Dwight D Kermeyer Posted September 2, 2015 Share Posted September 2, 2015 Sweet job RoverDude! You finally made a rover! /s Link to comment Share on other sites More sharing options...
Rhedd Posted September 2, 2015 Share Posted September 2, 2015 This looks AAAAAWESOME! Seriously. Awesome.Now go fix the window lighting on your MKS stuff so it's as cool as it used to be before the remodel broke it all. Link to comment Share on other sites More sharing options...
Yukon0009 Posted September 2, 2015 Share Posted September 2, 2015 Roverdude you are awesome, these look damn good. Link to comment Share on other sites More sharing options...
sharpspoonful Posted September 2, 2015 Share Posted September 2, 2015 (edited) Bugs and suggestions:BugsPossible missing secondary node on the flatbed and lack of crew tunnel through the part, though that may be by design. (Figures 1 and 2 for comparison, and 7 for crew tunnel)Missing texture on the bottom of the flatbed, creating an "invisible" bottom in the VAB/SPH and ingame. (no photo, sorry!)Flatbed suffers the same pre-deployed and non-retractable landing legs, either in the SPH/VAB or ingame. (Best seen in Fig. 7)Node spacing/model length suggest the possibility for the utilization of KAS boxes/cradles/KARIBOU resource containers on the top of the flatbed, but the model is not quite long enough and the nodes are not quite wide enough, even though the flatbed is wide enough for the spacing. (Fig. 3, 4, 5 and 6)Here's a few suggestions too:Extend the flatbed, and rejigger the nodes a bit. Cool idea either way.Utilize the straight-down landing legs in all parts; the angled ones seem to get in the way of wheel placement. The mix of landing leg types is a bit distracting, but that's just my opinion.Storage Bay and Adaptor Plate could use some limited KAS storage. Not a huge deal really.Just my $0.02, take it as you may, O God of Mods. Images for reference.Javascript is disabled. View full album Edited September 2, 2015 by sharpspoonful Link to comment Share on other sites More sharing options...
RoverDude Posted September 2, 2015 Author Share Posted September 2, 2015 This looks AAAAAWESOME! Seriously. Awesome.Now go fix the window lighting on your MKS stuff so it's as cool as it used to be before the remodel broke it all. Already fixed - coming in the next release- - - Updated - - -Bugs and suggestions:BugsPossible missing secondary node on the flatbed and lack of crew tunnel through the part, though that may be by design. (Figures 1 and 2 for comparison, and 7 for crew tunnel)Missing texture on the bottom of the flatbed, creating an "invisible" bottom in the VAB/SPH and ingame. (no photo, sorry!)Flatbed suffers the same pre-deployed and non-retractable landing legs, either in the SPH/VAB or ingame. (Best seen in Fig. 7)Node spacing/model length suggest the possibility for the utilization of KAS boxes/cradles/KARIBOU resource containers on the top of the flatbed, but the model is not quite long enough and the nodes are not quite wide enough, even though the flatbed is wide enough for the spacing. (Fig. 3, 4, 5 and 6)Here's a few suggestions too:Extend the flatbed, and rejigger the nodes a bit. Cool idea either way.Utilize the straight-down landing legs in all parts; the angled ones seem to get in the way of wheel placement. The mix of landing leg types is a bit distracting, but that's just my opinion.Storage Bay and Adaptor Plate could use some limited KAS storage. Not a huge deal really.Just my $0.02, take it as you may, O God of Mods. Images for reference.http://imgur.com/a/Axe2dGood suggestions! The flatbed was actually set up with 0.625m nodes, but I expect it can be slightly stretched to accommodate KIS crates Link to comment Share on other sites More sharing options...
bazz Posted September 2, 2015 Share Posted September 2, 2015 Praise:Nice work dude I love how your parts look. Bug report:Landing legs are only working on the pod all the other parts have the legs deployed and they will not retract either in game or in the editor.Part requests:A lift and forward propulsion system that matches the aesthetic would be nice, perhaps a modified version of the end plate adapter would be good for lift engines?A shorter version of the pod without all the gubbins in the aft would also be nice. Link to comment Share on other sites More sharing options...
MK3424 Posted September 3, 2015 Share Posted September 3, 2015 And what about adding points to place engines? I wanna try to build the Shuttle-A from Orbiter with this mod: Link to comment Share on other sites More sharing options...
RoverDude Posted September 3, 2015 Author Share Posted September 3, 2015 Bear in mind it uses a standard 2.5m stack, so you already have tons of engines and structural components available Link to comment Share on other sites More sharing options...
JeffersonFlight Posted September 4, 2015 Share Posted September 4, 2015 This is awesome. It was so cool to see the process of how this was made and it really gives a understanding to how much work truly goes into creating something like this. Thank you for all your work. Link to comment Share on other sites More sharing options...
RoverDude Posted September 4, 2015 Author Share Posted September 4, 2015 (edited) This is awesome. It was so cool to see the process of how this was made and it really gives a understanding to how much work truly goes into creating something like this. Thank you for all your work. Edited September 4, 2015 by RoverDude Link to comment Share on other sites More sharing options...
smjjames Posted September 4, 2015 Share Posted September 4, 2015 Nice treads on that, would fit perfectly on an ATV or an expeditionary rover. Link to comment Share on other sites More sharing options...
