Jump to content

Search the Community

Showing results for tags 'landing gear'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Is there any resources on creating landing gear with the new system? Do I have to install anything new? I'm guesing I have to use unity 5 with part tools 1.1 or 1.2 should they ever be released. I have an amazing idea on how to make a foux hovercraft using invisable landing gear with 0 traction. I'm making an LCAC for my CVX mod to go with the LHD Carrier. Edit: Also I'd like to make some landing gear.
  2. As the landing legs are currently experiencing some issues (lack of friction and the ability to accelerate Kerbals to a fatal velocity) I'm looking for alternatives. What do you use? I'm not keen on simply landing on the engine bells as it just doesn't feel "right". (eg on the Apollo 15 mission the LM suffered quite a dent in the bell of the descent engine after touching down a little on the hard side) I play the stock version of KSP. Suggestions gratefully received Clipper.
  3. Just finished a flight test on some tweaks I've been doing for my own game. I'm willing to bet many of you playing with aircraft have problems with skidding and spinouts from even the slightest yaw input while on a takeoff roll or landing. Most people don't make sense of the new tweakables, and settings, and I've noticed that some critical settings are counter-intuitive. I have some workaround fixes that may improve ground roll performance. I'll start by advising you, part of this light fix will be modification to Squad parts files. Back them up. And here's the fix list. 1: Input Sensitivity value is inverted. Set HIGH, not LOW. In your game settings, under input for vehicles, you'll have a sensitivity slider that ranges from 0 to 100. For some reason, the value mode is inverted. 0 is HYPER sensitive (The slightest tap takes the control range to max). Set your sliders to 100 to minimize sensitivity. This is likely a bug, so be prepared to verify this on any given update of KSP. 2: Use increased, but not identical friction on gear. When setting up landing gear in tricycle arrangement, set the friction value of the aft gear to 2, and the friction of the steering (forward) gear to 1.5. In this manner, your forward gear will slip while your aft gear are still gripping. So just like tires on cars: Newest tires with the best grip go on the back to prevent the aft end coming free. The increased slippage on the front gear also prevents an aggressive turn command on the steering from grabbing too suddenly. 3: Modify the Steering Curve. While fixes one and two make craft somewhat controllable, they still get extremely squirrely if given the slightest direct yaw steering input. The result is a bunch of sensitive overcorrection taps that make things ugly VERY fast. I did some digging, and brought up the module that defines steering behavior. MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 30 key = 10 9 key = 30 2 } } This is code for the small retractable landing gear (Single wheel). Immediately, I noted 'steeringResponse = 2' and 'steeringCurve'. I was unable to find anything on steeringResponse, but I found some discussion around the forums talking about the values under Steering Curve. Without any final say, the conjecture is that the first value is velocity, the second is turning angle, I'm assuming in degrees per second. Which is saying in the code above that that the rate the wheel can turn is 30 degrees per second at 0 m/s up to the maximum pivot value. It is ALSO possible that that is the maximum pivot value for the wheel at said speeds. Either way, I halved the first number and left the second alone. If it's a rate curve, then the rate of wheel pivot decreases with speed, making it react slower as you gain speed down the runway, decreasing the overcorrection tendencies. If it's a maximum angle, then you STILL benefit by the reduced velocity value as the maximum turn angle is cut down much sooner. So, long and short, go down the keys and half the value of the first number in each key. This should improve turning control of aircraft on flight rolls. I noticed an immediate improvement when I did so. As a note for anyone who wants to play with modifying these values: 10 meters a second velocity is 19.4 knots, which is 22 MPH, which is 35 km/h. Keep those speeds and values in consideration when deciding how much turn you want wheels to give you. Anyone who learns more, feel free to add to the topic.
  4. When selecting (non-wheeled) landing gear, how are you solving this problem: Given a landing mass, gravity, and anticipated impact speed: What is the correct gear count, type, spring strength, and dampening strength? I am using experience/guesswork to make my choices now, so answers in that ballpark won't help much. Looking for the mathematics behind the parts, or experimental results someone has collected.
