KerbinRover Off-Road Vehicles CKAN

License: MIT

Game Version: 1.6.1

Downloads: 30,405

Mod Website: Forum Thread

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Followers: 38

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.

Information Changelog Stats

Currently this mod is just a single vehicle, which exists more for the pun value than anything else. A KerbinRover Defender 110 crew chassis. Scale is 64% as suggested by NathanKell for using real vehicles in KSP. Some of the initial versions of this mod (and many of my others) mistakenly used 50%. Until RSS includes humans to replace kerbals, I won't be making an RSS conversion in scale. Kerbals would look rather daft in an RSS scales rover. Currently there's two wheel choices, although I'll probably add a military style wheel as well. I didn't set the resilience of the wheel amazingly high, but I've yet to see any wheel damage, so wheels will probably get at least slightly less resilient in a future release. If only so I can see the torn tire mesh that's been there from the start. The interior is based off the 2015 model, which means many countries wouldn't have seen it, as the Defender was withdrawn from sale in the Americas much earlier due to not meeting various standards. With the exception that I turned the rear seats to face each other. In the real 2015 Defender they face forward for crash safety reasons. http://i.imgur.com/15rG1yw.png

Not Really Dependencies If you have Firespitter Core (and ModuleManager), then you can change the colour. Colours are based off the 2015/16 Australain market, minus some of the "wouldn't work" metallic colour options, plus a couple of military camo patterns. Not all variations of roof, trim, colour are provided. Because that'd be an enormous collection. http://imgur.com/a/g7lNP If you have Raster Prop Monitor (and ModuleManager), then the dash works. If you don't, then the dials are static. The speedo is obvious, fuel is liquid fuel level, temp is from about -10C to 160C. And the "tacho" is a mash of variable intended to give an idea of current oompf for want of a better term. There's obviously no RPM to be had from a non-existent engine, before non-existent gearing. http://i.imgur.com/KVSOLXV.png

Issues Wheels. KSP uses Unity wheel colliders which use Nvidia wheel physics through physX, and they're plainly wrong. Also, KSP has issues with wheels being near other parts, and well, wheel arches are exactly the sort of thing that are bound to cause issues. Wheel functioning is basically a compromize. The current wheels are mostly working, and (stupidly for an off-road vehicle) better on flat terrain than any sort of bumps. Unity wheels pretty much act like a static wheel of the size you see with a tiny little wheel attached to the bottom of it. If the surface hits the static wheel, then it acts as a normal collision instead of hitting a rolling wheel. So driving over bumps is, well, stupid.
To top this off, NVidia's friction system is clearly an attempt at correct friction, but comparing graphs of how it behaves vs how nvidia say it behaves shows they just keep ramping friction up proportional to velocity forever. So skidding is sub-optimal. And if things aren't just right, the wheels will decide they're too close to another part and go into “Wheel Blocked” mode. At that stage there's nothing you can do to unblock them (AFAIK). For this reason I added the stack nodes for attaching the wheels. Using the stack nodes should get you wheels attached at the right position to not block unless there's other things going on. Surface attaching parts near the wheels can also cause blocking. I've run into it with thermometers and other science equipment. Sometimes with quite some distance from the wheels. That said, a lot of the time they work "OK". And I'll keep tweaking until either Kerbal Foundry complete their wheel rework or KSP 1.2 fixes them (there's some "IF"s in front of all that). (end rant)

