Kerbals_of_Steel Posted June 1, 2021 Share Posted June 1, 2021 (edited) On 5/30/2021 at 8:11 PM, Martian Emigrant said: They especially like the buggies. Nice ones! Edited June 1, 2021 by Kerbals_of_Steel Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 1, 2021 Share Posted June 1, 2021 6 hours ago, SparkyFox said: Can anyone help me with a good description please? Predator Jockey. For those that ride the hunters. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 1, 2021 Share Posted June 1, 2021 15 hours ago, Martian Emigrant said: SPACEDOCK The Mün buggy is part of that mod. It as not been updated in years. Expect funny stuff. It drives funny. Like driving on ice. You can't pre-load a Kerbal to the front seat. He as to board it. Make sure the wheels are the right way up when assembling. There is an arrow on the inside of the wheels. The buggy as 2000 units of electrons. But no way of charging as such. ME Ok. My version for you. Can't do anything so far about the weird way you have to attach the wheels but. I have reinstated the reaction wheels, no ice skating, but doing donuts is fun. I lowered the buggy's centre of mass in the config. Should be much harder to roll. Definitely hard to roll on Kerbin, haven't tried the moon but it is generally self righting now. It now auto loads a Kerbal into the front seat in the SPH, you can of course change who that is in the crew menu. If you do manage to throw your Kerbal out, you can control the buggy to get it back to them, the same thing happens to my command chairs when you have rover wheels attached, and I now understand why. Either of my command chairs from my mod will node attach easily to the node behind the driver, making it easy to add a passenger. The buggy now has a small decay reactor that will slowly recharge the battery of the buggy as long as it is persistance loaded, I.E in visual range. Can't make the mesh buoyant for some reason, so unless I part stack in another part it still drives straight underwater. So create a new blank .cfg file. I creatively called it buggy2 and then copy and paste in the following. Put the file in the same folder as the original and Enjoy. Oh, and don't reinstate the second chair unless you want a Kerbal face down and sunk into the floor. Spoiler PART { // --- general parameters --- name = Moon_Buggy2 module = Part author = MajorTom // --- asset parameters --- MODEL { model = MT-Eagle/Parts/Rover/buggy } rescaleFactor = 1 // --- node definitions: Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_wheel1 = 0.26841, 0.58088, 0.20109, 1.0, 0.0, 0.0, 0 node_stack_wheel2 = 0.26841, 0.0, 0.20109, 1.0, 0.0, 0.0, 0 node_stack_wheel3 = 0.26841, -0.58088, 0.20109, 1.0, 0.0, 0.0, 0 node_stack_wheel4 = -0.26841, 0.58088, 0.20109, -1.0, 0.0, 0.0, 0 node_stack_wheel5 = -0.26841, 0.0, 0.20109, -1.0, 0.0, 0.0, 0 node_stack_wheel6 = -0.26841, -0.58088, 0.20109, -1.0, 0.0, 0.0, 0 node_stack_back = 0.0, -0.49225, -0.18187, 0.0, 0.0, -1.0, 0 node_stack_front = 0.0, 0.0, 0.4368286, 0.0, 0.0, 1.0, 0 // --- editor parameters --- TechRequired = fieldScience entryCost = 10000 cost = 9500 category = Pods subcategory = 0 title = MoonBuggy2 manufacturer = Moonbase Alpha Engineering description = MoonBuggy yeah! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 3.5 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 450 breakingForce = 2072 breakingTorque = 2072 maxTemp = 2000 vesselType = Rover CoMOffset = 0.0, 0.0, 0.3 CrewCapacity = 1 bulkheadProfiles = size1, srf tags = rover buggy moonbuggy eagle transporter moonbase alpha major tom // internals, resources, effects, modules MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = Moonbuggy_lights resourceAmount = 0.03 useResources = true } MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = -1.5, 0, 0 } //MODULE //{ //name = KerbalSeat //seatPivotName = seatPivotR //ejectDirection = 1, 0, 0 //} RESOURCE { name = ElectricCharge amount = 2000 maxAmount = 2000 } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } // MODULE // { // name = ModuleDataTransmitter // antennaType = DIRECT // packetInterval = 0.10 // packetSize = 2 // packetResourceCost = 20.0 // requiredResource = ElectricCharge // DeployFxModules = 0 // antennaPower = 1000000 // antennaCombinable = False // } MODULE { name = ModuleGPS } MODULE { name = ModuleDockingNode referenceAttachNode = front nodeTransformName = dockingNode //controlTransformName = controlNode nodeType = size0, size1 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.3 } } } Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 1, 2021 Share Posted June 1, 2021 Works in progress. I really like my shiny bells. Spoiler Spoiler Quote Link to comment Share on other sites More sharing options...