  5. I am also having issues with craft wheels clipping through the runway, then it will bounce around until something explodes (usually a wheel or 2 but i have had 1 craft go super bounce and explode, though a revert flight showed it to just lose a wheel...random). when i used the large firespitter wheels they still clipped runway but did not bounce around and when I start the engine and raise power it pushed the vehicle but the wheels looked to be being dragged as if stuck but i would edge forward until the speed would get to about 20 m/s and then booom. it looks to me like an extra image is on top of the original runway but the collision detection seems stuck in the middle of where the runway looks like it is and the actual ground its trying to stand on.
  6. Are there any up-to-date landing gear mods out or are there any in the works right now? I'm aware of the Adjustable Landing Gear mod but I haven't seen any response from its developer if he or she is working on it or not. Perhaps the game is still in a state that is unfavorable for that mod still. But anyway, making space planes just doesn't feel right without proper landing gear and I'm struggling to cope.
  7. OK. House Keeping: Mods, not sure where this really should be, not a game play question per-se, not a glitch near as I can tell <not a programmer so, not sure to be honest> so I dont think support for either modded OR un-modded is the place to go, if you know a better home than general, place this there House Keeping done. Onto the issue. I could SWEAR the whole "Cannot deploy while stowed" thing was tackled. This will contain 4 pictures. 1 taken on Minmus, sorry for the quality, its a picture from my cellphone, the original image taken via F1 was lost when I slash and burned my install trying to sort out a different issue, so, this was the only image I have, is version 1.0.4 KSP with the landing gear fully deployed on minmus with Jeb looking into the flight deck at Bob. only the payload has changed, a docking adapter set that got left in orbit as a station hub. The remaining 3 pictures are KSP 1.1.3. KSP 1.0.4: Goliath Class Shuttle landed at Minmus. Gear Deployed. ------------ KSP 1.1.2: Goliath Class Shuttle on orbit at Kerbin during landing gear check prior to de-orbit burn and associated message: KSP 1.1.2: Goliath Class Shuttle on parachute descent, showing nose gear doors and associated message: KSP 1.1.2: Goliath Class Shuttle on parachute descent, showing nose gear doors and associated message lateral view: Now, with these 4 images in place, the only thing I changed on the Goliath between KSP versions 1.0.4 and today in 1.1.2 was again as mentioned a docking port adapter set that was later in flight left as a station core. No other things on the Goliath were changed. Why the change in ability to deploy gear? Anyone have any ideas? Mod List: Novapunch - current version is for KSP 1.0.2 - Tiberion has yet to update KSP for 1.1.x only known issue is with a single rocket motor causing lag and it is NOT present on Goliath. MechJeb - Current version is for KSP 1.1.2. Procedural Fairings: Current version for 1.1.2 KIS/KAS: current version for 1.1.2
  8. Evening, fellas! This topic has absolutely no contributory value to the community whatsoever (save for the obvious availability of morale support, and older versions of our favourite modifications.) While I applaud Squad's work in (finally) upgrading to Unity 5... Y'know what? They can keep it. I just downgraded to KSP 1.0.5., and brother, let me tell you... BEST. DECISION. EVER. Not only do all of my modifications work again, but I can actually land a plane on a runway without it exploding! Me! An airline pilot! What a true novelty! I can't wait to actually land on the Mun, again! I think, to celebrate, I'm going to build a big-assed black pickup-truck, and I'm going to go carve doughnuts into the face of Duna. Welp, anyway, that's all I wanted to share. Peace out home slices and brotein shakes!
