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About me



Found 3 results

  1. Preface - I've performed a perfunctory search and come up with - Lots of landing legs and auto-struts are probably not clever. So this question is kind of a two part-er. Background - I am designing a stock base+ system, largely aimed at Duna and to be developed et released as a scale-able, fun, and user friendly way of building up a permanent presence on the red planet. I've done it before, but not for general release. Issues - I am experiencing phantom torques that wildly spin the modules apart when about 3 or more are joined. When 2 or more are joined it tends to float over the surface or just jiggle in it's place. Explosions. Lot's of explosions. Also it irritates me that I am not forced to build in a realistic way - The assembly vehicle is "glued" to the module and floats due to auto-strutting, and feels very cheaty. Part 1 - Can you help me understand the "why"? Part 2 - Can you help me get around, over, or under the problem. I'm not really looking for an answer that is simply "Just don't use landing legs" here, unless it is genuinely the only way forwards at this time. If it is, then I'd also love to hear whether this is on the cards to be fixed at all soon? I've read bits and bobs about unity bugs and the requirement for auto-struts until unity fixes something, so it concerns me a little that base building might be kinda borked for the long term . My thoughts - I'm sure there is a way to mitigate this, and I'd love to know what. Should I just use half the legs so for a base module to be supported it needs two modules joined? This still wouldn't allow me to build nearly as big as I want. It doesn't strike me that my auto-struts are too long, but when you join two modules together, half the struts from one module flick the next as the heaviest part becomes nearer. I wonder if this is the main cause. Perhaps there's some clipping with the landing leg that I have missed. I really hope that base building with landing legs is not a lost cause as I felt I was onto a good design streak here. Let me fill you in on the details. Firstly, the two modules: Module 1 - When 2 are joined it floats and jitters, when 3 or more are joined it experiences wild spinning, explosions, and general tomfoolery. 4 means insta-Kraken if you can get that far. Module 2 - Joining this to the structure just turned the base into a Catherine wheel. So, are the days of epic bases gone? Have I just pointed out something that has been discussed to death, talked about extensively in KSP weekly and my searching prowess needs work? Is a fix as close as the very next update? I hope there's a potential route to me being able to do this again, because it's a huge part of enjoying this game and I'd like for that to not be over SM
  2. I'd like some help with KSP 1.2's cfg files. Specifically, I'm trying to update Adie123 & Sceppie's KSP 0.9 Escepadie suspension leg (on my own system, not for public redistribution). I'd like to rewrite the 0.9 cfg to be up to date for 1.2, by taking the 0.9 animation name and collider name and putting it into the right place in a KSP 1.2 file. However, I'm not familiar with the KSP 1.2 wheel modules, so I don't know where to substitute. Please help if you can. Thanks! Also, does anyone know how to get in touch with Adie123 or Sceppie? I'd like to ask them if they're interested in handing off the mod. The original 0.9 cfg file looked like this: MODULE{ name = ModuleLandingLeg animationName = ImprovedAnim wheelColliderName = wheelCollider suspensionTransformName = Bottom Cylinder orientFootToGround = true landingFootName = Foot Pad // Axis is aligned forward instead of up alignFootUp = false suspensionUpperLimit = 2.5 impactTolerance = 10000 suspensionSpring = 4 suspensionDamper = 0.5}MODULE{ name = ModuleLandingLeg animationName = ImprovedAnim wheelColliderName = wheelCollider2 suspensionTransformName = Middle Cylinder suspensionUpperLimit = 1 impactTolerance = 10000 suspensionSpring = 6 suspensionDamper = 0.5} Ive tried to compare it to a SQUAD KSP 1.2 landing leg that looks like this (below) but I don't recognize the new wheel modules and am not sure where to put the 0.9 animation and collider names in, or if it is even possible: MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG // setting this to true will override the radius and center parameters FitWheelColliderToMesh = False radius = 0.12 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = piston_collider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1.37 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = piston suspensionColliderName = piston_collider suspensionDistance = 0.95 suspensionOffset = -0.95 targetPosition = 1.0 springRatio = 6 damperRatio = 1.0 boostRatio = 0.6 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = leg animationStateName = newlandingleg deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = piston TsubSys = 0.83 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 1, 0, 0 bogeyUpAxis = 0, 0, -1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 600 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 }
  3. I was testing a lander for a planet that I've never been to in KSP just now and noticed that whenever my jolly little space-vegetable got near a landing leg they would very suddenly shoot off in an unpredictable direction. Usually up, but every now and then sideways either straight through or into the nearest object, usually with disastrous consequences: I did a little more experimentation and tried to create something of a landing leg trampoline which didn't work, other than to accelerate the poor fool sideways to nearly three hundred and sixty Kilometers per hour: So I'm thinking that this must be either well known issue with landing legs (which I haven't found while searching) or there's some massive landing leg catapult party thread that I wasn't invited to? My question is: has anyone else noticed this, and has anyone used it to create something that puts the fear of Kraken into the Kerbals? Note: This is not a bug report, more of a conversation starter! SM P.S. - What is Kermit the Frog doing in the game:
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