Martian Emigrant Posted June 1, 2021 Share Posted June 1, 2021 (edited) 50 minutes ago, ColdJ said: Ok. My version for you. ... Hi. Thanks, I will play with that. Not sure how old you are but... The rover in Space 1999 was actually an Amphicat. Every kid in the 70s wanted one. They where touted as all-terrains-amphib. I don't think they ever were as good as (us) kids dreamed them to be, They floated precariously, the wheels would (With their big treads) churn the water like mad and it would go forward.....slowly. I don't think you would have wanted wind, waves, or current. Vegetation or rocks either. I have seen videos of them struggling to get up a stream bank. I also think that the ground clearance (For an all terrain) was too low to be practical. ME Edited June 1, 2021 by Martian Emigrant Quote Link to comment Share on other sites More sharing options...
Janus92 Posted June 1, 2021 Share Posted June 1, 2021 I built the Hail Mary from Andy Weir's new book: Project Hail Mary. It can centrifuge! I call it the Kerbal Washing Machine: It's actually only close to 0.7g.. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 1, 2021 Share Posted June 1, 2021 2 hours ago, Martian Emigrant said: Not sure how old you are but... I am this old. Quote Link to comment Share on other sites More sharing options...
Martian Emigrant Posted June 1, 2021 Share Posted June 1, 2021 36 minutes ago, ColdJ said: I am this old. Same old, same old. So you also lived through this then. ME Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 1, 2021 Share Posted June 1, 2021 40 minutes ago, ColdJ said: I am this old I am still eagerly awaiting the show's reboot... 3 hours ago, Martian Emigrant said: Every kid in the 70s wanted one. My grandfather had the Pengor Penguin, built in Canada Quote Link to comment Share on other sites More sharing options...
Dientus Posted June 1, 2021 Share Posted June 1, 2021 3 hours ago, Martian Emigrant said: I also think that the ground clearance (For an all terrain) was too low to be practical Pretty much like everything during about a 30-year span, really nice ideas but not very practical in real life use. Such as this beauty.... Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 1, 2021 Share Posted June 1, 2021 1 hour ago, Martian Emigrant said: So you also lived through this then. Yep, couldn't have seen it in colour if it had been in colour. 1 hour ago, Caerfinon said: My grandfather had the Pengor Penguin, built in Canada At least it looks like it had impellers, so you had a small chance of driving up stream in it. 34 minutes ago, Dientus said: Pretty much like everything during about a 30-year span, really nice ideas but not very practical in real life use. Such as this beauty.... Ah yes, I have seen one getting rebuilt. Over half the restoration was new fabrication and parts. Quote Link to comment Share on other sites More sharing options...
Lisias Posted June 1, 2021 Share Posted June 1, 2021 On 5/31/2021 at 3:54 AM, Lisias said: You must see it "live". It's way more impressive when animated - I'm going to setup my recording gadgets as soon as I can, this will worth it! I managed to steal a bit of time from RL to make an animation! These crafts have scaled up Junos: People willing to help me test TweakScale support for WaterfallFX are more than welcome to try it! (some bugs are expected, please report) On 5/31/2021 at 2:07 AM, ColdJ said: Excellent work. That runway shot is seriously mesmerising. And now? Quote Link to comment Share on other sites More sharing options...
lemon cup Posted June 2, 2021 Share Posted June 2, 2021 On 5/29/2021 at 9:34 PM, KeaKaka said: I'm not sorry. For those who like their Centaurs shaken, not stirred. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 2, 2021 Share Posted June 2, 2021 8 hours ago, Lisias said: And now? Very impressive heat distortion shimmer. I know you are making tweakscale work with the Waterfall mod, but any idea how much extra graphics processing goes in to creating the effect ? Thanks for giving me a way to make my craft more detailed with tweakscale by the way. You mod has certainly opened up the possibilities when building. Quote Link to comment Share on other sites More sharing options...
Rakete Posted June 2, 2021 Share Posted June 2, 2021 Planing a Eve-Rescue-Mission as I noticed, that my landed Eve-Ascender has not enough dV to make it home to Kerbin and has no docking ports. So I will send a taxi for Jim Kerman to pick him up in Orbit. But I won't do a eva crew transfer. I'll use the oppurtunity to capture the ascender capsule using a claw und bring also a device, that deorbits the empty caspule after rescue. Lets make the mission a bit more complex... maybe also bring some science equip and a lab. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted June 2, 2021 Share Posted June 2, 2021 What Really Happens When You Use Crew R&R Mod Space, space, space.... sometimes a guy just needs a day at the beach. Quote Link to comment Share on other sites More sharing options...
