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Setup For The Most Basic Wheel?


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Hello,

I am wondering what the most very basic setup for a wheel is - no suspension, no steering, just a free-rolling axel type thing.
Currently I have like so in Unity:

fSJTd8u.png Click for zoom.
hgMzEug.png Each wheel pivot object has a sphere collider.

And the config:

PART
{

name = Tantavan
module = Part
author = Tantares

MODEL
{
   model = Tantares/Parts/VAN/van
}
scale = 1.0
rescaleFactor = 1.0

node_stack_bottom = 0.0, -0.0, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top    = 0.0,  0.0, 0.0, 0.0, 1.0, 0.0, 1

bulkheadProfiles = size1

attachRules = 1,0,1,1,0

CoPOffset = 0.0, 0.5, 0.0
CoLOffset = 0.0, -0.35, 0.0
CenterOfBuoyancy = 0.0, 0.5, 0.0
CenterOfDisplacement = 0.0, -0.3, 0.0
buoyancy = 1.5
buoyancyUseSine = False

TechRequired = flightControl
entryCost = 3500
cost = 1000

category     = Pods
subcategory  = 0
title        = VAN
manufacturer = VAN MAKERSD
description  =  WE MaDE THIS VAMN

tags = VANS

mass = 2

dragModelType  = default
maximum_drag   = 0.20
minimum_drag   = 0.15
angularDrag    = 2
crashTolerance = 20

maxTemp             = 3400
skinMaxTemp         = 3400
heatConductivity    = 0.1
thermalMassModifier = 1.0

vesselType = Ship

CrewCapacity = 3

MODULE
{
	name = ModuleCommand
	minimumCrew = 1
}

MODULE
{
	name = ModuleSAS
}

MODULE
{
	name = ModuleReactionWheel
	
	PitchTorque = 1.5
	YawTorque = 1.5
	RollTorque = 1.5
	
	RESOURCE
	{
		name = ElectricCharge
		rate = 0.075
	}
}

MODULE
{
	name = ModuleScienceExperiment	
	
	experimentID = crewReport
	
	experimentActionName = Crew Report
	resetActionName = Discard Crew Report
	reviewActionName = Review Report
	
	useStaging = False	
	useActionGroups = True
	hideUIwhenUnavailable = True	
	rerunnable = True
	
	xmitDataScalar = 1.0
}

MODULE
{
	name = ModuleScienceContainer
	
	reviewActionName = Review Stored Data
	storeActionName = Store Experiments
	evaOnlyStorage = True
	storageRange = 2.0
}

RESOURCE
{
	name = ElectricCharge
	amount = 100
	maxAmount = 100
}

	MODULE
	{
		name = ModuleWheelBase
		
		wheelColliderTransformName = WheelBase1
		wheelTransformName = WheelBase1
		
		wheelType = MOTORIZED

		// setting this to true will override the radius and center parameters
		FitWheelColliderToMesh = True
				
		TooltipTitle = Rover Wheel
		TooltipPrimaryField = Motorized
	}

	MODULE
	{
		name = ModuleWheelBase
		
		wheelColliderTransformName = WheelBase2
		wheelTransformName = WheelBase1
		
		wheelType = MOTORIZED

		// setting this to true will override the radius and center parameters
		FitWheelColliderToMesh = True
				
		TooltipTitle = Rover Wheel
		TooltipPrimaryField = Motorized
	}

	MODULE
	{
		name = ModuleWheelBase
		
		wheelColliderTransformName = WheelBase3
		wheelTransformName = WheelBase1
		
		wheelType = MOTORIZED

		// setting this to true will override the radius and center parameters
		FitWheelColliderToMesh = True
				
		TooltipTitle = Rover Wheel
		TooltipPrimaryField = Motorized
	}

	MODULE
	{
		name = ModuleWheelBase
		
		wheelColliderTransformName = WheelBase4
		wheelTransformName = WheelBase1
		
		wheelType = MOTORIZED

		// setting this to true will override the radius and center parameters
		FitWheelColliderToMesh = True
				
		TooltipTitle = Rover Wheel
		TooltipPrimaryField = Motorized
	}
}

 

Unfortunately, in-game it does not work at all.
The van is stuck in place and doesn't move, the wheels also do not spin at all. (I attached some thruster to push and try to get it rolling on the wheels).

0gf311j.png

I am only familiar with two current mods and modders who do wheels (There are probably a lot more, but off from the top of my head I cannot think of any).

Kp4FrBo.png @Angel-125
Erz1jIq.png @RoverDude

FKQC0hQ.png@Shadowmage ( I think? )

Sorry to tag you guys and drag in - but, the secret knowledge is elusive and I don't think many community members who know this are still around :) 

 

Can I put a powerful bounty here? If somebody helps me learn to do this, I will put out a Lunokhod! :D 

434279main_soviet_rovers_lunokhod.jpg

Edited by Beale
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18 hours ago, Beale said:

FKQC0hQ.png

Yup that ones mine, and uses KSPWheel not ksp wheels :)

 

HI currently the most basic setup you can have for a working wheel is a derivative of the  TR2L , You have to suspension, even if it's just a tiny bit otherwise you can run into trouble with collider behaviour,  The rest of the options, steering etc you need to include it in the hierarchy but can, effectively disable it using the cfg values

And Re your van, YOU cannot sadly have multiple  squad/ksp wheels on a one part vehicle, it simply will not work, spent about a month trying ( as I could do it in 1.05)  before switching to KSPwheel in which multiple wheels are easy. (with the down side of massive PAWS) , below 8x8 with 4x4 trailers

pTwNeXo.png

Super simple wheel below BUT completely useless for your special project

DzX5Scj.png

 

 

Edited by SpannerMonkey(smce)
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@SpannerMonkey(smce) pretty much nailed all the big points.

You must have some suspension in order for the wheels to function (either stock or KSPWheel; both require at least some suspension travel).

Stock wheels will absolutely not support multiple wheels on the same part.  They either have to be made as separate node-attached parts, or you can use KSPWheel if you need them integrated.

Stock wheels also will not function unless oriented properly in relation to the main model of the part (more specifically the rigidbody that gets assigned to it at runtime; wheel collider must align to the rigidbody).

Rigging hierarchy depends on what system you are using (stock/KSPWheel), but should be similar regardless; the stock wheels are a good place to start looking at hierarchies (Use Sarbian's DebugStuff mod to view the models from inside the KSP editor).


If you end up wanting to use KSPWheel and need more detailed/specific instructions, feel free to send me a PM and I'm sure we can get it all working for you.

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