mrstoned Posted September 3, 2014 Share Posted September 3, 2014 Yes indeed the animated 250ms Barge is one of the 200 plus unreleased things, well spotted lofi A perfect example of what really works in KSP's ocean substitute. plus it sounds so cool.These are a few of my transport-designs over time, incl the latest with HL Airships.I mainly design to be able to handle and move MKS-modules around (mostly empty shells for construction tho.Old winch utility truck: http://i.imgur.com/kCAZpEr.pngOld crane-arm-dock truck: http://i.imgur.com/AlA5mlZ.pngMKS Single module low-crawner with crane: http://i.imgur.com/c3LsgmU.png (so you can help lift heavy module to back in under it).2-part POC mover with docks: http://i.imgur.com/p34oJsb.png Also includes a rotator for sloped installations.VTOL wip: http://i.imgur.com/ahnU3Ns.png Ramps for loading (problem with stability and balance tho).VTOL/Airsip: http://i.imgur.com/9RbSQUD.png With ramp. Lifts 60t, *WAY* to many parts (165) and cannot use timewarp as it disintegrates.I'm currently planning a few mks-bases on kerbin, one on southpole, northpole and possibly a floating one ("oilrig" type).It's mostly cuz it's relatively easy to set on up on low-gravity planets, and most try and go to space instead of exploring home.Lacking boatparts ://Rikard Link to comment Share on other sites More sharing options...
lo-fi Posted September 3, 2014 Author Share Posted September 3, 2014 Some cool designs. I quite like exploring Kerbin too, that's why I wanted wheels that worked!Rover bodies... Sort of what I'm working on, but designed to work with stock command pods (or anything you like, really) as I don't really fancy making IVA's myself. Have to admit, that large rover from Prometheus is nice, though. I did mess about with a tiny repulsor bike thing too, but it wasn't really stable enough to be practical. The little tracked bike from Prometheus might be quite cool once I get hold of the small track models and it would work well with the external command seat. And thanks Link to comment Share on other sites More sharing options...
The Space Man Posted September 3, 2014 Share Posted September 3, 2014 Is there a way to make the tracks use tweakscale?I've added this to the cfg's but it's not showing up in the right click menu, works fine on the old RBI tracks and the repulsors MODULE { name = TweakScale type = free } Link to comment Share on other sites More sharing options...
lo-fi Posted September 3, 2014 Author Share Posted September 3, 2014 The repulsors have a working TS config:MODULE{ name = TweakScale type = surface}I don't think there should be anything in the parts which should prevent TS from working, so give that a go? I have seen some weird wheel float issues with TS on parts with wheelcolliders, which isn't a problem for repulsors, but really annoying with wheels. I've not had a chance to play myself, so be interested to know how you get on. Link to comment Share on other sites More sharing options...
lo-fi Posted September 3, 2014 Author Share Posted September 3, 2014 I had a little mess-about with one of my rover body concepts: Very rough POC. Don't pay too much attention to shape and modelling details (or lack thereof), I just wanted to see how it would work in game. The annwer is: very well Link to comment Share on other sites More sharing options...
Pondafarr Posted September 3, 2014 Share Posted September 3, 2014 lo-fi: That is EXACTLY the rover body I need... Link to comment Share on other sites More sharing options...
The Space Man Posted September 3, 2014 Share Posted September 3, 2014 The repulsors have a working TS config:MODULE{ name = TweakScale type = surface}I don't think there should be anything in the parts which should prevent TS from working, so give that a go? I have seen some weird wheel float issues with TS on parts with wheelcolliders, which isn't a problem for repulsors, but really annoying with wheels. I've not had a chance to play myself, so be interested to know how you get on.I tried using type = surface that the repulsors use by default {i always edit the repulsors to use type = free}, same problem, the tweakscale option just isn't showing up in the right click menu.Here's the cfg with tweakscale added:PART{name = RBIInvertingTrackmodule = Partauthor = Lo-Fimesh = RBIInvertingTrack.munode_attach = 0.6, 0.0, 0.0, 1.0, 0.0, 0.0TechRequired = advancedMotorsentryCost = 6000cost = 580category = Utilitysubcategory = 0title = RBI Inverting Track unitmanufacturer = Kerbal Foundries & RBIdescription = A useful, heavy-duty track unitattachRules = 0,1,0,1,0mass = 0.5dragModelType = defaultmaximum_drag = 0.3minimum_drag = 0.2angularDrag = 1maxTemp = 3600 crashTolerance =3000breakingForce = 3000breakingTorque = 3000MODULE{ name = AlphaTrackWheel wheelName = SprocketF colliderName = WC1 sustravName = joint1 isIdler = false isSprocket = true}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel2 colliderName = WC2 sustravName = joint2 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel3 colliderName = WC3 sustravName = joint3 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel4 colliderName = WC4 sustravName = joint4 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel5 colliderName = WC5 sustravName = joint5 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel6 colliderName = WC6 sustravName = joint6 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel7 colliderName = WC7 sustravName = joint7 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel8 colliderName = WC8 sustravName = joint8 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel9 colliderName = WC9 sustravName = joint9 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = SprocketR colliderName = WC10 sustravName = joint10 isIdler = false isSprocket = true}MODULE{ name = AlphaModuleTrack trackLength = 14 raycastError = 0.035 springRate = 0.8 damperRate = 0.05 torqueCurve { key = 0 100 0 0 key = 10 100 0 0 key = 15 75 0 0 key = 30 50 0 0 key = 50 00 0 0 } steeringCurve { key = 0 85 0 0 key = 10 0 0 0 } brakeSteeringCurve { key = -25 -320 0 0 key = -10 -160 0 0 key = 0 0 0 0 key = 10 160 0 0 key = 25 320 0 0 } brakingTorque = 150)MODULE{ name = TweakScale type = surface}}That rover body looks awesome btw, can't wait to strap some tracks to it. Link to comment Share on other sites More sharing options...
