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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks


lo-fi

What to work on next?  

1,282 members have voted

  1. 1. What to work on next?

    • More wheels
      123
    • More tracks
      453
    • Rover bodies
      241
    • Landing gear
      137
    • Landing legs
      108
    • Something completely different
      193


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^ There aren't any new parts released yet, Lo-Fi said it's just easy tweaks left before the test version of the surface attach repulsor is done so quite soon I think. That's the test one miniaturized and clipped inside procedural-parts fuel tanks, they don't like going inside other parts very much.

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Yep, I'll have the low profile surface mount version out very soon, so no clipping required. About to look at how this TweakScale malarkey works over the weekend and I think that's the final thing on the to-do list before I send out the next release. Brilliant speeder, looks fantastic.

@sumghai :

A re-brand, eh? I really like that, though. Tbh, I was considering dropping the 'Kerbal' out of the name as a read a post somewhere from Squad gently suggesting that they're not so keen on its use in mod names. Terramax it is, fully credited. Thank you!

The foundries thing comes from my love of heavy engineering, inspired by the Vulcan Foundry of old that produced so many of the steam engines that can still be found in all corners of our globe.

--------------------------------------------------------------

They're gone, right? I'll tempt fate: time for a snack run ;)

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Tried the new surface repulsor... disappointing:

- the part name have a e and c inverted: "...Surfaec mount..."

- the energy consumption is not funny at all (nuclear companies sponsored ? :P) (6165 EC drawn in less than 2000m with only 3 repulsors !)

- the behaviour is weird: when they run out of power, they retract and never deploy anymore, I mean they may deploy but it does nothing, they stay on the ground, use a lot of EC and don't repulse at all. (+ height reset to 0)

+ AG doesn't work retract can't be use till there is power. (extending/retracting saw in log)

"same player shoot again" :).

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Tried the new surface repulsor... disappointing:

- the part name have a e and c inverted: "...Surfaec mount..."

- the energy consumption is not funny at all (nuclear companies sponsored ? :P) (6165 EC drawn in less than 2000m with only 3 repulsors !)

- the behaviour is weird: when they run out of power, they retract and never deploy anymore, I mean they may deploy but it does nothing, they stay on the ground, use a lot of EC and don't repulse at all. (+ height reset to 0)

+ AG doesn't work retract can't be use till there is power. (extending/retracting saw in log)

"same player shoot again" :).

How on Kerbin do you manage to get these problems? ;)

I've had none of that in my testing, and nothing from the other crew.

Did you break the golden rule and use a craft made with a previous version?

I'll need some logs, which version you were using and probably some video please.

They shouldn't be any different from the normal repulsors as they use the same module - the only real difference is mesh and alignment.

Edited by lo-fi
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How on Kerbin do you manage to get these problems? ;)

I've had none of that in my testing, and nothing from the other crew.

Did you break the golden rule and use a craft made with a previous version?

I'll need some logs, which version you were using and probably some video please.

They shouldn't be any different from the normal repulsors as they use the same module - the only real difference is mesh and alignment.

Maybe I got very (un)lucky :cool: !

impossible, I just install these repulsors !

still KSP 0.23.5, latest plugins + repulsors part.

I'll see what I can do later, what I saw from logs was nothing relevant (no exception at all, not too bad, or not)

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Just playing with ORS and MKS+OKS and needed a surface based resource scanner. Rockets are too twitchy for my limited skills, especially any precise landings and wheeled craft are just to slow. So, without further ado allow me to introduce MrORS

MrORS.jpg

Fits in a 5m Extended fairing, Interstellar thermal rocket for cruising and a pair of 48-7S's for those difficult hills. Stearing assisted by those new lfo rcs ports, left, right and front. Top speed unknown... yet!

Off to Minmus.

BTW, the invisible wheel bug also happens when your wheels are attached to the Modular Kolonization System modules, no other parts necessary just wheels + modules.

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Hi all got to agree with comments regarding power drain, have similar issues using the latest plugin modules elsewhere, as nothing has changed my end I presumed it was a new feature and slapped on one of my UniGen units although even that which will quite happily power a huge starship and all its toys seems to be working very hard to keep up

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My bad, the energy consumption was fifty times what it should have been! I'll issue an update shortly. I changed it to drain the battery quicker to test the out of energy retraction and forgot to set it back to the proper value.

Well, Madrias.... I've yet to see the repulsors used with BahamutoD's armoury ;)

hover_tank_by_therollingman-d5z0vot.jpg

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Just playing with ORS and MKS+OKS and needed a surface based resource scanner. Rockets are too twitchy for my limited skills, especially any precise landings and wheeled craft are just to slow. So, without further ado allow me to introduce MrORS

http://www.i2net.me.uk/files/Games/KerbalSP/Ships/FancyWheels/MrORS.jpg

Fits in a 5m Extended fairing, Interstellar thermal rocket for cruising and a pair of 48-7S's for those difficult hills. Stearing assisted by those new lfo rcs ports, left, right and front. Top speed unknown... yet!

Off to Minmus.

BTW, the invisible wheel bug also happens when your wheels are attached to the Modular Kolonization System modules, no other parts necessary just wheels + modules.

Very cool! Thanks for the reminder, I still need to look into that bug.

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Dang You ALL! Hover Tanks I wanted to post the pic I have of the Hover MRLS I made after I made a Hover tank... but NOOO! I was beat to the punch ! ! Both use BahamutoD's armoury for the weapons.

(this spot saved for links to pic, once i upload em)

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WOW!!!!! Absolutely love the designs, we ought to have themed design challenges more often :cool:

Just realised I forgot to hit the commit and sync buttons for the repulsor energy update. Sorry guys, one mo!

EDIT: Done, should be better now.

Edited by lo-fi
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I'd simply figured a wicked cool hover tank had to have a laser cannon. Sure, it shoots Cannon shells, .50 caliber bullets, 20mm shells, and can actually break things by running into/over them, but I had to have a laser cannon.

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