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Dogmatic Pyrrhonist
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I just updated the Kerbin Rover Defender.  Now with some better texturing and a lowered dashboard with a speedo you can see when driving. 
I also noticed that when going round corners it leaned in.  And sure enough, the centre of mass was below the bottom of the chassis.  So I've moved the centre to a saner position and it drives more like a real world vehicle now.
I also got the headlights mostly working.  I'll need to add a new mesh object for the headlights to be able to animate emissive shaders to match the projected light, but at least they project light. 
http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles
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Well, I've been wondering for a while just how oversized kerbal land vehicles are.  And I just couldn't arrange parts to make a smaller rover, because I basically suck at making rovers.  So, to blender and some tech drawings of existing cars.  At first I thought I'd do a sedan type thing, but that's a bit useless for Kerbin and it's lack of roads.  So, 4WD it is.  And well, when making a rover, how could I not use the rover.
As you can probably tell, I haven't got wheels working yet.  There's a choice of really dinky wheels with incredibly long suspension, or the smaller rover wheels that make the Defender look like a monster truck conversion.  The craft is a 7 kerbal pod with a fuel cell that generates electricity from liquid fuel and IntakeAir (AKA an internal combustion engine).  I'll probably make a secondary mode for drawing oxidizer and add a default-empty oxy tank to make this useful off planet.  And the wheels are still electrical, so it's a hybrid Rover.  To sell to the Dutch I guess.
Still early days for mesh detail, it's mostly just roughed out to give an idea so far.  It's half scale for kerbals, and yes, the inside fits 7 kerbals.  But, with the monster truck wheels on, it's insanely fun to drive.  So I'm thinking if I can get working wheels, this will definitely become a mod.  
Now I'm going to go do some more bootlegger reverses and doughnuts while occasionally trying to figure out KSPv1.1 wheels.
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+AJ Nasreddin I've certainly had some interesting moments trying to create new wheels.  
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I've been looking at making a rover ramp and cargo frame for the NAR MEM.  I think I've got it mostly right, apart from needing a smaller rover.
I'm not too sure which mods to grab for rover bits, a lot of the good ones are pretty big.  And a lot aren't 1.1 compatible, and it's hard to see which will become so.  And, when I search for mods, there's more by RoverDude than include the word Rover for some other reason.
But, for now it's vaguely capable assuming you can drum up a rover that fits.
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Via +Lilith von Fraumench​. This took a while to read, partly because it was broken into many short reading sessions, but it was worth it. It's not a new viewpoint of some great revelation, but a dammed good rant. About an idiot's indicated rant.
 
Wow. What a read. 
My name is Amilia St. John and I am the daughter of Alex St. John. Yes, that one. For those not following the horrific t…
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1.1 release is out.  Yay!  And my MEM mod's legs now (semi)function again.  Yay, I didn't need to do anything.  I will need to add suspension etc back to those, 'cos hitting the ground at 10m/s without suspension could be nasty.
Nexus legs on the other hand, not so working.  I may need to look at some of the distances.  :-)
So, MEM for 1.1 is tentatively working.  No Nexus 1.1 update for 1.1 release.  The 1.0.5 release works apart from them leg thingies.
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Right about the time you were asking this here, NK said this on the forums in relation to "when will RSS be ready?";
"Posted Thursday at 5:10 AM


It'll be out when it's ready. As Red says, we often have other commitments. In my case, my other commitment has been (and is) "make KSP work." 
Doesn't look like too long a wait, but I don't feel right giving an estimate."
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I've begun work on a big pod.  Stupidly big.  A five story, 70 foot pod for twenty kerbanauts.  Plus lab space, sleeping areas, and probably buckets of RCS fuel.  Basically all the bits n bobs I tend to add in lots of little bits n bobs of parts on the top of a Nexus.  This way, a lot of that miscellaneous function can be added with one part.  And, it lets me mess with daftly messy IVAs.
It's no accident that it's a 70 foot pod.  That's the narrower of the "standard" Nexus second stages.  A few weeks back I started working on a replacement for the 8-man pod for the NASA style Orion.  And it started me thinking.  Plus the IVA overlay thing in 1.1 is pretty awesome for making internal spaces more accessible and visible, and thus more attractive to mod.
Figuring out the rather odd sequence of tricks to get IVA props for the MEM pod to work helped as well.  And the part tools for 1.1 have seats.  There's no way in hell I could use the stock seats in a pod as claustrophobic as the MEM, but for a 70 foot, five story monster, there's plenty space for those seats.  And that saves a lot of modelling.
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+Robbie Yarber
Yes I've seen some speculative models, it will be interesting to see what Elon unveils ... I think sometime later this year. He's said it is larger and more ambitious than any project or spacecraft built thus far.
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Mwahahahah!  I have working wheels.  They need a large bucket of tuning, but they function as wheels now.  With vaguely realistic speeds (I'm assuming a half scale Defender goes at half Defender speeds), it's a bunch less fun than with the monster truck wheels, but there's nothing to stop me switching back.
Finding the right spring, damper, steering, etc rates shall occupy me for a bit.  At the moment it turns too slow, and is very mushy on suspension.  All in all, it's been quite the learning experience making wheels.
Watch out for a Kerbin Rover Defender coming to a mod site near you.  It's, um, pretty useless, but heaps fun with monster truck wheels.  But it'd be a handy capsule to build a small, high population rover for on-surface taxi services.  Seven Kerbanauts in a capsule smaller than the Mk1
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Well, I decided I needed a rover that wasn't ginormous.  I tossed around the idea of a few different off-road vehicles before having a quick look at the old defender.  It wasn't until a bit later I realized I was making a rover rover.  And well, now, I can't not.  But I have to work out wheels.  
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+Nathaniel Chattoo you are going to have to pay somebody to do that. Incredibly complicated.
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Actually, those are the symbols formerly known as Prince.
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via +Rhys Taylor , this idea is fabulous.  I love it.  Even the heated adult nappy with built in hood.
 
