Tuareg Posted January 3, 2015 Share Posted January 3, 2015 (edited) And an other new release from your Lunatic scientists: Theeeee Rover gravity manipulator! A module to manipulate the gravity affecting your rover You can choose which planet or moon settings you want to apply, turn it on and flyyyyyyyyyy. Sadly our scientist were not able to solve the problem of conflicting with engine electronics. [Moderator removed defunct website link] license source included in download from now on i release on [Moderator removed defunct website link] only, sry Edited August 28, 2022 by James Kerman link removed Link to comment Share on other sites More sharing options...
biohazard15 Posted January 3, 2015 Share Posted January 3, 2015 Interesting. This would allow to test rovers and landers more easily.Does it allow to turn off the atmosphere, in order to negate its effects? (Sure, they will be miniscule at rover speeds, but still...) Link to comment Share on other sites More sharing options...
Tommygun Posted January 3, 2015 Share Posted January 3, 2015 Very useful, I've had a number of rovers that work well on Kerbin completely fail on lower gravity worlds.Edit: I guess it could work to test landers too? Link to comment Share on other sites More sharing options...
Wavechaser Posted January 3, 2015 Share Posted January 3, 2015 Great thing to see here. Downloading.Just saying, actually, wouldn't HyperEdit do a bit better, though? Link to comment Share on other sites More sharing options...
ximrm Posted January 3, 2015 Share Posted January 3, 2015 (edited) Hyperedit is magic, this is SCIENCE! Edited January 3, 2015 by ximrm Link to comment Share on other sites More sharing options...
TonyC Posted January 3, 2015 Share Posted January 3, 2015 Yaay ! M-35 Mako's for the win ! Link to comment Share on other sites More sharing options...
Tuareg Posted January 4, 2015 Author Share Posted January 4, 2015 Interesting. This would allow to test rovers and landers more easily.Does it allow to turn off the atmosphere, in order to negate its effects? (Sure, they will be miniscule at rover speeds, but still...)Very useful, I've had a number of rovers that work well on Kerbin completely fail on lower gravity worlds.Edit: I guess it could work to test landers too?sadly it cant negate atmosphere so it doesnt work for landers Link to comment Share on other sites More sharing options...
Voculus Posted January 4, 2015 Share Posted January 4, 2015 Can I drive on the actual Mun with Kerbin gravity? Now that would be nice! Link to comment Share on other sites More sharing options...
ximrm Posted January 5, 2015 Share Posted January 5, 2015 That's intended.New asset for rover coming soon:(might be changed in the future) Link to comment Share on other sites More sharing options...
Tuareg Posted January 5, 2015 Author Share Posted January 5, 2015 (edited) new model is implemented as well as new hotkey added (numpad 5)- - - Updated - - -Can I drive on the actual Mun with Kerbin gravity? Now that would be nice! yes, you have to take its huge energy consumption, but yes, definitely. you cant use it to launch crafts though, its electronics are getting disabled if there are any kind of engines on the craft. (except props so you can still create little rcs driven levitating crafts with setting the gravity to Gilly ) Edited January 5, 2015 by Tuareg Link to comment Share on other sites More sharing options...
CCCP Posted January 6, 2015 Share Posted January 6, 2015 It seems that Your amazing invention is the only way to get the Rovers to adequately drive around Mune and Dune. So, two questions: 1) How to reduce (better - off) power consumption? 2) How to embed it directly in the wheels of the Rover? Link to comment Share on other sites More sharing options...
Tuareg Posted January 7, 2015 Author Share Posted January 7, 2015 1) in the .cfg Consumption = 0.5 change to whatever lower value you want2) copy the MODULE from the .cfg into the wheel's .cfg. it can be a problem if you activate it with hotkey you will activate all 4 wheel in the same time and you will make a rocket from your rover. if you activate it with the toggle button only on one wheel, it should work fine Link to comment Share on other sites More sharing options...
CCCP Posted January 7, 2015 Share Posted January 7, 2015 (edited) 1) in the .cfg Consumption = 0.5 change to whatever lower value you wantThanks for the reply. But the problem remained. In the config I set consumption = 0.0. But electricity still disappears instantly. The only thing I could do is to install RTG with the parameter "rate = 10000". Edited January 7, 2015 by CCCP Link to comment Share on other sites More sharing options...