  9. Read thread reply. Behold, my creation for eve. Album Pictures not in the right order, sorry. Now pay attention to this picture. I put the old opening posts content into code. It's content are no longer of importance because I found a workaround and I nailed down the issues at hand in specific in the reply to my own thread. But just in case you want to read the original thread, it's still visible. My constructive criticism still stands, so please read the reply to the thread. All the ladders leading up to the top where the capsule is work and the Kerbal can get up, except for the one nearest to the ground. My estimation is that it required about 90 minutes of using the "Move : Tool" in the VAB just to get the ladders right. "Right" meaning as far as I could get them right. And with 90 minutes I mean extensive testing under eves gravity and hyperediting. It's quite a bit more time then I needed to build the rocket itself (excluding landing system etc) That says something, don't you think? In the picture the Kerbal is actually falling (visible by the surface speed reading 5.3m/s on the altimeter). It got up 2 more steps. As far as the top of his helmet touching the height of the ladders casing and then falls down. "Move Tooling" the ladder forward, backward, or rotating it in the VAB does not work. You might think it's because the lander is on a slope. I already rotated the ladder in several directions, and it's leaning forward against gravity despite the slope, because as you can see the ladder itself is angled. Now, this thread is a little bit of a ask for help kind off thing. Anybody knows about a way to deal with this? Before you make suggestions about reworking the whole landing design. It must land on Extra large landing gears. In the full picture album you see theres a small glider attached to the underside. Only the length of the extra large landing gear allows it to fit underneath. I can't lower the landing gear after releasing the glider from the underside, because in KSP when you retract the gear the wheel brake and friction just cease and the rocket starts to move over the slope. This thread is about a ladder bug, the other one is why friction and brake effects cease when you retract your gear. Does the rubber of the gear wheels just turn into yelly or something? The result is that the lander picks up speed as the gear retracts and then tumbles over when it is fully retracted and anchors itself to the ground. Gear turns into yelly when your press to retract them, no matter your gear friction or brake power settings. So the gear must remain extended. Meaning there is some height to be gained from the ground and a ladder is needed to get there. The lander is intended to land on some kind of slope, because it's supposed to land on eves 7500m peak. So I can't retract them, meaning I need a ladder system. I can't make a ladder to the fairing base where the gear is attached to, because that would get in the way of the fairing, causing alot of explosions when I jettison the lower fairing that houses the glider, so that to is not a option. This is not the main fairing but the lower one, you see it being jetissoned on the 7th (7/8) picture in the album (see link above) I can't remove the fairing, it's not just for aesthetics, because it is supplying actual construction strength necessary to fit a rocket underneath without the whole shebang flexing into pieces. The only option I can think off is the ladder to and from one of the landing gears, but no matter how I position it, the kerbal falls off it 3/4 way to the top. I hope Squad sees importance in fixing landing gears that become banana peels when retracting and ladders you fall off and must be placed with pixel accuracy especially under greater gravity. I hope Squad does this and further ensures their game is actually working in perfect order. Programming is not my profession, I have no idea how difficult it is to fix bugs. Also I'm sure alot of bugs have been fixed already, it just seems that the ladder bug is a very old one and never got really fixed. But in contrast to adding a new Unity 5 engine, adding a heating and aerodynamic system makes fixing a ladder bug look like peanuts. I hope I made myself clear. I put hours into this lander "HOURS", and I'm optimistic about finding a workaround in the time being, I just wished I didn't had to. If anyone is willing to advice me on getting to make my ladder workaround I'd be really glad to hear him/her out. EDIT: You could suggest landing legs instead of gears. They're not tall enough to hold the glider underneath. And I would need 16 of them because less means they would brake on landing impact. And then there would be no room for the glider to manoeuvre from it's jettison position. I could launch the glider seperately to that location, but that defeats my wish of landing them both together. I already tried attaching the glider to the sides with some intuitive collection of girders and beams, but that also leads to instable aerodynamic disasters. I'm not saying there is no alternative to attaching the ladder to the landing gear. I'm just explaining the critical challenge, summing up what I already thought about and tried to implement, so you may be better able to look for the right thing to suggest. If I can't get help with this design because nothing may eventually allow a solution then this thread is basically a big RANT. It's kinda imbecilic to play a game that fails so that you lose not just hours but I'd guess a full day of your life building and testing to find out you can throw your creation into the trash because the game suffers from a bug that has never been fixed since V0.21 or lower. Sorry for using the word "failed" I'm just angry. KSP is the best thing that happened for wnthusiasts like you and me. But these are things that remind me how punishing this game can be, and it shouldn't be. The glitchyness of ladders is as old as their introduction. Possibly because of the few places you'll need them. Enough is enough squad! This deserves priority attention.
