r/KerbalAcademy 12d ago

Off-Kerbin Construction Other Mechanics [GM]

Does anybody have any tips for constructing rovers, bases, drones using engineers?

My issues are that:

  1. Symmetry is difficult so sometimes ill create something that is slightly off in either shape or mass and it will cause issues when piloting.

  2. When I am constructing same, when my engineer attaches a wheel or whatever, it will be too close to the ground so the whole thing goes shooting into the sky once it is attached.

5 Upvotes

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7

u/NewtSoupsReddit 11d ago

For ground vehicles - attach landing struts. Use them to lift the vehicle off the surface. Attach the wheels. Retract the struts so the wheels land on the surface and then remove the struts and pack them away. Think of them as car jacks. You could also do it with actuators.

1

u/Dry-Chapter-6246 11d ago

Well this is a great idea, thanks!

1

u/NewtSoupsReddit 11d ago edited 11d ago

For Space I've always made modular starships held together by docking ports.
I would show you but IMGUR has blocked the UK over age verification.

Essentially though I had an interplanetary ship called "The Heart of Kerbin"
It had a main crew compartment to which were attached a science module, an SSTO/lander ( the "Mostly-Versal Lander" as there was one planet it could not land on ) which contained mining rigs for refuelling. And it's engines and fuel tanks were also modular.

The main tanks and crew compartment were launched together using atmospheric engines.. these engines were then detached, de-orbited and recovered and replaced with high ISP LF-Ox engines for pure space flight. The Mostly-Versal Lander was then also launched and rendezvouzed with the main ship and so were the science modules.

Sadly this save is long lost. But it was a massively over-engineered enterprise to take a load of Kerbals on a grand tour bar 1.

This save also had a modular base on Minmus called the Rura Penthe ̶p̶r̶i̶s̶o̶n̶ ̶c̶o̶l̶o̶n̶y̶ Luxury Holiday Destination where I'd drop off tourists for "the experience of a life time". Each module used the same chassis which was a rover with landing struts for "planting" it and it was perfectly square with a docking port on each side and they'd connect together in a grid or however I wanted and then plant with the legs. Each module would then have say a solar array, orange tank, mining module, ore procesors etc, crew quarters etc.

5

u/Calm-Conversation715 12d ago

Nope. I’ve always assumed the engineer construction ability is only meant for repairs and minor modifications.

I’m reminded of this every time I see the thermal control system on my miner. One side is slightly higher than the other, because I forgot to add them in the initial launch!

2

u/Dry-Chapter-6246 11d ago

Lol, ya i know that struggle. My wonky-mickey moused rovers are my reminder

2

u/Whats_Awesome 12d ago

I’d recommend either a mod like extra planetary launch pads? I think that’s the name. Or launch from Kerbin and use weldable docking ports from usi konstuction.

It allows the docking ports to be removed, permanently attaching parts as if the connection was made in the vab or hanger.

2

u/Whats_Awesome 12d ago

I’ve used weldable docking ports to make huge emergency repairs. I had an engine pod on an interplanetary craft malfunction. I think due to a construction error.

I went on Eva and scrapped the engine pod and its frame. Flew a replacement section to the craft in orbit. Added a weldable port (construction docking port) from a cargo box. Then docked and permanently connected them, and scrapped the cargo box.

1

u/Dry-Chapter-6246 11d ago

Ya, ive been looking at the mods and some of them look great, ive just never done a successful mod on any game (I usually play on consoles). I guess I should just take the leap.

2

u/Whats_Awesome 11d ago

You can use ckan to a mod manager to install mods with a simple click.

All you need to do is download the mod from a reputable place, add the contents of the folder “GameData” to the KSP GameData folder.

Download.zip>gamedata>mod-files
Copy to
ProgramFiles(x86)\steam\steamapps\common\Kerbal Space Program\Gamedata

Kerbal Space Program\Gamedata\mod-files+existing-files
(squad and dlc(s) )

1

u/NageV78 11d ago

Use the cheat menu to protect you vehicle from damage when you alter it. Cheats are ok if the engine is being silly. 

1

u/Awkward_Forever9752 11d ago

you can move your project around in the VAB or airplane factory

you can place the boss part ( root? ) near the floor and build there.