Kerbal Space Program

Kerbal Space Program

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KDF Bloodhound MK II
   
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Craft
Craft Type: Rover, Robotics
File Size
Posted
1.607 MB
27 Feb @ 1:01pm
1 Change Note ( view )
You need DLC to use this item.

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KDF Bloodhound MK II

Description
KDF Bloodhound MK II
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Advancements in our Walking Tank technology have allowed us to create the next generation of Mobile Armored Suits. Now with new advancements in energy production, we can expand our arsenal with the next generation in our forces. The new MK II version of the Bloodhound is purely for Military applications
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Requires DLC (NO MODS) ALL STOCK.
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Drive Instructions
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This mech can pretty much go anywhere. Before launching please make sure if you are docking with any unit to use the abort key to cut off any power to the Kal-1000s to prevent accidents.
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Action Groups
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ABORT - Toggle power to all Kal1000s
Stage - Fire Guns
AG1 - Toggle Stand
AG2 - Toggle Walk
AG3 - Toggle Sit Mode
AG4 - Arm Missiles
AG5 - Arm Energy Cannons
AG6 - Toggle Ladder
AG8 - Toggle Emergancy Solar Panels
AG9 - Toggle Fuel Cell Generator
AG0 - Toggle Leg Split (not meant for walking)
Operations (PLEASE READ)
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To Walk
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Toggle SAS and set craft to (Radial In) and Press AG 2 to start walking. Control its direction by using a, d q and e keys. NOTE: when spawning in with craft Kerbal Space Program likes to tilt it backwards (do not panic) either try and recover by holding down the W key to tilt forward or if you do fall on your back press AG3 to enter sit mode and roll over to your feet and press either AG3 Again or AG1 and your back on your feet.
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To Stop ___________________________________________________________________________
Press AG2 to stop walking and reset your gait by pressing AG1. From here you can start walking again.
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Sit/Stand Mode
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Did you fall down? No fear! Can stand up easily on any planetary body.
Press AG3 (Sit/Stand) and rock your body until you are sitting upright (recommended unbreakable parts for this one but not needed) Press AG3 again to stand
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FIRE WEAPONS
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Press Space bar to fire
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By default the Energy Cannons are set off by default to allow you to first fire the Missiles (these missiles do work but they are stock so dont exepct them to always fly straight lol.) You can replace them with BD armory missiles if you want. WARNING: these have extreme force behind them and will make the Mech Tilt backwards. Fire one at a time and give yourself time to reset your gait.
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Press AG 5 to Switch to Energy Cannons. These cannons have enough force to blow up buildings if you want to do so.