Accessories RoofRack: This adds a roof rack which actually doesn't change anything as you can attach things directly to the roof anyway, but it looks better to attach them to a rack. http://i.imgur.com/hR4YtWV.png Spotlights: There's a spotlight resize of Squads round spotty, suitable for attaching to the rover. It's not marked as manufacturer "KerbinRover" because I wanted to make it clear that it is litterally just a resize config for Squad's part. Manufacturer is called out as "Squad Resizing Corp" and it just refers to the squad model rather than re-including it. If you have a stock revamp mod pack of any sort, it'll probably pick up the new model instead of squad's (that's been my experience anyway). http://i.imgur.com/pfV7IsA.png Coming soon RooBar: What most places will call a bullbar or bumpbar. This is a protective steel device at the front of the rover. IFF you have KAS installed it will include a winch (although some winch head attachments end up clipping and thus not detatching due to collision stuckness). http://i.imgur.com/SGbllYi.png Snorkel: This is a part to provide a new air-intake higher up. Surprisingly everything is already provided by Squad's air mechanisms to make this work perfectly. Except that water doesn't cut out air-intakes. So, looks nice, kinda cool, effectively does nothing. Extra spare wheels: Pretty much just a decorative wheel. I'll look later to see if I can enable them to enable wheel fixing without an engineer, but the current working (unuploaded) version is just a surface attachable part that does nothing. I'd like to also include a tow mechanism but don't currently have a way of doing that.

Version 1.0.8 for Kerbal Space Program 1.6.1

Released on 2018-05-08

Lowered CoM and long delayed re-export of rover body permitting transparencies with flags/logos

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Version 1.0.7 for Kerbal Space Program 1.4.2

Released on 2017-12-05

Heat generation fixup. Quick testing seems to suggest the removal of the ModuleCoreHeat has fixed the spurious heat generation. That module does appear to be for slurping heat from nearby parts, which is not intended. Some derpy behaviour on the part of yours truly.

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Version 1.0.6 for Kerbal Space Program 1.3.1

Released on 2017-05-27

Updated manufacturer to 1.3 kompatible

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Version 1.0.5 for Kerbal Space Program 1.2.2

Released on 2016-06-12

Added more wheel options, Roo bar, made the spare wheel a separate surface attachable part.

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Version 1.0.4 for Kerbal Space Program 1.1.2

Released on 2016-06-05

Minor updates. Centre on the roof rack is fixed up. Tweaked the props, the "tacho" oompf-meter now adjusts for drag. Top and bottom of the various gauges has been fixed, eg, zero is at zero, 100% at 100% etc. Steering wheel adjusted a teeny bit. I tried to get a UV map to have the embossed Kerbin Rover logo, as per Defender wheels. It's there, but next to invisible.
Added heat generation to the generator and a radiator (which unfortunately needs to be manually activated), although I've tweaked it to "usually won't need to worry about it". No heat was added to the fuel cell function as I'm making the executive decision that any heat is cancelled by circulating liquid oxygen and the two just happen to exactly cancel out. The textures that were stupidly too large are now shrunk or removed. The resized stock spotlights now simply reference the existing models rather than repacking them. Manufacturer still listed as "Squad Resizing Corp".

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Version 1.0.3 for Kerbal Space Program 1.1.2

Released on 2016-06-02

This is primarily a resize release.
Due to this comment by NathanKell, http://forum.kerbalspaceprogram.com/index.php?/topic/127413-wip-german-wwii-rockets-including-never-built-absurdities/&page=4#comment-2587914 I'm trying to get through my mods and convert them to 64% instead of 50% So, the update shifts to 64%, which means a lot less squishiness in the cabin space, which means the IVA looks generally a bit better (IMHO) than when all the kerbals were crammed in. And so I added some decorative oxygen tanks and stuff, then some props. The new props don't function without raster prop monitor. They still show as static props though, so I'm not listing it as a hard requirement. Due to the part resize, and the wheel attachment points, existing rover defenders already in game will load up with the wheels in the wrong place, probably with the wheels blocked. Newly put together rovers will be fine.

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Version 1.0.2 for Kerbal Space Program 1.1.2

