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Robotics have their limitations unfortunately.

No major changes have been made to robotics to counter issues like that and KSP2 is so close that I doubt they ever will.

I have made a few really interesting things in KSP using robotics.

1. Physwarp Paddle Boat

2. Test Video for a forklift/shipping container/drop ship mission that I made for assembling modular bases. All of that can be put back into the shipping containers and taken elsewhere including the forlift

3. I have a crane that integrates rocket stages as well but I havent got a video for it or any good screenshots.

Breaking Ground wasn't close to perfect. But I was still able to create some really cool things with it.

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On 1/13/2023 at 7:30 AM, Anth12 said:

Robotics have their limitations unfortunately.

No major changes have been made to robotics to counter issues like that and KSP2 is so close that I doubt they ever will.

I have made a few really interesting things in KSP using robotics.

1. Physwarp Paddle Boat

2. Test Video for a forklift/shipping container/drop ship mission that I made for assembling modular bases. All of that can be put back into the shipping containers and taken elsewhere including the forlift

3. I have a crane that integrates rocket stages as well but I havent got a video for it or any good screenshots.

Breaking Ground wasn't close to perfect. But I was still able to create some really cool things with it.

Thank you for sharing.

Those are some really great designs. Similar to what i have built in the past :D

1. How did you manage to not have them break from impact speed? I tried to make my own wheels with a rotor, a round tube and the anti slip pads (don’t remember the part name) they broke (exploded) in very slow speeds. Because of the impact speed factor that got to its limits because of the rotation limit and not the crafts speed. (Edit) just realised it is not affected by water :confused:

To be honest i love how the game has it faults.

For me it is almost just more realistic. And more fun, yet frustrating as i try to engineer my builds around the game faults. 
 

I hope KSP 2 is not to perfect. I am a little bit skeptical about the procedural parts they have shown off. As I mentioned above, it is the same with the part limitation. To have to engineer your self what you want to accomplish with the parts that are given. 
 

If i install mods, i make sure they don’t give me too much. Or maybe just new obstacles to overcome. 

Edited by Casper_83
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3 hours ago, Casper_83 said:

1. How did you manage to not have them break from impact speed? I tried to make my own wheels with a rotor, a round tube and the anti slip pads (don’t remember the part name) they broke (exploded) in very slow speeds. Because of the impact speed factor that got to its limits because of the rotation limit and not the crafts speed. (Edit) just realised it is not affected by water :confused:

  • The 'paddles' if they are in too deep will then act like they are in a thick substance.
  • What happens with my paddle boat is that the panels barely touch the water but as they spin faster they actually move out from the rotor and contact the water.
  • The next issue after that is the RPM under 4xphyswarp. They need to be spinning at 460 (the rotors rotational limit per minute)  divided by 4 (115 approximately) so the rotors (and connected paddles)  don't spaz out.
  • Then I had all the physical struts to keep it all together. The paddles never explode when hitting the water.
3 hours ago, Casper_83 said:

To be honest i love how the game has it faults.

For me it is almost just more realistic. And more fun, yet frustrating as i try to engineer my builds around the game faults. 

I am conflicted on this one. Some of my best works took so long to get to work because of problems with KSP1. Imagine what I could accomplish without the problems of KSP1

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