A project called All Prior Art generates millions of trivial ideas and places them in the public domain so they can’t be patented for profit
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MEM Stuff.
Apart from one giant green button, which I thought was a dial, I think I have the MEM cockpit/IVA view done now for Stock Props.  After 1.1 is released and things settle down, I'll be doing a raster props edition via module manager config.  Because buttons and screens that actually work are better than ones that don't.
Also, re-UV mapped the ascent module after I added forward/upward facing docking windows, and added normal maps and some texturing (although I'd still like a break in the white personally).  
Also, I started looking at one extra part that would replace the ascent stage and turn the MEM into a cargo lander.  Basically a floor that will go over the descent fuel tanks and include a frame with a probe core at the top.  I'm still trying to decide on whether I can do animated telescoping ramps for getting rovers etc off.  And whether to animate a floor opening for cargo storage, or just have ModuleDecouple pop the floor/frame off.  
And all my mod legs stopped working a few days back.  The prerelease 1.1 definitely changed the new leg/wheel modules again.  Squad parts have new variables they didn't have at the beginning of beta.  Hopefully that means they're now not pre-compressed super springs.  But mine are plain old not working.  There's a lesson there about modding for prerelease versions with short lifespans.  I'm not too clear on what that message is though.  :-)
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I've tagged this as an Orion post, but it's mostly a KSP Internal spaces post.
Since I started modding, internal spaces haven't been on the top of my list.  For the most part, they've been ignorable.  They're kinda cool to look at a few times, but they're a pain in the posterior to try to fly with, and so they were just some meaningless eye candy that would never show except for the short time when a player wonders if there is one or not.
With v1.1's IVA Overlay feature, this all changes.  You can see what's going on in your craft while viewing it from the outside.  And suddenly, the IVA view goes from, "hey, it'd be kinda cool" to "where's my damned IVA view????".
But, as with much modding for KSP, this new area I've delved into has presented some traps and learning experiences.  Getting the IVA oriented has been, um, heaps fun.  While a bit of back and forward was expected, and the end result for many of the parts.  That does not hold true for parts that aren't on the centre-line of the craft (see the MEM lab module).  And if you forget to change layers (a Unity thing), well, different layers re-orient differently.  Guess who lost some time on that gotchya.
Then there's the joy of Props.  The props are the dials and displays etc that are visible to kerbals in the internal view that provide data about what's going on.  There are people out there who run missions using only the IVA view with all the on-screen HUD stuff turned off.  So, to avoid their ire, it's best to pick enough instrumentation to do what's needed, but not too much, as per any UI design.  But adding props has a bunch of gotchyas as well.
Ultimately, props are placed simply as config pieces in the IVA config, eg;
PROP
{
name = RadarAltimeter
position = 0.04646535,-0.2300203,-1.564279
rotation = 0.525267,0.6890549,0.3950031,0.3054024
scale = 0.9999993,1,1
}
One thing worth noting is the rotation is crazy due to having too many digits.  So no simple transcribing transform positions from Unity will get you those numbers.  But, it turns out Squad have a strangely hidden tool for props.  Create your IVA and save it out.  Make a config for it without props.  Then refresh part tools in Unity and spawn your own internal space on top of the IVA you just exported.  Then place props from the Part Tools window onto this new object.  This new object helpfully has a built in script to edit it's source by saving props attached to it.  Except, if the original IVA object was not at position 0,0,0 rotation 0,0,0, then the offset is carried over, and then again, and then it's all horribly wrong.
But, the effect is pretty nice.  Even though none of the displayed IVAs have textures beyond "Internet Metal B226A" applied per mesh.  (I always leave that nasty texturing stuff until last, because changing anything else, will break the texture usually, and then you end up retexturing from scratch.)
The Internal spaces are nice, partly because they give a nice view of how claustrophobic some of these craft were.  Anyone thinking the MEM isn't claustrophobic needs to keep in mind that the ascent module plus the lab module were intended as the only pressurized living areas of a craft meant for a 30 day stay on Mars.  Don't even ask about waste disposal, it probably involved chemicals you wouldn't touch with a death-star's beam weapon.  Meanwhile, that less cramped space for the Orion "Powered Flight" quarters doubled as an escape pod and radiation bunker (solar storms etc).  It was NOT the main quarters.  That is still to come, and I expect it'll be a doozie to work on.
Anyway, suffice it to say I've finally crossed off enough gotchyas to have a working IVA, with working Props.  All I now need is to actually finish the silly things.
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Sub species of Pan troglodyte with significant morphological variation from recently deviated common ancestor
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IT Security boffin for a government.  Interested in pretty much anything.
Yes the photo is probably a Bonobo, and I'm more Chimp, but I'm trying to be more like a Bonobo.  And no, I'm not talking about their sex lives.
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Dogmatic Pyrrhonist