Released on 2016-05-10

I've added two new features. 1: A lot of people are having trouble surface attaching wheels, so now the wheels also have stack nodes to attach at their closest-to-correct locations. Stack nodes don't do mirror symmetry though, so you need to attach 4 wheels rather than two pairs. The wheels still surface attach for other rovers. Due to stack nodes getting preferential treatment, it will be quite tricky to attach them using surface attach to the rover body. I'm sure it can still be done though. 2: Texture switching on the Defender body paint is now a thing. IFF you have the Firespitter core modules installed (lots of mods include/bundle/recommend/depend on it, so it's not unreasonable) then there's a right click menu to choose your Defender paint job. I've based the colours off the current (2016) colours available from Land Rover Australia in their brochures, plus the old pink. I do have the beginning of a zebra pattern as well, but it looks crap, so it's not included. Colour switching is via a module manager patch, so if you don't have either ModuleManager (come on, who doesn't???) or Firespitter core, then you'll just get the Explorer Special. IF you don't want firespitter, but you'd prefer a different colour scheme, then renaming the appropriate DDS file to just Rover.dds (preferably backing up the existing) will switch you to that colour scheme. But Firespitter's FStextureSwitch2 module is pretty cool. You should get it.

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Version 1.0.1 for Kerbal Space Program 1.1.2

Released on 2016-05-05

Minor tweaks only. I've adjusted the off-road wheel for a bit more grip. Flag decals now a smidgen further off the bodywork so they don't flicker-overlap as much. (it's basically rounding errors on deciding which surface is on top of the other, so you'll still get it when zoomed too far out to see it) Fixed the colliders significantly. They were built out of Unity box colliders. They're now mesh colliders that fit the shape a fair bit better. Areas around the wheel arches are still a lot more non-collidy than they should be because the wheels hate having colliders near them. You can mark colliders as "wheelCollidersIgnore", but it only works for colliders that are on the same part as the wheel. So, KSP hates wheel arches. :-) Chasing down what's going on with wheels driving from the bottom only, no fix as yet.

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Version 1.0 for Kerbal Space Program 1.1.2

Released on 2016-05-03

Fixed up the flag meshes, and added the mirror layer back into the textures. Also, calling this "releasable" and numbering it 1.0 Future parts will be released only when release ready.

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Version 0.6 for Kerbal Space Program 1.1.2

Released on 2016-05-02

Fixed up the off-road/sand wheel. I'd mistaken some of the wheel hub mesh for tire mesh and so my attempts at making the rim smaller and tire fatter were just going nowhere. It still doesn't grip any better though. Added a roof rack part. Added a shrunk Squad mk1 spotlight. Using the Squad editions shrunk to a more reasonable size gets what's needed, at least until I figure out emissives in Unity 5 anyway. Fixed up stack nodes. There's one at the tow point, one at the front bumper and one a bit forward of the middle of the roof.

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Version 0.5 for Kerbal Space Program 1.1.2

Released on 2016-05-01

A teeny bit more work on the external texture. More work on the internal. Seats now look a bit better. And yes, the latest Defenders come in plush leather, it's pretty weird. I added a Navball because I felt the dashboard needed something. Mirrors work, click them to view via the mirror. The internal mirror is a bit useless if you have a full back seat though, kerbals have big heads. I've switched to 1 electric charge = 1 kJ instead of 1 MJ, as that's the conversion most other people are using. No affect of the rover, just the electrical numbers got bigger in usage and generation. But when integrating other parts, the Defender will have more spare charge.

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Version 0.4 for Kerbal Space Program 1.1.2

Released on 2016-04-30

External modelling and texturing of the main part now done unless I've forgotten something. Lights work, changed "generator" description to "Engine". A second set of wheels is now included. The stock wheels are relabelled as multi-purpose, and genuine off-road tires added. Max speed on the off-road tires is lower, and they give no extra grip because I'm not yet sure which values I should tweak. When I do, they'll be mostly grippier at the cost of speed, even though that's now exactly how that works. They do have a longer suspension distance with slightly softer springs, and larger wheel collider.

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Version 0.3 for Kerbal Space Program 1.1.1

Released on 2016-04-29

More tweaking suspension. Also moved CoM above the axles so it's not horribly weird. More texture progress.

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Version 0.2 for Kerbal Space Program 1.1

Released on 2016-04-28

Fixed path on Internal space after moving just before publishing. More work on 3d model. Started work on texturing wheel. Main "pod" still pink.

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Version 0.1 for Kerbal Space Program 1.1

Released on 2016-04-27

No changelog provided

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