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AcidTonic

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  1. Love it! Regarding colliders strike back I simply put the DLL in the game folder, nothing worked, upon restarting a few times I think module-manager or something updated it since it started working randomly. If it matters I'm also running Linux rather than the Windows build and using a KSP install that I've upgraded up to 1.2.2 rather than a fresh install. I actually went driving with two of my differentials in a 4x4 configuration but each using a separate drive, basically copied the existing design twice into a project with a small frame around it. Main problem is the heat shield wheels are too heavy. I can't drive it in standard gravity without the input drive simply pushing the input gear out of the way because it's essentially acting like both wheels are locked as in my demo. However by lowering gravity down to 0.20 or so and firing the rockets on one set of wheels to get extra grunt..... it will drive and slowly pick up speed. I got it up to around 30m/s but almost drove it into the lake. I'll post up a video of that but first I want to try getting it to work without any hacks or rockets. And for that to work it must again get smaller. I also noticed beyond a certain size the gear teeth are more like a clutch and will never bind but slip instead even with the axles locked together. This may be interesting behavior for those looking to build a lossy clutch drive without direct linkage. Once the gears teeth get larger beyond a point they bind rather than slip and I assume that's due to the 0.03 physics delta being too large to pass through the object. Just a hunch though. More to come
  2. Very nice job! I loved my toy trains as a kid. I had a TOMY train from the 80's, the red lego-ish one and not the the Thomas themed one. Pretty complex gearing inside of it too... Red Vintage Tomy Train
  3. I had another thread where I was asking about a differential for Kerbal Space. I decided to build one and after polishing it a bit I'm ready to show it off. Works in 1.2.2 currently using the Infernal Robotics plugin, TweakScale, and ColliderStrikesBack for intra-vessel collisions. Doesn't explode with cheats off either thus it would work for campaign players. This one is jammed full of features! Selectable drive modes..... * Left wheel drive with low torque (slips easily, may be good for traction on slick surfaces) * Right wheel drive with low torque (Right drive engaged but not locked, left disengaged) * Right wheel drive locked (Right drive engaged all the way into lock, left disengaged) * Left and Right Wheel Torque Biasing Drive (Both engaged but not locked) * Left and Right Wheel Locked (Left engaged, Right engaged fully into lock) * 3-Way custom gear ratios (Move pistons individually and asymmetrically) About the 3-way ratios... Since each piston is independently movable you can underdrive the left or right wheels by retracting a few on only one side. This would produce a yaw effect for turning or allow you to essentially have more than one rear end speed if you do it for both sides. Start with 4 out for slow crawling speeds and shift 4 more out for high ratios. Should be all we need for some serious fun! Turn on subtitles (CC) for a walkthrough as the video plays. Recommended. I'll get the craft uploaded and provide a link shortly.
  4. Much improved design and annotated video... turn on the closed caption (CC) icon for a lot of help following... Getting closer to something small that will be easy to incorporate into a driving craft... This one is jammed full of features! Selectable drive modes..... * Left wheel drive with low torque (slips easily, may be good for traction on slick surfaces) * Right wheel drive with low torque (Right drive engaged but not locked) * Right wheel drive locked (Right drive engaged all the way into lock) * Left and Right Wheel Torque Biasing Drive * Left and Right Wheel Locked * 3-Way custom gear ratios ---> Since each piston is independently movable so you can underdrive the left or right wheels by retracting a few on only one side. This would produce a yaw effect for turning or allow you to essentially have more than one rear end speed if you do it for both sides. Start with 4 out for slow crawling speeds and shift 4 more out for high ratios. Should be all we need for some serious fun!
  5. It just occurred to me that an easy way to stabilize the design I showed is to simply connect the four spinning sides by placing a free-rotating bearing on each spinning gear hub and a small drive shaft in the middle connected to a four-way hub like a not-rockomax. I may build this and get a better video. I think that would vastly stabilize the movement so it binds up less and more importantly has less parasitic losses. I foresee a contest to drive the farthest with a working differential using a contest-set amount of fuel. Fuel-efficiency contest essentially.
