Jump to content

Rovers! Post your pictures here!


Recommended Posts

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.

Link to comment
Share on other sites

  • 3 weeks later...
  • 3 weeks later...
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

 

MQB4HI0.pngm0DG3AM.pngN3wEPP2.png

 

 

 

 

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 by Akagi
spelling xD
Link to comment
Share on other sites

38 minutes ago, Akagi said:

@ColdJ Please help.

Jxbt6JO.png

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 by ColdJ
Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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.

 

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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!

Link to comment
Share on other sites

lFDq6Mn.png

u36eDP9.png

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.

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...