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What did you do in KSP1 today?


Xeldrak

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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 :P 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.6MrFeFB.png

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
        }
    }
}

 

 

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50 minutes ago, ColdJ said:

Ok. My version for you.

...

 

6MrFeFB.png

 

Hi.

Thanks, I will play with that.

 

Not sure how old you are but...

The rover in Space 1999 was actually an Amphicat.

Amphicat.jpg

spy1buggy.jpg

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 by Martian Emigrant
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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
maxresdefault.jpg

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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....

 

a-1965-amphicar-at-the-water-s-edge_u-l-

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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.

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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:

2021-0601-00_Working-Prototype.gif

2021-0601-01_Working-Prototype.gif

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. :heart_eyes:

And now? :)

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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.

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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.

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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.

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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.

qiQ5DcH.pngTCwKq56.png

wuBNl59.pngtrToDHO.png

 

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. :sticktongue:

D2aTe1U.png

KqGCc54.png

 

Edited by EpicSpaceTroll139
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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.  :huh:

MVQUMjX.pngFNpvufM.png

Edited by EpicSpaceTroll139
I can engrish
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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. :wink:

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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

MhLHMd2.png?1

But once clear, it spread its wings to wait for the mission crew - departure is just 89 days away

eniX1ht.png?1

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.

LMMJnbo.png?1

This is only the first step for a Duna mission - an orbital station, lander, refueling & resupply ships will also be needed. 

 

Edited by Cavscout74
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