lo-fi Posted September 3, 2014 Author Share Posted September 3, 2014 lo-fi: That is EXACTLY the rover body I need... I'll get it released soon as I can, though will be likely untextured. Nothing really special about it, so no real testing required before it goes out.I tried using type = surface that the repulsors use by default {i always edit the repulsors to use type = free}, same problem, the tweakscale option just isn't showing up in the right click menu.Here's the cfg with tweakscale added:PART{name = RBIInvertingTrackmodule = Partauthor = Lo-Fimesh = RBIInvertingTrack.munode_attach = 0.6, 0.0, 0.0, 1.0, 0.0, 0.0TechRequired = advancedMotorsentryCost = 6000cost = 580category = Utilitysubcategory = 0title = RBI Inverting Track unitmanufacturer = Kerbal Foundries & RBIdescription = A useful, heavy-duty track unitattachRules = 0,1,0,1,0mass = 0.5dragModelType = defaultmaximum_drag = 0.3minimum_drag = 0.2angularDrag = 1maxTemp = 3600 crashTolerance =3000breakingForce = 3000breakingTorque = 3000MODULE{ name = AlphaTrackWheel wheelName = SprocketF colliderName = WC1 sustravName = joint1 isIdler = false isSprocket = true}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel2 colliderName = WC2 sustravName = joint2 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel3 colliderName = WC3 sustravName = joint3 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel4 colliderName = WC4 sustravName = joint4 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel5 colliderName = WC5 sustravName = joint5 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel6 colliderName = WC6 sustravName = joint6 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel7 colliderName = WC7 sustravName = joint7 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel8 colliderName = WC8 sustravName = joint8 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = RoadWheel9 colliderName = WC9 sustravName = joint9 isIdler = false isSprocket = false}MODULE{ name = AlphaTrackWheel wheelName = SprocketR colliderName = WC10 sustravName = joint10 isIdler = false isSprocket = true}MODULE{ name = AlphaModuleTrack trackLength = 14 raycastError = 0.035 springRate = 0.8 damperRate = 0.05 torqueCurve { key = 0 100 0 0 key = 10 100 0 0 key = 15 75 0 0 key = 30 50 0 0 key = 50 00 0 0 } steeringCurve { key = 0 85 0 0 key = 10 0 0 0 } brakeSteeringCurve { key = -25 -320 0 0 key = -10 -160 0 0 key = 0 0 0 0 key = 10 160 0 0 key = 25 320 0 0 } brakingTorque = 150)MODULE{ name = TweakScale type = surface}}It's time to place spot the non-curly brace!! Sorry, this is my fault. Note the end of ModuleTrack: } brakingTorque = 150) <<<<HEREChange it to the proper type of curly brace and all will work as it's supposed to I'd suggest putting it in the config above the first AlphaTrackWheel module, though. I haven't tested, but it may make a difference to how some of the transforms are moved. If you fancy giving it a try both ways and letting me know, that would be really helpful!That rover body looks awesome btw, can't wait to strap some tracks to it.Thanks, nice to know I'm heading in the right direction Link to comment Share on other sites More sharing options...
Gaalidas Posted September 3, 2014 Share Posted September 3, 2014 (edited) Ooohhhh.... I didn't even notice that errant brace there. This is exactly why I always run through the configs for any addon I install. I've saved myself some real problems many times by not only fixing errant braces but also catching missing closing-braces. I also have a few pet peeves in configs, such as when the minimum_drag is higher than the maximum_drag value. Most commonly it comes out to 0.02 max and 0.03 min. which seems a bit... shall we say... inverted? There's also that classic case of defining values twice such as crashtolerance equaling both 7 and 30 and they're only 3 lines apart! Most recently I've caught cases where the entire block of engine-related effects are defined under the assets block AND re-defined below the common part config block. Completely and utterly redundant.Okay, so maybe I'm just a little bit obsessive-compulsive. Now I must go pull up notepad++ and do a blanket search over my gamedata folder for improper braces. It'll drive me nuts otherwise.As for that rover body... yeah, i could see that working out pretty nice. I'm afraid I wasn't really looking at the rover body however... I still get those excited little shivers all over when I see those wheels with their individual suspensions and steering mechanics. It's just.... so beautiful! Edited September 3, 2014 by Gaalidas Link to comment Share on other sites More sharing options...
