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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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Asteroids?? I hadn't even thought of that. Have you been playing Space Pong with asteroids???

Nobody seems to have mounted them all around a sphere and made a floating football yet either ;)

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Asteroids?? I hadn't even thought of that. Have you been playing Space Pong with asteroids???

Nobody seems to have mounted them all around a sphere and made a floating football yet either ;)

Now that is something I'd love to see in the same scene as that giant walking robot. Lets see if we can kick a football into orbit!

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Even if they aren't quite up to a kick about, the robots are absolute genius :)

So, while we're talking heavyweight messing about, what's the speed record for repulsorcraft?

Screen grabs or it didn't happen ;)

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Even if they aren't quite up to a kick about, the robots are absolute genius :)

So, while we're talking heavyweight messing about, what's the speed record for repulsorcraft?

Screen grabs or it didn't happen ;)

Currently, about 530 m/s (with infinite fuel, on the ice caps.

M37SKnL.png

5xIA23S.png

Billy-Bobdock enjoyed the ride, though he has learned to wear his helmet.

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I got one up to around 250+m/s, but the the vile terrain got ahold of it and ripped it apart.

I was wondering if there was an expanse of very flat terrain I could use to speedtest these things?

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Well, Darren9, I won't be able to beat that, but I'm bringing my home-made Devastation Incorporated (my in-game military research division of Madness Industries) Forcefyre Prototype to the table. I've config edited in order to consume less fuel, but the engine has always, and will always produce 1680 thrust.

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I was wondering if there was an expanse of very flat terrain I could use to speedtest these things?

It's called Minmus :)

Unfortunately 160m/s is orbital velocity there so you tend to take off. What we need is a way to invert the polarity of the phase arrays to turn the repulsors into attractors ;)

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North Pole of Kerbin's pretty flat, if you're willing to get there.

And I'm back with my participation in the challenge. Surely I have one of the fastest closed-seat repulsorcraft? Or perhaps the only one where Jeb dared Bob to drive it? After all, doesn't Bob look like he's having so much fun?

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Edited by Madrias
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Awesome!!!

I'll have a better look once I've had a coffee and my head stops pounding. I might make Friday a regular 'get drunk and issue silly challenge' day, though XD

I reckon the speed challenge ought to be an ongoing thing, maybe in a set location.

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North Pole of Kerbin's pretty flat, if you're willing to get there.

And I'm back with my participation in the challenge. Surely I have one of the fastest closed-seat repulsorcraft? Or perhaps the only one where Jeb dared Bob to drive it? After all, doesn't Bob look like he's having so much fun?

Remind me Buckaroo Banzai :) be careful of the mountain :P

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The fastest for me is 447.2 m/s... but it so close to the ground, i've almost touch it

i will try with solid booster maybe i can get a better result....

here are the picture of the slug-speeder:

9N715Jt.png

869a3aS.png

POWAA

pCU8ym3.png

Edited by S1000RRHP4
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Oh, and dev guys: I have something new for you ;)

Warning: This may screw up all kinds of things as the plugin now adds stuff globally to KSP, not just my parts. It looks great so far, but just to warn you. This is very, very experimental.

I've not tested in orbit, at high speed, changing celestial bodies, multiple vehicles or anything like that.

Thanks for xEvilReaperx for the code concept.

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Indeed XD

Lots of stuff to work out, its very early stage. But the concept is sound, the devil is now in the detail.

Actually, hold off updating from the latest dev commit. I'll bundle the water code into a separate plugin so its easy to remove for comparison testing should we need to hunt down some bugs.

Edited by lo-fi
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ok instead of me bitching about how i like this mod but hate the suspension i'll instead ask a simple question.

How do i adjust the values in the SPH/VAB so that when i launch it it doesn't tilt back or forward? (i've already messed with my CoM with no success)

(sorry i said one but i thought of another): how, if above is imposible" do i disable the suspension? (i'm guessing it's hard coded)

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I really can't see what your issue is with the suspension. Setting the spring to zero effectively disables any springiness, though the wheels will still follow the terrain to limit of their travel. If you're flipping over this is likely to make matters worse, not better, however. Orbitus (IIRC) has made a plugin to tweak the torque values which will work for my wheels, maybe that will help too?

Otherwise, post a video maybe? I use MSI afterburner, which is a free tweaking tool that includes vid capture.

Edited by lo-fi
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hi !

to finish my journey, i'll mad a little trip in the mountain with the big wheel :cool:, it's very cool !!

Not a big vehicle constructor but sometime that cool to make "promenade" on the grass !!!

thank for this mod great wheel !!!

keep up the good work !!

steph

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