RoverDude Posted September 4, 2015 Author Share Posted September 4, 2015 0.0.2 is up (grab it on KerbalStuff for now, it will be on DropBox later this eve)Added new custom wheels, and attachment nodes to various modules.Fixed stuck levelers that were missing their animation toggleFixed missing 'TechRequired' nodesFixed missing colliders on cargo bay doorAdded hatch and airlock to the inflatable shelterAdded missing crew tunnel nodesFixed texture issue on flatbed modulesNot done but on the listExtend the Flatbed to accomodate KIS containers, etc. (may be a breaking change)Add KIS storage to the adapter tanksLonger term:IVA's VTOL engines Link to comment Share on other sites More sharing options...
Randazzo Posted September 4, 2015 Share Posted September 4, 2015 Do you expect much difficulty converting those wheels over to the new system coming in 1.1? (This is not a poorly disguised fishing attempt.) Link to comment Share on other sites More sharing options...
RoverDude Posted September 4, 2015 Author Share Posted September 4, 2015 Do you expect much difficulty converting those wheels over to the new system coming in 1.1? (This is not a poorly disguised fishing attempt.)No idea tbh, will cross that bridge when I get to it. Link to comment Share on other sites More sharing options...
Beetlecat Posted September 4, 2015 Share Posted September 4, 2015 Don't we have VTOL engines with the freight transport pack? Link to comment Share on other sites More sharing options...
RoverDude Posted September 4, 2015 Author Share Posted September 4, 2015 Don't we have VTOL engines with the freight transport pack? We do, but not in this smaller form factor- - - Updated - - -In other news...choo choo. Link to comment Share on other sites More sharing options...
Mynar Moonshadow Posted September 4, 2015 Share Posted September 4, 2015 Whee! Early presents for all!You didn't even flip this one ... color me impressed!~M~ Link to comment Share on other sites More sharing options...
sharpspoonful Posted September 5, 2015 Share Posted September 5, 2015 MORE BUG REPORTS!The wheels seem to not be centered; at speed there is a noticeable wobble, as if the wheel is loose on it's axle. This may just be visual.There is a stutter in the animation sequence when the wheel deploys. The wheel itself stutters back into the frame, shortening its overall length until the animation is complete.Thats all I've got for now. While I'm digging on the wheels, I feel that they are too tall, and forces the CG too high on the rover. This may become an issue even at low speeds on low gravity surfaces. Link to comment Share on other sites More sharing options...
RoverDude Posted September 5, 2015 Author Share Posted September 5, 2015 Define centered? They have a lot of moving parts, and the COM is fairly low.The stutter is caused by how KSP is simultaneously dealing with the wheel logic, not much I can do on that one as we have competing animationAlso - new version is up:Fixed/optimized crew hatchesAdded a new Crew Cab partExtended the Flatbed to accommodate larger payloads Link to comment Share on other sites More sharing options...
goldenpsp Posted September 5, 2015 Share Posted September 5, 2015 I hadn't had time to play with this until now. Such a cute mod. The only feedback I'd have is that the wheels feel like their suspension is a bit squishy. Link to comment Share on other sites More sharing options...
ozraven Posted September 5, 2015 Share Posted September 5, 2015 KER_Tank.cfg, FStextureSwitch2, textureDisplayNames has "LiqudFuel" instead of "LiquidFuel".KER_Adapter.cfg, FSfuelSwitch, initialResourceAmounts first element should be 0,0.Small nits to pick, but there you go. Link to comment Share on other sites More sharing options...
kiwiak Posted September 5, 2015 Share Posted September 5, 2015 Cool, new part pack from USI, downloading right away. Link to comment Share on other sites More sharing options...
Overlocker Posted September 5, 2015 Share Posted September 5, 2015 Bug: There's 2 deploy buttons on the Crew Cab like this:Also are you going to make texture switch for the Multi-Resource Tanks? If so I think the ''Fluid Tanks'' should have the grey plate and name of the resource, like the FTT round golden tanks, and the other square containers should have their yellow part of the texture color coded for each resource, like you do with other FTT containers. Link to comment Share on other sites More sharing options...
Mynar Moonshadow Posted September 5, 2015 Share Posted September 5, 2015 (edited) I wanted to compare the packrat vs Karibou ... then I decided, why not both at the same time?https://www.dropbox.com/s/kt1jx47h0zc229x/Karibou-Packrat.png?dl=0I built a basic Karibou, put one of the SC-62 KIS containers on the cargo bay wall and loaded up. Full science rover package ready to rumble while the Karibou ... grazes or something like that. I had to put the science crate and drill into the kerbal's inventory ... otherwise I managed to get everything else into the onboard crate.EDIT: Worth noting that Bill stayed in the same location for the entire build. No need to go up and down the ramp with parts. Serendipity!~M~ Edited September 5, 2015 by Mynar Moonshadow Link to comment Share on other sites More sharing options...
Fat D Posted September 6, 2015 Share Posted September 6, 2015 Great job - this is becoming my favorite rover design base. Just a few things:1) When using MK3 Spaceplane or Honeybadger cargo bays, the wheels poke through the bottom a little. It can be fixed with a little offset when using the MK3 cargo bay, but the Honeybadger one does not work.2) What is the recommended spacer for inlining MKS module bases. Not the modified MKS MK2 parts you are hinting at in your preview, but the big landing leg things like the Koala and the two unnicknamed MK2 variants. Something that takes care of the overhanging metal structures, but is CLS-traversable and not too large. The mobile base would fit so well if not for the receded connector nodes.3) A shame the PackRat does not fit into the cargo bay in its assembled state. Link to comment Share on other sites More sharing options...
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