Jeb x Valentina Posted March 11, 2022 Share Posted March 11, 2022 mine: Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted March 11, 2022 Share Posted March 11, 2022 17 hours ago, Jeb x Valentina said: mine: Looks like a large rover but a small picture. Can you enlarge? Quote Link to comment Share on other sites More sharing options...
Jeb x Valentina Posted March 11, 2022 Share Posted March 11, 2022 17 minutes ago, Vanamonde said: Looks like a large rover but a small picture. Can you enlarge? idk how Quote Link to comment Share on other sites More sharing options...
Zacspace Posted March 12, 2022 Share Posted March 12, 2022 23 hours ago, Jeb x Valentina said: idk how What did you do to make it that small? No chance you actually play on a tiny screen like that. It looks like your screenshot is hosted on the KSP wiki for some reason, that might be related. Most people on here upload screenshots to imgur. You can drag them out of your screenshots folder or wherever onto the upload button there, no account required. Then you paste a link to the picture in a comment and it will show big like everyone else's. Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted March 13, 2022 Share Posted March 13, 2022 On 3/11/2022 at 10:44 AM, Jeb x Valentina said: idk how Try hosting it on Imgur, as Zacspace suggests. Quote Link to comment Share on other sites More sharing options...
Staticalliam7 Posted March 16, 2022 Share Posted March 16, 2022 On 2/13/2022 at 7:33 AM, Nazalassa said: Totally stock wheeled box Cybertruck! Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted March 16, 2022 Share Posted March 16, 2022 8 hours ago, Staticalliam7 said: Cybertruck! I don't like it in fact, so I made another (work in progress, have to upload pictures but you know...). Quote Link to comment Share on other sites More sharing options...
Watermel00n Posted April 2, 2022 Share Posted April 2, 2022 My Mun Elcano Rover. It's in the Rediscovery Thread Quote Link to comment Share on other sites More sharing options...
miklkit Posted April 22, 2022 Share Posted April 22, 2022 Hey fella, need some help? Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 25, 2022 Share Posted April 25, 2022 (edited) On 4/30/2021 at 6:00 PM, ColdJ said: Hi. I made a stripped down chair for you if you would like to try it. Just battery and ability to attach, slightly weirdly I was able to control the chair back to my kerbal when he fell out. Don't know why. Anyhow I will put the config in the second spoiler if you are interested. Pics of the electric wheelchair in the first. Reveal hidden contents Next part only look if you want. Hide contents Go into Squad/Parts/Command/externalCommandSeat Create a new text document, rename it FunSeat.cfg .Open it. Copy and paste the next bit in and save and your good to go, will show up in the usual place in game. If you use it I hope you have fun. PART { name = FunSEAT module = Part author = NovaSilisko, ColdJ mesh = model.mu node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 scale = 1 rescaleFactor = 1 Buoyancy = 0.4 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = Fun Seat manufacturer = Kerlington Model Rockets in conjunction with ColdJ description = The Fun Seat attachRules = 1,1,1,1,0 mass = 0.0001 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 1200 // = 2900 vesselType = Rover CrewCapacity = 1 bulkheadProfiles = srf tags = Fun command chair MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleCommand minimumCrew = 0 } } I made a slightly different version. Spoiler PART { name = ExternalCommandSeatRover module = Part author = NovaSilisko, Akagi, ColdJ mesh = model.mu node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 scale = 1 rescaleFactor = 1 Buoyancy = 0.4 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = EAS-2 Rover Command Seat manufacturer = Kerlington Model Rockets in conjunction with Akagi Aerospace Industries and ColdJ description = This twist on the common EAS-1 External Command Seat has electric charge. Ideal for rovers. attachRules = 1,1,1,1,0 mass = 0.0001 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 1200 // = 2900 vesselType = Rover CrewCapacity = 1 bulkheadProfiles = srf tags = Fun command chair MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleCommand minimumCrew = 0 } } Let's see how many people will edit this into a monster seat! Edited April 26, 2022 by Akagi spelling xD Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 25, 2022 Share Posted April 25, 2022 Update on the EAS-2: Quote Link to comment Share on other sites More sharing options...
fleventeen Posted April 26, 2022 Share Posted April 26, 2022 This was not trivial to land in one piece. Quote Link to comment Share on other sites More sharing options...