lo-fi Posted September 3, 2014 Author Share Posted September 3, 2014 It's something I caught recently, sadly all the tracks will be like that. It will be fixed in the next update, but there is the fix for anyone struggling to add TS, anyway I've found some shockers in configs too, I know exactly what you mean. That bracket is annoying, it doesn't show up very well with the default font and I totally missed it. Haha. Thanks It still makes me smile too... I think we both need to get out more Link to comment Share on other sites More sharing options...
oniontrain Posted September 3, 2014 Share Posted September 3, 2014 http://i.imgur.com/rhveLpP.png?1I want that pod and wheel. Is it up anywhere? I can do modeling/texturing if you or lo-fi need some help. Link to comment Share on other sites More sharing options...
lo-fi Posted September 4, 2014 Author Share Posted September 4, 2014 I think Spanner might be having a well-deserved day or two off. I don't believe I've seen it in any of his release threads, so this is probably one of his 200 or so unreleased parts. Worth an ask, though.Always up for a bit of help and collaboration, particularly texturing. My set of tracks could really do with the texturing doing properly, is that something you'd be interested in tackling? The rover body wont be long either, the last bits are to add RCS ports and see if my self-righting mechanism idea will work Link to comment Share on other sites More sharing options...
hydran101 Posted September 4, 2014 Share Posted September 4, 2014 I want the screws already ...(because screw propulsion rocks!) Link to comment Share on other sites More sharing options...
lo-fi Posted September 4, 2014 Author Share Posted September 4, 2014 They are kinda cool I think spanner was going to have a go at making a set. I can knock something up quickly to finish my POC, but that'll be another thing that needs texturing... Link to comment Share on other sites More sharing options...
oniontrain Posted September 4, 2014 Share Posted September 4, 2014 I think Spanner might be having a well-deserved day or two off. I don't believe I've seen it in any of his release threads, so this is probably one of his 200 or so unreleased parts. Worth an ask, though.Always up for a bit of help and collaboration, particularly texturing. My set of tracks could really do with the texturing doing properly, is that something you'd be interested in tackling? The rover body wont be long either, the last bits are to add RCS ports and see if my self-righting mechanism idea will work Sure, are they unwrapped already? Go ahead and send me a PM Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 4, 2014 Share Posted September 4, 2014 Hey, Just got the stuff from github, still got a brain filled with non sentient custard. Will make a start on it today, looking forward to the challengeThe big wheel was a moment of madness, it's all one part and has a glitch that prevents release. Although I'm really not bothered by how something looks it MUST work correctly. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 4, 2014 Share Posted September 4, 2014 Hey buddy your inbox is full again Link to comment Share on other sites More sharing options...
Gaalidas Posted September 4, 2014 Share Posted September 4, 2014 ...still got a brain filled with non sentient custard.I hate it when that happens. I think my brain's been full of that stuff for the last week or so. Link to comment Share on other sites More sharing options...
Neutrinovore Posted September 4, 2014 Share Posted September 4, 2014 ... still got a brain filled with non sentient custard.Well, at least it's not SENTIENT custard, because then you'd really be having problems! Link to comment Share on other sites More sharing options...
lo-fi Posted September 5, 2014 Author Share Posted September 5, 2014 Sentient custard... Sounds like we need The Doctor! Link to comment Share on other sites More sharing options...
Gaalidas Posted September 5, 2014 Share Posted September 5, 2014 I'll get the fish-sticks... Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 5, 2014 Share Posted September 5, 2014 After playing with the reworked HelicalDrive for a little while I only have one thing to say, it should definitely be call the HypnoDrive. These have to be the best amphibious things ever created for ksp Link to comment Share on other sites More sharing options...
lo-fi Posted September 5, 2014 Author Share Posted September 5, 2014 They do look wicked when they are spinning fast! Love this experimental stuff, its so much fun Can't wait to get the next release out Link to comment Share on other sites More sharing options...
ian9018 Posted September 5, 2014 Share Posted September 5, 2014 After playing with the reworked HelicalDrive for a little while I only have one thing to say, it should definitely be call the HypnoDrive. These have to be the best amphibious things ever created for kspI totally second this. In-fiction wise you could say "after staring at a test version of the so-called "Helical Drive" for a number of hours, a majority of staff instead named it the "HypnoDrive." Most kerbals will not answer as to why this is, they simply say HypnoDrive repeatedly until one stops asking..." Link to comment Share on other sites More sharing options...
lo-fi Posted September 5, 2014 Author Share Posted September 5, 2014 Right, that's going in the config Link to comment Share on other sites More sharing options...
Recommended Posts