Lisias Posted June 2, 2021 Share Posted June 2, 2021 6 hours ago, ColdJ said: Very impressive heat distortion shimmer. I know you are making tweakscale work with the Waterfall mod, but any idea how much extra graphics processing goes in to creating the effect ? Virtually unnoticeable on my MacPotato 6.1 (i7 3615QM 2.3 to 3.3GHz) and Intel HD 4000 GPU. It is said that WaterfallFX is lighter than the stock ParticleFX, but on my Mac I couldn't notice any difference - MacOS is terrible for gaming, it starts compressing memory pretty fast and then your performance plummet anyway. Quote Link to comment Share on other sites More sharing options...
Dr. Kerbal Posted June 2, 2021 Share Posted June 2, 2021 (edited) I destroyed my space center today. Edited June 2, 2021 by Dr. Kerbal Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted June 2, 2021 Share Posted June 2, 2021 (edited) I've been working on an autoland script for my new space shuttle in realism overhaul. Been doing test simulations of the post-entry portion of the script by dropping it from a carrier aircraft. The approach phase is working pretty good. The script does gentle banks and controls the glideslope well. No speed control yet so airbrakes are manual. Flare and rollout need some work though. The script gets more and more sensitive to errors from being off the centerline as it gets closer to the runway. As a result it tends to start making sudden, dramatic corrections just a few meters above the runway. I wish I had been recording last time I did a test flight. The script decided that 10 meters above the runway was the perfect altitude to make a sudden 30 degree left bank and slight nose-down maneuver because it was 2 meters right of centerline. Was the perfect opportunity to make a "to be continued" meme. Edited June 2, 2021 by EpicSpaceTroll139 Quote Link to comment Share on other sites More sharing options...
SparkyFox Posted June 2, 2021 Share Posted June 2, 2021 a few config kinks here and there, but i gots it! Quote Link to comment Share on other sites More sharing options...
EpicSpaceTroll139 Posted June 2, 2021 Share Posted June 2, 2021 (edited) Slowly making progress with the autoland script. Consistently ending up with more of the shuttle intact after landing now. It still is occasionally making strong rolls right above the runway though, and I don't understand why, because from how I wrote the code, it should only use yaw inputs to control centerline error after entering the landing flare, and small ones at that. Edited June 2, 2021 by EpicSpaceTroll139 I can engrish Quote Link to comment Share on other sites More sharing options...
Astrionix Posted June 2, 2021 Share Posted June 2, 2021 I made a rover delivery/landing system! Quote Link to comment Share on other sites More sharing options...
Jebediah Kerman - Earth Posted June 3, 2021 Share Posted June 3, 2021 Just landed my first shuttle without air engine help ofcourse. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 3, 2021 Share Posted June 3, 2021 10 hours ago, Lisias said: Virtually unnoticeable on my MacPotato 6.1 (i7 3615QM 2.3 to 3.3GHz) and Intel HD 4000 GPU. It is said that WaterfallFX is lighter than the stock ParticleFX, but on my Mac I couldn't notice any difference - MacOS is terrible for gaming, it starts compressing memory pretty fast and then your performance plummet anyway. Sadly my robust little computer, which was competitive years ago when I built it, Is geriatric compared to todays beasts. And I am unlikely to ever be able to afford to build a new one, so low graphics settings in KSP are my main set up. Doesn't make it less enjoyable though. I watched computers and consoles go from barely graphics and huge load times to what we have today. So gameplay will always trump pretty for me. Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted June 3, 2021 Share Posted June 3, 2021 (edited) Only a single launch today - Red Scout 1, intended to be the first manned mission to another planet in this save. Powered by a pair of LV-N nuclear rockets burning lower efficiency liquid fuel due to limited volume for fuel - initial LH2 designs didn't provide sufficient dV to reach Duna and enter orbit. Despite the much lower Isp, the higher density provides 4100 m/s vs 1600 m/s. R&D is looking into lighter & larger tanks for LH2 powered interplanetary designs, but for now it is better to stick with liquid fuel. Intended for a crew of 4, it has enough dV to reach Duna and enter orbit with several hundred m/s reserve, life support for well over 3 years before running recyclers and a full suite of scientific equipment. It "only" took 4 Pollux SRB's & a 2.5m LFO booster to get this thing out of the atmosphere But once clear, it spread its wings to wait for the mission crew - departure is just 89 days away The quarters can hold 6, but running only 4 gives the crew extra room for the long mission. I forgot external lights, so the crew will need to pack some for the engineer to install when they go up. This is only the first step for a Duna mission - an orbital station, lander, refueling & resupply ships will also be needed. Edited June 3, 2021 by Cavscout74 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.