Admiral Fluffy Posted April 26, 2022 Share Posted April 26, 2022 (edited) I have this massive rover. https://kerbalx.com/Admiral_Fluffy/Mammoth-Rover It is very laggy, but that is a consequence of having nearly 400 parts. 0.76% of it is modded parts. (3 windows). The rest of it is mostly just panels. Edited April 28, 2022 by Admiral Fluffy Pictures! Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 26, 2022 Share Posted April 26, 2022 @ColdJ Please help. Why is it white? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 26, 2022 Share Posted April 26, 2022 (edited) 38 minutes ago, Akagi said: @ColdJ Please help. Why is it white? It is white because it it can't find the texture file. I am assuming you moved what folder your new config was in but didn't copy the texture files into the new folder. Alternatively you need to define the texture pathway in your config and use the MODEL module rather than "mesh =" Little tip with "mesh =", no matter what name of .mu you put in it , it will always use the first one in alphabetical order that is in the folder with it. You can do it this way too. the following is 1 of the 2 chairs that evolved out of the Fun Seat and can be found in my very first mod "Working Underwater Light" which basically was just reconfigurations of stock models to make them work for submarine applications, though in this case it was the precursor to the Spacewalk chair. Only worry about this part and notice the mesh parameter is commented out. The config uses "Part Stacking" and so the other MODEL sections in it are other models that were incorporated inside it. MODEL { model = Squad/Parts/Command/externalCommandSeat/model } Spoiler PART { name = EMURCSSEATStock module = Part author = NovaSilisko, r4m0n/The_Duck (code) || keptin (part), ColdJ // mesh = MRCSSeat.mu MODEL { model = Squad/Parts/Command/externalCommandSeat/model } node_stack_top = 0.0, 0.2500000, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.2300000, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.28, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_right = 0.2000000, 0, 0, 1, 0, 0, 0 node_stack_left = -0.2000000, 0, 0, -1, 0, 0, 0 node_stack_front = 0, 0, 0.2300000, 0, 0, 1, 0 MODEL { model = Squad/Parts/FuelTank/RCSTankRadial/model scale = 0.2 } MODEL { model = Squad/Parts/Utility/spotLightMk1/model scale = 0.5 rotation = 180, 0, 0 } scale = 1 rescaleFactor = 1 Buoyancy = 0.4 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = EAS-E EMU RCS with light manufacturer = Kerlington Model Rockets in conjunction with CJ Aerospace description = The EAS-E External Command Seat combined with the EMU RCS block provides all the controls for operating in a spacewalk enviroment. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 mass = 0.0100 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 200 breakingForce = 200 breakingTorque = 200 maxTemp = 1200 // = 2900 vesselType = Rover CrewCapacity = 1 bulkheadProfiles = srf tags = Spacewalk chair control kerbal rover MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } RESOURCE { name = MonoPropellant amount = 10.00 maxAmount = 10.0 } MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MechJebAR202 } MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.004 animationName = LightAnimation useResources = true } } Have a read through this thread too. It is where I was putting part reconfigs when I was first starting out, before I started 3D modeling, it has lots of examples you use to see how things work. Edited April 27, 2022 by ColdJ Quote Link to comment Share on other sites More sharing options...
jebycheek Posted April 27, 2022 Share Posted April 27, 2022 My one , it's performing wonderfully in game,and has a few mods.. it's named"KSC ROVER 4X4(mountain cat)" if any one want this i will give the link. high performence independent suspension system+anti roll wheels=120km/s steady run. Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 27, 2022 Share Posted April 27, 2022 14 hours ago, ColdJ said: It is white because it it can't find the texture file. I am assuming you moved what folder your new config was in but didn't copy the texture files into the new folder. Alternatively you need to define the texture pathway in your config and use the MODEL module rather than "mesh =" Little tip with "mesh =", no matter what name of .mu you put in it , it will always use the first one in alphabetical order that is in the folder with it. You can do it this way too. the following is 1 of the 2 chairs that evolved out of the Fun Seat and can be found in my very first mod "Working Underwater Light" which basically was just reconfigurations of stock models to make them work for submarine applications, though in this case it was the precursor to the Spacewalk chair. Only worry about this part and notice the mesh parameter is commented out. The config uses "Part Stacking" and so the other MODEL sections in it are other models that were incorporated inside it. MODEL { model = Squad/Parts/Command/externalCommandSeat/model } Hide contents PART { name = EMURCSSEATStock module = Part author = NovaSilisko, r4m0n/The_Duck (code) || keptin (part), ColdJ // mesh = MRCSSeat.mu MODEL { model = Squad/Parts/Command/externalCommandSeat/model } node_stack_top = 0.0, 0.2500000, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.2300000, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.28, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_stack_right = 0.2000000, 0, 0, 1, 0, 0, 0 node_stack_left = -0.2000000, 0, 0, -1, 0, 0, 0 node_stack_front = 0, 0, 0.2300000, 0, 0, 1, 0 MODEL { model = Squad/Parts/FuelTank/RCSTankRadial/model scale = 0.2 } MODEL { model = Squad/Parts/Utility/spotLightMk1/model scale = 0.5 rotation = 180, 0, 0 } scale = 1 rescaleFactor = 1 Buoyancy = 0.4 TechRequired = fieldScience entryCost = 8100 cost = 200 category = Pods subcategory = 0 title = EAS-E EMU RCS with light manufacturer = Kerlington Model Rockets in conjunction with CJ Aerospace description = The EAS-E External Command Seat combined with the EMU RCS block provides all the controls for operating in a spacewalk enviroment. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 mass = 0.0100 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 200 breakingForce = 200 breakingTorque = 200 maxTemp = 1200 // = 2900 vesselType = Rover CrewCapacity = 1 bulkheadProfiles = srf tags = Spacewalk chair control kerbal rover MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } RESOURCE { name = MonoPropellant amount = 10.00 maxAmount = 10.0 } MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MechJebAR202 } MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.004 animationName = LightAnimation useResources = true } } Have a read through this thread too. It is where I was putting part reconfigs when I was first starting out, before I started 3D modeling, it has lots of examples you use to see how things work. Hey, I'll give that a try! Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 27, 2022 Share Posted April 27, 2022 By the way @ColdJ, it will let me place it as a root part. Can you fix this and tell me how it's done? I'm currently working on a project where I'll have to do this, but I need to know how! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 27, 2022 Share Posted April 27, 2022 1 minute ago, Akagi said: By the way @ColdJ, it will let me place it as a root part. Can you fix this and tell me how it's done? I'm currently working on a project where I'll have to do this, but I need to know how! Did you miss type, did you mean won't? This parameter determines whether it can be placed first, // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 The original chair looks like this. attachRules = 0,1,0,1,0 You can't make a mod unless you understand what does what, I suggest you look through various stock configs that you know what they can do in game and familiarise yourself with how they work. Also read through the thread I gave you the link to and copy configs from there so you can see how the changes affected the way the models work in game. I taught myself using this method. It takes time to learn but it is much easier than trying to program code. You can copy Modules from configs that do what you want into a new config. Start with small changes and work your way up. Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 27, 2022 Share Posted April 27, 2022 5 minutes ago, ColdJ said: Did you miss type, did you mean won't? This parameter determines whether it can be placed first, // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 The original chair looks like this. attachRules = 0,1,0,1,0 You can't make a mod unless you understand what does what, I suggest you look through various stock configs that you know what they can do in game and familiarise yourself with how they work. Also read through the thread I gave you the link to and copy configs from there so you can see how the changes affected the way the models work in game. I taught myself using this method. It takes time to learn but it is much easier than trying to program code. You can copy Modules from configs that do what you want into a new config. Start with small changes and work your way up. Is it intentional that it's able to be placed as the first part? That wasn't a typo Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 27, 2022 Share Posted April 27, 2022 2 minutes ago, Akagi said: is it intentional that it's able to be placed as the first part? Yes. I wanted it to be the first part, just like a Cockpit, so that you can build off it. The original needed something structural layed down first, which can stifle what you want to build. Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 27, 2022 Share Posted April 27, 2022 Just now, ColdJ said: Yes. I wanted it to be the first part, just like a Cockpit, so that you can build off it. The original needed something structural layed down first, which can stifle what you want to build. OK! Cool! Quote Link to comment Share on other sites More sharing options...
DunaManiac Posted April 27, 2022 Share Posted April 27, 2022 This was the rover that I used for my Minmus elcano. It's mostly stock, except for the pod in front, a few cameras, the storage bay, and the KIS containers. I've learned from my previous designs to make it as wide as possible. It's by far the most reliable rover I have ever designed. Honestly, I was surprised at its performance. During the entire elcano, it only crashed once, about 90 kilometers in, and that was only because I was careless and wasn't paying attention. Quote Link to comment Share on other sites More sharing options...
Akagi Posted April 27, 2022 Share Posted April 27, 2022 The big one is the Laythe converter rover Hyatsutake, with a Speed100 LRR (Laythe Racing Rover) and Gilzor Kerman for scale. Quote Link to comment Share on other sites More sharing options...
Fletch4 Posted May 10, 2022 Share Posted May 10, 2022 (edited) On 4/26/2022 at 6:20 PM, Akagi said: Why is it white? the texture file is missing Edited May 10, 2022 by Fletch4 Quote Link to comment Share on other sites More sharing options...
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