photos are welcome as well as mission logs.
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- unmanned probe
- rovers
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I built a rover powered by a panther engine but it is very unstable can anybody help me with that theres a video on my channel link
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So......after chatting with @Triop on this subject, I have decided to throw my hat into the preverbal ring and drive around Kerbin within 80 days. How hard could it be? Driving is easy.....boring but easy, right? WRONG!! Kerbin is one of the toughest places to drive a rover, truck, dune buggy, race car, etc. Whatever you drive, you're driving on a planet that has some of the most varied, roughest and unforgiving terrain in the KSP universe. Add it's rather strong gravity, and you have a challenge. Some other planets have rough terrain, but most of them have lower gravity (with exceptions of course). So you're rover/buggy/truck has to be well built, tough as nails, your driving must be razor sharp, and you have to pay attention the entire time you're driving. Your speed must be well regulated because wheel blowouts are the least of your problems (they can be fixed). Go too fast, don't pay attention to what's coming up ahead of you and BLAMO!! you're careening off a cliff, going end over end and most likely killing your intrepid but less than experienced pilot and engineer if you managed to drag one with you, probably kicking and screaming. So...... DAY ONE Early morning. The MEGA Truck is finally ready. Our most experienced pilot and navigator extreme GDJ Kerman (yeah for real) is ready to take the wheel with a few somewhat willing crew. Kerbal Foundries was generous enough to supply a high powered APU unit for the truck's power source which a claimed 17 units of electrical charging per second and a fuel consumption of no more than 0.03 units per second. With additional fuel (1250-odd units) the frame of the truck was creaking with it's total weight of 20.4 tonnes. This was no ordinary 2019 Kerbal Star truck. This was a custom made Tri-Drive Tandem steer unit with a extended cab for two other occupants. Nearly 10 metres long, almost 2 metres wide, this was a beast of a truck with the power of the Kraken. After firing up the APU, a quick test was done and a plume of exhaust shot up in the air nearly as high as the VAB. Everybody smiled. Yeah baby! After KSC gave everybody in the truck their best wishes for success, the intrepid 4 nutcases were off and running. The truck spun around from the runway, sprinted north at a pace that was nearly dangerous on level ground. GDJ Kerman looked at the speedometer: 41 metres per second. After leaving the level grounds surrounding KSC the most experienced pilot in KSC history remembered some advise from his mentor and former teacher Gene Kerman: "Less is more. Don't push your luck and risk everything. This is not a race. Nobody has done this before, and the only other one crazy enough to do it @Triop is still out there. Take your time. Besides, the truck is brand new and bloody expensive." Time to slow things down. 30 to 35 m/s would be sufficient. The plan was to travel to Kerman Lake on the first day. Kerman Lake was roughly north east and had a small airport for smaller regional aircraft. Most of the terrain was not really rough until one got to within 20 km of Kerman Lake, then it was a lot more challenging. Bill Kerman was the chief engineer, Jebediah Kerman was backup pilot, and a newbie Scientist that was still wet behind her ears was in charge of ......the science stuff. For the most part, the day went off without a hitch. A few times the truck was airborne for a few seconds, but the robust suspension handled the abuse like a dream. Bill did some adjusting to the steering parameters as the drive progressed and made the high speed handling a little less....hazardous. The APU sipped at the LF, keeping all 1600 units of battery power charged at 99.5% and only went full blast when driving up hills. The brakes were equally impressive. Kerbal Star equipped the truck with 10 Krembo disc brakes and all together was able to stop the 20 tonne monster to a halt within 150 metres, give or take a bit. After a few hours and in dwindling daylight the crew arrived at Kerman Lake, tired but not too badly shaken (thank you air-ride seats!) and decided to plan out the next days trip in a nice hotel. SUMMARY FOR DAY ONE
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I'd love to see rovers that people have built that can be transported by 2.5m service bays.
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So i have been thinking about sending a rover to duna but what is the ideal design? should i use a skycrane or should i land it entirely by parachutes? Also should i use Solar panels or RTGs
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I realize I might be a little too excited about the RoveMate rotation fix, but this has been such a thorn in my side for so long that I just *had* to endanger the lives of Kerbals for their, your, and my entertainment to celebrate this occasion. Oh yeah, the other changes are nifty too. Thanks, Squad. Music: "Hero Theme", "Evening Melodrama", "Discovery Hit", "Greta Sting", "Also Sprach Zarathustra", "Guess Who", "Plain Loafer", "Gustav Sting", "Pump", "B-Roll" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
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So this here is set up to show off race cars made by you guys! Here's what you're going to have to do. 1) Show the car off. (Show pictures of the side (Either side is fine), and the top. You can choose to add a third pic, but no more than 4.) 2) Tell it's features (i.e. RCS, Fins, etc.) And the part count. 3) (Optional) Take it around the test track provided here. (You can make your own track (Just make sure to include a pic or the map) 4) If possible, could you please let me know the setup on the car? This includes wing angles, spring/damper settings, friction control, etc. 5) Have fun! Here's the first car; the AS-1A, a fast, sleek open wheeled car with a tested top speed of 52 m/s with some speed ability still left. (I had to slow down for turn 1. I'll try to get a video of it doing a test lap up asap.
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Hi all, The following post is related to suggestions regarding more/better rover ideas. I have been wanting to design rover in Kerbal Space Program ever since I heard of it (which was before I even purchased it). I see now that it is very hard to create rovers in KSP. I can build better rovers now, but when I was a beginner trying to figure out how to get to Duna with a rover name Kuriosity, I found out quite quickly that building a rover in KSP is extremely difficult. I do understand that there is the Probodobodyne RoveMate™, but it is still hard to build rovers. I would really value a tutorial implemented in a further update that walks a new user through making a rover. I understand that with the Making History Expansion that Missions can be downloaded, but not everybody has the DLC required to use the Missions. And although there are mods made by the Community (Some especially good ones from SQUAD member RoverDude ), some people like to use a stock KSP.Perhaps some new rover parts can be added alongside a new tutorial? Thank you for considering this, Skywalket Kerbal Enthusiast and Elon fan