  10. I've been experiencing some problem with the landing legs, not landing gear sorry. The problem is, when i turn the landing leg it goes inward and turns slightly and i just can't seem to get it to go outward into the landing position i guess. Although i have installed mods which include... TAC Life Support, Tweakscale (just installed today) and... actually that's pretty much it.
  11. 1.1 has removed the separate "Extend Legs" and "Retract Legs" options from the actions that can be assigned to Action Groups on landing gear, which was present in 1.0 and prior versions. Before 1.1, "Extend Legs" and "Retract Legs" were separate Action Group Actions, included alongside the "Extend/Retract" option. I'd made extensive use of that with my spacecraft setup, as with limited numbers of action groups available, my action groups were set up to do things based on what the ship was doing, rather than grouping similar types of parts. Having "Extend Legs" as an Action Group option meant that, for instance, on my "Landing" action group, I could be sure that the legs would be extended, at the same time as the Solar Panels were retracted and the engines were activated, regardless of whatever the spacecraft had been doing immediately prior to hitting the "6" key, and as long as I was still committed to landing accidentally (or deliberately) hitting the "6" key again would not take any of those parts out of the "Ready to Land" mode. More generally, I'd really prefer it if all the available action groups had "Activate", "Deactivate", and "Toggle" options for their actions, instead of the current setup where some parts only have "Activate" and "Deactivate", and others only have the "Toggle" option.
  12. My landing gear keep breaking because they are over stressed even when i come down at .5m/s. I cant tell if this is a bug in the game or if this is a new adjustment setting in ksp. Help would be greatly appreciated. Thanks
  13. I'd assumed spring was obvious and damper was like a dashpot, controlling movement attenuation, but that's clearly not the case as zero spring and max damper causes this little thing (here attempting minimum speed flight) to leap violently into the air in a backflip and explode: Since all manner of other craft use the suspension sub-system now, I would know just what the two values actually do, as I would expect weak a spring high damper configuration to bottom out and sit there pathetically, rather than do an acrobatic pirouette right off the handle.
  14. Hello all, I'm having problems finding an in-depth discussion of the current issues with wheels/landing gear and how to deal with them. Could some kind person please point me to one if it exists or else post some advice here about how to get behavior more similar to 1.0.5 if it does not? Thanks!
  15. I'm trying to build a basic airplane from the first unlocked plane parts, basic non retractable landing gears, but every time I try to move them after placement they jump inside the the fuselage. Is there a workaround for this ? I can't build any airplanes right now
  16. I've tried flying the Aeris 3A, and it takes off straight as an arrow. My planes, however, tend to veer left and right on takeoff. I've managed to take off straight on 0 friction control, where the wheels appear to have no friction, so my engines do not have a sideways thrust offset. I am using symmetry and have tried placing wheels on fuselage and on wings, rotating them to various camber or lack of camber. I even used the Hangar Grid mod to force align all of my wheels to perfection. Looking at my planes, they tend to be back heavy, but I've always built them like that in prior versions, and they do not drift. The actual aerodynamics of my planes are fine, but they just can't take off straight. Can anyone determine the reasoning? It's just frustrating that the stock planes function perfectly while mine do not anymore. Here is one of my craft that exhibit this tendency. https://dl.dropboxusercontent.com/u/18568121/Goose%20Long%20Range%20Crew%20Carrier.craft This is my modlist, the only physics altering mod is FAR and I've had drifting without it.
×
×
  • Create New...