Vive_moi Posted July 5, 2016 Share Posted July 5, 2016 Hello, I usually attach the wheels using the "T" key (surface/node attachment mode switch). See you, Vive_moi Link to comment Share on other sites More sharing options...
RoverDude Posted July 5, 2016 Author Share Posted July 5, 2016 (edited) Not sure what the ALT equivalant is on the mac - as for what direction, not sure off the top of my head - but this is just the standard KSP rotation controls, nothing special. And the 'T' is for KAS/KIS - I assumed the OP was referring to the VAB? Edited July 5, 2016 by RoverDude Link to comment Share on other sites More sharing options...
Vive_moi Posted July 5, 2016 Share Posted July 5, 2016 (edited) Yep, I also refer to VAB. But, I do not know if KIS/KAS has an influence on part attachment in VAB/SPH. EDIT: After reflexion, I use EEX (Editor extension) too. The "T" key switch is from its config. Edited July 5, 2016 by Vive_moi Link to comment Share on other sites More sharing options...
psvialli Posted July 7, 2016 Share Posted July 7, 2016 Hi Really new to KSP but found this Awesome mod which just looks amazing ! OK so my Question is I really would like to get this rover to Minmus, as that is where i have started to land things but no idea how to get this thing landed on Minmus! Can anyone point me in the right direction or a video to get this there ? Many thanks Link to comment Share on other sites More sharing options...
Maestro22 Posted July 8, 2016 Share Posted July 8, 2016 17 hours ago, psvialli said: OK so my Question is I really would like to get this rover to Minmus, as that is where i have started to land things but no idea how to get this thing landed on Minmus! Can anyone point me in the right direction or a video to get this there ? Hello psvialli, There are different approaches to do the landing, I see basically two of them: Land with the bottom, then decouple and flip, using a traditional engine Land on the belly, using the Karibou VTOL Descent Engines Normally I combine both of them, burning my descent stage attached to the bottom, then decoupling it and switching into the VTOL mode. The latter one is a bit tricky, because you'll have to care for the right balance during construction: Go to the SPH, build your Karibou, including two VTOL modules. Display CoT and CoM. Adjust the Thrust Limiter of one of the VTOLs until CoT and CoM are in line. During descent it is tricky to switch the orientation of the SAS in the direction of the VTOLs. If you put the Karibou Radial Probe on its roof, you can switch to "control from here", giving you the right orientation. The Karibou is very robust (45m/s), so it normally survives even rude landings. Hope that helps. I on my side will have to learn to insert images into my posts... Link to comment Share on other sites More sharing options...
Squamble Posted July 8, 2016 Share Posted July 8, 2016 Is there any progress on the wheels? At the moment they can't retract/deploy even the F5/F9 workaround does not work. And without being able to retrakt them it is hart to get the rover off Kerbin. Link to comment Share on other sites More sharing options...
damerell Posted July 8, 2016 Share Posted July 8, 2016 37 minutes ago, Maestro22 said: There are different approaches to do the landing, I see basically two of them: Land with the bottom, then decouple and flip, using a traditional engine.. In Minmus's tiny gravity you can adopt the less graceful option of landing bottom-first and falling over wheels-down - especially if you have plenty of RCS to cushion the fall. (Don't do this if your descent stage is also to be used for ascent, obviously). @psvialli - if your question wasn't specifically about landing, one approach is to build a long thin rover (easy with the Karibou) and encase it in a fairing. On both my off-Kerbin Elcano missions I used an interstage procedural fairing with a crewed nosecone in front of it. This means there can be a launch abort system (whereas a kerbal trapped in a rover in a fairing would be killed during a launch incident). Once the ship's in vacuum I pop off half the interstage fairing (which you can do with Procedural Fairings), crew transfer to the rover, and the nosecone is then shoved off with the other half of the fairing, which saves a bit of transfer mass. http://www.chiark.greenend.org.uk/~damerell/games/ksp/elcano-rover-4-unfairing.png shows a rover on the end of a (ridiculously overspecified) transfer stage after fairing ejection: it looked like http://www.chiark.greenend.org.uk/~damerell/games/ksp/elcano-rover-3-takeoff.png at takeoff. Link to comment Share on other sites More sharing options...
sparkybear Posted July 12, 2016 Share Posted July 12, 2016 Just commenting to say I experience the wheel issues as well. I'm following on GitHub, but wanted to check here to see if there had been any update I hadn't seen. Link to comment Share on other sites More sharing options...
RoverDude Posted July 12, 2016 Author Share Posted July 12, 2016 Nope Link to comment Share on other sites More sharing options...
effektlotte Posted July 13, 2016 Share Posted July 13, 2016 hey dude..... i play the ksp 1.1.3 with modversion 0.2.4.0 the rover-wheels are buggy, no attachmentpoint will snap. and the retract/expand function it dos't work..... play with linux on steam.... salute effektlotte Link to comment Share on other sites More sharing options...
RoverDude Posted July 13, 2016 Author Share Posted July 13, 2016 Hold down the alt key to disable surface attach. Your other question is answered in the past couple of pages of this thread (repeatedly). Link to comment Share on other sites More sharing options...
