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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak


chickenplucker

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Yes, you need a lot of mass. I have made some testweights ranging from 1 KMU to 500 KMU.

The truck needs about 200 KMU to stay under.

Right, i figured you had applied a trick or two.

Bigtruck without additional parts needs at least 35 mass for the wheels to keep contact with the sea floor.

But because fuel tanks float on water you need even more mass to keep Bigtruk + a rocket under water.

In fact it seems that all parts float - even engines and ASAS.

Either water on Kerbin is like 100 at least 5 times as dense as water on Earth, or parts are all made of wood.

Another problem with using my Bigtruk as a launch platform is that decouplers tend to break during initialisation of the vessel on the launchpad. Only way around that i have found so far is to put a somewhat flexible strut part (from Nova\'s probe pack) between Bigtruk and the decoupler.

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Right, i figured you had applied a trick or two.

Bigtruck without additional parts needs at least 35 mass for the wheels to keep contact with the sea floor.

But because fuel tanks float on water you need even more mass to keep Bigtruk + a rocket under water.

In fact it seems that all parts float - even engines and ASAS.

Either water on Kerbin is like 100 at least 5 times as dense as water on Earth, or parts are all made of wood.

Another problem with using my Bigtruk as a launch platform is that decouplers tend to break during initialisation of the vessel on the launchpad. Only way around that i have found so far is to put a somewhat flexible strut part (from Nova\'s probe pack) between Bigtruk and the decoupler.

Don\'t accelerate time! When the factor exceeds 2, the craft becomes unresponsive and doesn\'t function anymore (even when the time factor is reduced again).

Use these weights http://kerbalspaceprogram.com/forum/index.php?topic=16560.0.

Place a 200 KMU on the truck, preferably on the middel node. place a decoupler onto that. On top of that the rocket. If the rocket is very high, place some crew modules on the outer nodes until reaching the required level. Use struts wherever possible. Drive to the water and dive under. Don\'t drive to fast or the truck will behave like a wild stallion.

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Thanks for the suggestions re weights.

Bigtruk handles well though with a large mass when engine torque and suspension are adjusted.

Improved Bigtruk:

- stop lights work

- more attach nodes

- model and nodes better centered

- more mass (which you might want to change depending on the purpose, along with torque and suspension).

Unfortunately EVA-ing Kerbals explode on contact with Bigtruk\'s collider mesh. I haven\'t yet tried to fix that.

But clever placement of some other parts and ladders does allow Kerbals to exit/enter a command pod.

I tried to reduce the volume of the collider mesh, which should increase mass density (assuming the same mass), but it didn\'t behave well. I might give that another shot some time.

edit:

Exploding Kerbals appears to be caused by the large mass of Bigtruk (see this bug report http://kerbalspaceprogram.com/forum/index.php?topic=16711.0).

Temporary workaround is to reduce the mass of Bigtruk from 50 to 10 and place a couple of weights on the chassis of the car (ie 4 times 10, one on each corner top attach node).

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hmmmnn....looks like its time to do some rejiggering so we can EVA....

I just now signed on to request this very thing! I built a rocket with 3 cuttlefish attached and couldn\'t do anything with the bigtracks when I got them to where they were going.

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Ideally the bigtrak would have crew space but not be a pod, like the rescue pods in the mods section.

Damnyoujapan tried it, and you can still drive a cart if you stick on of those on top of one and get some kerbals in.

Then the 3-bubble things of the Cuttlefish would be the actual pod, with a hatch that protudes above the plate that holds the bigtrak. Land the cuttlefish, EVA your kerbals into the bigtrak, drive around, park bigtrak by cuttlefish, EVA back in, rocket home.

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Yeah, now that forward attachment point on the top ( the one that I always thought was a hatch) could double as a actual crew hatch! wait, in order to do that, you\'d need to make the whole BigTrak into a actual 'command pod' wouldn\'t you?

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is it me or don\'t the lights work anymore on 0.16?

They seem to be bugged for me too. Hmm. Or do the standard headlights not work and do you have to put the lights on yourself?

<edit>

Hmm it seems to suddenly work now.

</edit>

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Stuff should work in .16 but I have yet to go through and actually test things so I\'ve changed the topics title to reflect this. And again I will be working on updating this over the weekend, I\'ll look into the light issue.

thanks. It\'s somewhat annoying to accidentally EVA and have your Kerbalnaut detonate when he hits the BigTrak....

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Ya know, indicating that your mod works in older versions of KSP is kinda useless. I would seriously hope no one is still using those versions. ;P

Cheers!

Capt\'n Skunky

KSP Community Manager

I\'ve still got copies of .13.3, .14, and .15.2.

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I\'ve still got copies of .13.3, .14, and .15.2.

Yes, but do you use them? Do you actively search for mods that work with those versions?

Even if your answer is yes, the number of people using old versions, not counting the demo, is going to be very small.

Cheers!

Capt\'n Skunky

KSP Community Manager

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thanks. It\'s somewhat annoying to accidentally EVA and have your Kerbalnaut detonate when he hits the BigTrak....

Oh, I thought we were supposed to blow up Kerbals.....I\'ve been doing it wrong all along? ;)

Seriously, I\'d love to see this mod .16 compatible. I new got around to trying it in .15.2.

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BitTrak works pretty well in most respects with 0.16. I combined it with a MechJeb capsule and had no difficulties delivering it to the Mun and driving to the Munnar Arch. .... you can even add the ladders from version 0.16 .... But ... (and this is a big big But) .... when Bill went EVA and mounted the BigTrak parked outside his ship, he had no difficulty getting up onto the Trak and grabbing onto the hand hold. .... When the control was switched back to the BigTrak from Bill, Bill exploded.

Important safety tip, when Kerbals try to hitch a ride on a BigTrak, they explode. (This is probably a bug)

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