Gaalidas Posted January 7, 2015 Share Posted January 7, 2015 So, I was thinking about this and came up with a thought. Yes, only one thought. My brain is really busy these days and that's all I could afford....Oh, right, I should probably tell you what the thought was, shouldn't I?Right then... I was thinking that having options to increase/decrease the gravity factor in addition to the "like this body's gravity" settings would be useful, along with a readout of the current gravity factor being applied to the craft. Perhaps put the change rate at 0.25, thus allowing for quarter-gravity changes. Then, all you'd need is a reset function to disable the gravity modification and reset the device to the default for the current body. Link to comment Share on other sites More sharing options...
CCCP Posted January 8, 2015 Share Posted January 8, 2015 Yes, now I can ride on the Mun! Set gravity as Eve and go. No cows on the ice.Overpowered RTG (rate = 10000) is built into the camera.Many thanks,Tuareg Link to comment Share on other sites More sharing options...
Tuareg Posted January 10, 2015 Author Share Posted January 10, 2015 So, I was thinking about this and came up with a thought. Yes, only one thought. My brain is really busy these days and that's all I could afford....Oh, right, I should probably tell you what the thought was, shouldn't I?Right then... I was thinking that having options to increase/decrease the gravity factor in addition to the "like this body's gravity" settings would be useful, along with a readout of the current gravity factor being applied to the craft. Perhaps put the change rate at 0.25, thus allowing for quarter-gravity changes. Then, all you'd need is a reset function to disable the gravity modification and reset the device to the default for the current body.originally i had a slider for that reason but the problem is that many mun would require 0.01 steps but then i can set the max only for like 1. if i want the max value as 20 then the minimum step is 0.1 so yeah. i just removed it Link to comment Share on other sites More sharing options...
KingMufasa Posted January 20, 2015 Share Posted January 20, 2015 i'm trying to use this part, it seems to just flicker off whenever i try to toggle it, it seems to work randomly (perhaps when i have enough velocity, it seems like that might be it)anyway, tried right clicking it, the hotkey, also have altered the cfg file to lower consumption Link to comment Share on other sites More sharing options...
Tuareg Posted January 21, 2015 Author Share Posted January 21, 2015 (edited) i'm trying to use this part, it seems to just flicker off whenever i try to toggle it, it seems to work randomly (perhaps when i have enough velocity, it seems like that might be it)anyway, tried right clicking it, the hotkey, also have altered the cfg file to lower consumptionthere can be 2 causeslow electricity (it takes a lot and need batteries to run)rocket engine on the craft (it works with wheeled or rcs propelled crafts only) Edited January 31, 2015 by Tuareg Link to comment Share on other sites More sharing options...
Tuareg Posted February 1, 2015 Author Share Posted February 1, 2015 (edited) Version 1.12bugfix:energy consumption can now properly set up in .cfg (the default is still high but now if you change it in .cfg, it will work properly)it appears in editor in the right alignment (not upside down like it used to)moved to Utility Edited February 1, 2015 by Tuareg Link to comment Share on other sites More sharing options...
TonyC Posted February 10, 2015 Share Posted February 10, 2015 Is there a config file so that one may disable the anti-OP system (no rockets) ? Link to comment Share on other sites More sharing options...
Dres Posted February 10, 2015 Share Posted February 10, 2015 OOOOOOOOOH SHINY! I actually used the Anti-gravity room for this a while back, but this will do much better. Link to comment Share on other sites More sharing options...
PlonioFludrasco Posted February 10, 2015 Share Posted February 10, 2015 Someone should make a cloud city on Jool with that!!!! Link to comment Share on other sites More sharing options...
Tuareg Posted February 11, 2015 Author Share Posted February 11, 2015 (edited) Is there a config file so that one may disable the anti-OP system (no rockets) ?nope, but here is a plugin just for you http://www.speedyshare.com/AeyX7/agModule.zip i just dont see any point of playing with itSomeone should make a cloud city on Jool with that!!!!just be careful dont run out of juice it can hit hard... Edited February 11, 2015 by Tuareg Link to comment Share on other sites More sharing options...
Enceos Posted March 27, 2015 Share Posted March 27, 2015 (edited) Do Monoprop engines disable the thing as well? I use them as an emergency braking system on my racing rovers.And this cutie: Edited March 27, 2015 by Enceos Link to comment Share on other sites More sharing options...
tntristan12 Posted March 27, 2015 Share Posted March 27, 2015 sadly it cant negate atmosphere so it doesnt work for landersWhen 1.0 comes out, you could surely integrate the aerodynamic "off switch" to add this functionality. Could you not? Link to comment Share on other sites More sharing options...
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