  6. This one? Or a different design? I looked through your album and was the closest looking thing. Pretty cool Next on my agenda is to try to scale down and optimize my design to get it as small as possible without ruining the functional aspects. Any ideas on this? I'm using the latest 1.2.2 and thus don't have many options as mods are still out of date. I'm going to work on making this smaller tonight and keep posting progress... Thanks for all the kind words.
  7. Spent some time tonight creating a working differential scaled up from parts out of frustration of not having one.... Decided to scale up my next vehicle to make use of three of these for four wheel drive from a single motor. You guys should hopefully enjoy this one.... Feeling like I'm on a roll here.
  8. Working on the requested videos.... This is driven purely by the two rotatrons coming out of the back of the twin-engines. I gave it a decent top speed but slow acceleration to show the joints working. Added wheelie bars to keep it planted. I used cheat mode purely to keep the heat-shield wheels together otherwise it's not required if I hack just the wheels to be stronger. The joints sometimes bind if I get them under serious load which causes the mounting of the white bearings to move rather than the joint. At extreme angles they spin but stop transferring power so I try to limit them to 45-degrees max from any plane. Just like real vehicles the driveshaft U-Joint works best if slightly bent and not exactly a straight line. I'll work on videos of the rock crawler you seen in the other screenshots next. Here is the other one.... edited with landing struts a tad to help it flip back over. I'm using a single inverted group for the hub articulation which is still subpar for self-righting but easier to control. The hubs let me articulate it even on solid ground so I can show off the driveshaft and climb obstacles at slow speed.
  9. Curious if that recompile fixed it? I'm trying for the life of me to find this for 1.2, any leads?
  10. Lately I've been using the infernal robotics joint parts to create usable U-Joints. Wanting to build a 4x4 off roader I took the engine model from the ICE engine mod (purely for looks, not using their wheels) and then bolted an IR rotatron at the end of the motor. Then of course I attached the U-joint and then the driveshaft, and another U-joint and finally that goes into a non-powered rotating bearing. Looks exactly like a real setup and by spinning the shaft when moving it looks real. It even articulates properly if the angles are kept reasonable. EDIT: Uploaded some Photos: http://imgur.com/a/Sqybh EDIT: Uploaded some videos below too inline. Here's the direct links. Kerbal Space - 4x4 Off-Roader with Simulated Differential and Driveshaft. Kerbal Space - 2-Engined-Driveshaft-Driven-2-wheel-drive Drag Racer Problem is there is no actual differential available to get this power to the wheels. So I had to "cheat" and add rotatrons again for each wheel coming out of the simulated differential. By driving all at once it "looks" like a driveshaft is powering the differential. Pretty cool! Looks very realistic to see a driveshaft working as the wheels articulate. It even properly "snaps" as it rotates by not using a linear speed as the joints bend. Using the bearings from IR I can even make multi-piece drive shafts. Worked way better than expected and got me excited. So then I decided to simulate the idea of driving using these shafts and just ran parallel driveshafts to overcome the diff limitation. I used multiple 45-degree Ujoints to basically bend the shaft 90-degrees so each shaft was dedicated to the left and right wheels. By then using two motors I got a rear-drive tractor built that drives without using any actual wheel parts. I attached the large heat shield scaled up for the wheels and it gets the *perfect* amount of traction. I even get wheel hop when making an independent suspension and less when making it a solid design just like in real life. So with all this said I have a quick request for help making a mod. I want a quick and basic hack to existing models to make a real differential that works on rotation. Should be easy to tack 3 IR rotatrons onto the Ground Pylon and simply transfer rotation torque from any rotatrons to the others . So if the input shaft rotates 90* then the two output shafts also forcefully rotate 90*. Basically the same if either side receives a torque load it would transfer into the other two rotatrons. Eventually more logic could be added for limited slip functions of a rear-end multiplier. (Shiftable 2-speed rear like a semi would be even cooler) I just registered here and this is my first post so I'll wait to upload photos until after this gets approved. I'm also a rather crazy software engineer well versed in C++ but not at all in C# but I'd be happy to code this if someone could point me towards what to do. Appreciate the help.
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