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Random Part reconfigs to create new wonders.


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  On 6/15/2021 at 8:00 PM, Astrion said:

In your design, are the RCS blocks supposed to make your design go straight up? When I do it it makes the engines up front go up but leaves the buggy on the ground.

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you have put them on like the picture haven't you? 1 on each side at the back and 1 each side at the front?

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Ok, sorry but I am getting ready to leave the house so quickly.

Have you anything that changes mass, physics etc through MM patches? BD Armory adds mass through armor, FAR changes aero dynamics and so on. Have you, once the craft was built, turned the thrust limiters to zero on both the buggy and nacelle engines forward pushing engines and then turned on centre of thrust and centre of mass to check that they line up? Are you in 1.10.1 or less? I haven't checked it in 1.11.2 yet. If when I return you haven't solved it, I will check 1.11.2 and put a build on Kerbal X if it is fine.

@Astrion

Edited by ColdJ
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I'm in 1.11.2 and have the Persistent Rotation mod, which does affect some of the physics. Here's a pic with CoM and CoT with thrust turned down to 0 for all engines. Not sure if it's supposed to be like this, though.

phRnJFn.png

Edited by Astrion
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It works fine in 1.11.2, once I configured my controls again(it's one reason I hate starting a new KSP again)

Grab it here. https://kerbalx.com/ColdJ/Pod-Racer

This is on a brand new install with only Working Underwater Lite and the exact parts needed for the Pod Racer.

@Caerfinon the lights are working on the buggy in this install so it must be something at your end.

AI5Nlbv.pngRmw4mYB.pngtflrMcm.pngjod09Tk.pngSrxa5u4.png

@Astrion

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I recently installed an instance of 1.11.2 to test some of the things in my mod and when I loaded I just grabbed the stock Crater Crawler to get me to the water. Time after time it would flip over on a whim just before I'd get to the water. So because it annoyed in words I can't write here, I threw this together. It is a 2 ton offset using a squashed Juno mesh. Place this on or in your craft with the exhaust pointed skywards and it will put your centre of mass below your wheels. If you try really really hard you can get the crawler to flip, but it took me driving into the admin pool to do it.

Pop it in  GameData\Squad\Parts\Engine\miniJet\ and call it something like offset.cfg  As usual paste the following.

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qmuoVM3.png

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I had just made a new texture for the Cat, what the Buggy probably should have looked like in a Space 1999/UFO world when I suddenly thought about my wall climbing APC Mini Wall Hugger. And now that I know how to part stack I thought, I wonder if I could make the cat climb walls. Turns out I can :D

So in the same place as all the other Rover Buggy things. (Thanks to @Astrion for the cool video of the Pod Racer) I give you the SpiderCat. Both it's pusher and down force engine are on the same circuit so don't go swimming unless you are scuba diving. Oh and don't put the throttle up till you have used the reaction wheel and rover wheels to get your underside against the wall. Photos in a few minutes.

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IbqQZyO.png5XxTXIV.png4BaVXlL.pngpA0mpM0.png

Edited by ColdJ
Changed 270 to 90
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  On 6/17/2021 at 9:52 AM, Caerfinon said:

Is there nothing the buggy can't do? That's fantastic.

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Currently I ferry it to the moon on the cargo platform under the Eagle Fuselage, but I an sure I could strap it to a booster and have it get there itself. :cool:

Good Morning.

Wer4eTm.png

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Suppose I best start getting the Eagle configs out.

These are for parts by @StinkyAce. The same person who created the UFO parts pack.

You will have seen plenty of pics by now so just the configs. CockpitEagle.cfg     GameData\Eagleone\Cockpit\


 

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Main Engines    MainEngines.cfg  GameData\Eagleone\Engines\Drives\

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Carrying fuselage  SlateFuse.cfg    GameData\Eagleone\MainFuselage\    The landing gear don't move on this model I just left the module in because it works on other models.


 

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The place anywhere LFO rocket engines I put up in the UFO upload go on the front of the landing leg pods as retrorockets.

Heavy lift frame   HeavyLift2.cfg   GameData\Eagleone\Engines\HLIFT\

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The cargo Platform  Platform.cfg  GameData\Eagleone\ServicePods\Work\   Has attachment points for the Eagle RCS I put up earlier with UFO Interceptor. Can be flown by iself as a  self contained drone and the control direction can be shifted. Has 3 attach points on the deck and 1 at the top to attach to my Senior version docking ports. So that release and attachment to the main frame can be done.