DiamondKSP52 Posted July 22, 2016 Share Posted July 22, 2016 (edited) I have tryed many things but this isnt downloading properly! I have redownloaded a few times. The only thing popping up is the Kolonization tab and a single drill. Try putting the Part Files in folder form like the rest of the parts in USI. Edit:I got it fixed. Hoping to put ore USI mods on my computer. Edited July 22, 2016 by DiamondKSP52 Fixed problem Link to comment Share on other sites More sharing options...
Cairan Posted August 1, 2016 Share Posted August 1, 2016 Sooooooo.... about these retractable gears, no news yet? *bump* Link to comment Share on other sites More sharing options...
RoverDude Posted August 1, 2016 Author Share Posted August 1, 2016 Sooooooo.... when it is fixed it will be posted here. Link to comment Share on other sites More sharing options...
bmaltby Posted August 3, 2016 Share Posted August 3, 2016 First let me say, I love the Karibou, great model, the wheels are a bit funky, but in every way your parts have made my KSP surface exploration more entertaining. Hopefully I'm not re-asking an existing question here. I accepted a contract to land an outpost on Minmus. I built an awesome conglomeration of parts, including the Karibou VTOL engines and the Karibou rover wheels. I landed it on Minmus with like 500dV of fuel to spare! Now everything in the contract is completed, except for the part requirement "Have motorized wheels." Looking at my save file under that contract I have PARAM { name = MobileBaseParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 } I don't know if it is possible to work around this so that your wheel parts satisfy this requirement, but it would be handy if they did. For now I will probably just fudge my save file and move on, but I thought I'd mention it here in case it was an easy fix. Thanks again for the awesome mods, keep up the great work! Link to comment Share on other sites More sharing options...
Vorg Posted August 3, 2016 Share Posted August 3, 2016 That seems like an odd requirement. Is it a stock mission? I think all non-aircraft wheels are motorized. You can turn motors on and off on them, but if you don't have at last 1 on, then the craft won't move. And I see no horizontal thrusters on that thing Link to comment Share on other sites More sharing options...
bmaltby Posted August 5, 2016 Share Posted August 5, 2016 @Vorg I'm not sure if it is a stock contract or not, I do have the SCANSat and Grand Tours contract packs installed. I had a fuel tank with a Poodle for my transfer/capture/deorbit stage, just blew it off at the last minute because it was empty and it was throwing off my balance with the VTOL thrusters. Link to comment Share on other sites More sharing options...
Krist Posted August 16, 2016 Share Posted August 16, 2016 You can make very nice landers with this. The cargo bay just begs to be used for a rover. But which rover will fit? The packrat is to big... Link to comment Share on other sites More sharing options...
DStaal Posted August 16, 2016 Share Posted August 16, 2016 1 hour ago, Krist said: You can make very nice landers with this. The cargo bay just begs to be used for a rover. But which rover will fit? The packrat is to big... I’ve done a couple of science-experiment autonomous rovers that fit. The basic idea being that the Karibou is a mobile base, but it's a bit big and bulky to get everywhere. So you get it to a decent central location, then send the rover platform out to run experiments and come back to the base. I’m not sure if you can build one that holds a Kerbal that will fit though. Link to comment Share on other sites More sharing options...
goldenpsp Posted August 16, 2016 Share Posted August 16, 2016 (edited) 3 hours ago, Krist said: You can make very nice landers with this. The cargo bay just begs to be used for a rover. But which rover will fit? The packrat is to big... Roverdude already has that covered with his upcoming Akita rover. Hmm image won't post from my phone. Just google it for images Edited August 16, 2016 by goldenpsp Link to comment Share on other sites More sharing options...
smiley425249 Posted August 16, 2016 Share Posted August 16, 2016 So the Karibou Modular wheel doesn't fold :/ Link to comment Share on other sites More sharing options...
goldenpsp Posted August 16, 2016 Share Posted August 16, 2016 18 minutes ago, smiley425249 said: So the Karibou Modular wheel doesn't fold :/ Known issue Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted August 21, 2016 Share Posted August 21, 2016 On 17.08.2016 at 1:40 AM, goldenpsp said: Known issue Is there a workaround? Link to comment Share on other sites More sharing options...
Vive_moi Posted September 2, 2016 Share Posted September 2, 2016 (edited) Hello, There is a workaround I found on the Karibou's Github. I confirm it works on my heavy modded install. Quote lucbk commented 9 days ago The correct fix in KER_Wheel_01.cfg is (module ModuleWheelDeployment): animationTrfName = RoverWheel2_C animationStateName = StowKaribouWheels This should work well. See you, Vive_moi Edited September 2, 2016 by Vive_moi Add Github link Link to comment Share on other sites More sharing options...
mafs Posted September 5, 2016 Share Posted September 5, 2016 On 2. September 2016 at 7:38 PM, Vive_moi said: Hello, There is a workaround I found on the Karibou's Github. I confirm it works on my heavy modded install. See you, Vive_moi Thanks a lot for the hint, 'all systems go' for my Vall-Mission! Link to comment Share on other sites More sharing options...
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