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My senior version docking ports. 1 attaches pointing down on the main frame and the other attaches pointing up on the pods.

dockingPortSrMore.cfg   GameData\Squad\Parts\Utility\dockingPortSr\   As long as the main frame has been taken away from above a pod, then when you come back and slide over the top into alignment, the pod should jump up and snap back into being docked with the frame.

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Pretty sure everything here works with the standard textures.

The internal for the Eagle cockpit will require you to have the NMB mod with the Viper Cockpit installed so you can get it's IVA dependencies.

VipEagle4.cfg  GameData\Eagleone\Spaces  You will need to copy all the dependencies into this folder. If you don't care what it looks like then just link it to a stock Squad internal. Be warned the EVA happens right at the back of the Cockpit around where it attaches to the frame, Getting back in is just below the cockpit.

 

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Edited by ColdJ
Added missing bracket at end of platform
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Hi guys. Thanks to ColdWarAerospaces changeable colour wheels I now know how to part variant more than 1 texture at a time. So please replace the part variant in each of the cats with this. If you copy this then go into the config and highlight the entire Part Variant text then click paste, it will replace it. Just make sure you haven't added or lost a bracket afterwards. You now will have the headlights looking right in all skins.


 

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@Caerfinon@Astrion@Dientus@Martian Emigrant

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As I haven't been doing stock reconfigs much ?I thought I'd go dig some out from my mod game(which I haven't loaded in so long now)

So these give you motorized versions of the stock small and medium landing gear for taxi-ing. I usually just use 1 on the front of an aircraft. They have tweakscale support, though the texture map tends to show up translucently in the light beam when you increase size.

GameData\Squad\Parts\Wheel\LandingGear\

MotorizedGearSmall.cfg

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MotorizedGearMedium.cfg

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@CaerfinonMy spidercat which initially worked with the second engine rotated to 270, suddenly started lifting me not pushing me down. now I have set it at 90 and it is back to holding me down. Anything change for you?

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Changed the rotation of the Spidercat's downforce engine from 270 to 90 because now it appears to be in the opposite direction. Still lost as to why as I thought I hadn't changed it since first tested.

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Seem to be on a bit of an improve mod vehicles kick. Have upgraded and noded the 2 vehicles from cold war aerospace and the Ateam van from Rill Jumpers. Given the Ateam Van and the retro Kenworth Better IVAs and adapted the wheels from cold war to have nodes to attach to to the vehicles nodes. Also made a smaller version that actually fit the cold war van. The Aqua cat wheels fit the van also. Had to lower the mass right down on the cold war wheels otherwise when you drove off the runway to the flat at speed, you would end up flipping high into the air. Made some monster truck wheels out of the Aqua cat wheels too. While making crane parts for @Ben J. Kerman's crane challenge I also found that trying to resize pistons gives you very weird results.

O5fUm01.pngHAExGnT.png3aFHe4B.pngSB8e8k4.pngp4iIk59.png6izmx7P.pngrPbqBSd.pngfBr7PDl.png

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GameData\ColdWarAerospace\Parts\Ground\HMMWV_Wagon\HMMWV_wagon.cfg    Haven't bothered changing it to a different name for this or the van. Best you change it if you want to keep the originals.


 

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GameData\ColdWarAerospace\Parts\Ground\UAZ-452\UAZ-452.cfg

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ColdWarAerospace\Parts\Ground\Mk1A_Standard_Wheel\Mk1A_Small_Wheel.cfg
 

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GameData\ColdWarAerospace\Parts\Ground\Mk1A_Standard_Wheel\Mk1A_Standard_Wheel.cfg


 

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GameData\ColdWarAerospace\Parts\Ground\Mk1A_Standard_Wide_Wheel\Mk1A_Standard_Wide_Whee2.cfg


 

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The monster wheels aren't just bigger they also have more torque to account for the greater rolling diameter.

C:\Kerbal Space Program\GameData\MT-Eagle\Parts\Rover\MonsterWheel.cfg


 

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GameData\ColdWarAerospace\Parts\Ground\Mk1A_Standard_Wheel\ksp_r_medWheel_wheel_diff_3.png   the extra variation for the cold war wheels.

 

yDVqfmp.png

Edited by ColdJ
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