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KerbalFoundries - Continued Re-inventing the wheel. Literally. This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( https://github.com/shadowmage45/KSPWheel/wiki ). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Downloads: Releases available on Github ( https://github.com/shadowmage45/KerbalFoundries2/releases ) Issues / bug-reporting: Report all issues through GitHub ( https://github.com/shadowmage45/KerbalFoundries2/issues ). Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Mod Dependencies: Kerbal Foundries includes (bundles) the following libraries and dependencies. KSPWheel KSPWheel is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/KSPWheel Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/152782-18x-kspwheel-physics-based-alternate-wheel-collider-api-only/ ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ Documentation: Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( https://github.com/shadowmage45/KSPWheel/wiki ). Images, screenshots, examples: <Deleted by forum updates, will return someday> Change log: * Full logs -- https://github.com/shadowmage45/KerbalFoundries2/releases Known Issues: * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) * Scaling balancing is WIP - scaling powers are not finalized (motor, mass, speed, load, etc), but can be configured in the in-game configuration settings. * GC-impacting issue when wheels are not grounded - under investigation. * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Additional landing leg variants. Including a few more 'lander' styled. * Additional landing gear variants. Single-wheeled straight gear, multi-wheeled side-deploy gear, large cargo-airliner styled multi-wheel deployable gear. * Recoloring configurations for TU; mask textures, normalization parameters or masks, texture set configs, and updates to the patches to enable recoloring. These will likely be an additional texture set that utilizes the existing textures alongside the newly provided mask textures. Legal and Licensing: KerbalFoundries - Continued models and art assets from the original Kerbal Foundries are licensed, released, and distributed under CC-BY-NC-SA licensing as per the original license of KerbalFoundries. Adjustable Landing Gear models and textures - originally by BahamutoD, modified and distributed under CC-BY-SA licensing as per the original license of Adjustable Landing Gear. This mod uses the KSPWheel API for wheel-collider physics and PartModules, and redistributes it under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/KSPWheel ). This mod includes and redistributes TexturesUnlimited under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/TexturesUnlimited ) This mod includes and redistributes ModuleManager under the terms of its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Development Team: @Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts, PBR texturing. @TiktaalikDreaming - Models and textures for new parts. Credits and Acknowledgements: @lo-fi - for the creation and development of the KerbalFoundries mod and branding, for helping figure out some of the physics used in KSPWheel, and for his continued support. @Gaalidas - for his contribution to the development of the original KerbalFoundries and adaptation of the DustFX code and dust-camera setup. @LitaAlto - for the spiffy new high-res KF logos @BahamutoD - for the Adjustable Landing Gear assets and concept. @damerell - for sanity checking on physics and math in KSPWheels development. @blowfish - for helping figure out implementation details and tracking down bugs in the code. - Many others on the KSPWheel thread who helped figure out some of the physics and implementation details for wheel features. Donations: I work on modding during my highly-contended for spare time. If you would like to help contribute to my motivational caffeine fund, please see the button below. This is purely optional (and highly appreciated), but can help keep me motivated and energized ( = more work getting done!).
tank with tracks - the rebuild
klond posted a topic in KSP1 The Spacecraft ExchangeThis is for @Majorjim! and @Redshift OTF, whose tank track projects I have picked up and continued. Here was version 1. The tank has been rebuilt with less parts and is far less prone to breakage. Even performs well too! Included in the video below is @Castille7's lava rock sample test bed he so kindly supplied for me. KerbalX
tank with tracks
klond posted a topic in KSP1 The Spacecraft Exchangelink to where the work began Edit: no mods! Well it's more a tracked rover than a tank. And it's technically one big track, not two. Ten thermometers per bearing really pushed up the part count. I think it's 19 separate craft + all the unexploded separators. Focus the motor in the back and set full trim, then focus main machine to twist slowly left or right via SAS (controls might be backwards). Unit can also reverse. Tracks will probably start falling apart after a few minutes. I hope Jeb's ok with that. Giving each track part a separate job and only 1 job helped me troubleshoot issues and improve reliability at the expense of machine complication and part count. Each track pair is in 3 sections -The ouside parts are the frame of each piece and its foot. -Mid sections are bearings. -Inside parts are the guide balls that slide in the frame guides, gear notches, and idler. Check out these MS paint skills. Here's some other important things I had to figure out. How do we keep the bearing balls from popping out of their holders? Use way too many thermometers and pray to the kraken. Keep motor torque low and try to figure out why/where sticking points are. Keep total vehicle weight low. It helps if drive gear allows some slippage so parts aren't under high pressure when there's a hangup. How do we get the tracks to turn around the gear without stretching and binding? My answer - put each bearing perpendicular to direction of travel AND exactly on the centerline of the guide ball making that the horizontal axis. This way we can have a small diameter gear and not have to worry about a tight radius turn. The gears originally had 4 thermometer cups to catch the guide balls and pull them around, then release. I could not get the cups shaped right for good release, plus there was no slippage to allow for slack and hiccups. How do we prevent track explosions? Choose high tolerance parts like the RCS port and the Vernor engine, keep speed low. How do we prevent the track from slipping out of it's groove. Put railings on the gears and idlers to prevent lateral motion. Remember, it's one big track, not 2 separate ones, so both sides help with alignment. Slow rotation speed helps. If each track piece can rotate, how do we keep the feet facing the right way? Each track piece's bearing shell contains a ball from the one before it, all the way around in a big loop, each side. Each piece drags the one after it and is pulled around by the one in front of it, and force each other's orientation. Since both the left and right side are connected it's more like a bike chain than a rubber band - you can't flip it inside out. What she looks like with guides missing. Credit to Majorjim! and RedshiftOTF KerbalX
track motion texture animator
amankd posted a topic in KSP1 C# Plugin Development Help and Supporti am an avid modder of parts but i haven't really done anything code based bt i am trying to tackle an upcoming issue, LoFi has dropped all modding and thus with the wheel collier and wheel module updates around the corner, i have inspected the mod and noticed the texture animator .dll, i cannot however find an odvious module that it references in his configs, plus LoFi has lost the source files and cannot help, so inshort i wish to keep tank tracks in the game but i would like a way to do it from scratch rather than se a plugin i cant edit what i would like is a texture animator plugin that can move a texture based on the RPM of the wheel colliders, or a reference wheel collider ( i should be able to set up a free wheeling collider at the mid point of the track to reference pretty easy, i can see how to do it, i just dont have the ability of knowledge to code it, would anyone be able to give me a hand either with the coding or direct me towards the best place to learn how to code (html is my limit so far) specifically as it applies to ksp. my aim is to keep tank tracks in ksp, they may not be as feature packed as LoFi's but they would work but i have n idea how to make the treds move unless i can get a plugin coded
amankd posted a topic in KSP1 Mod Developmenti am an avid modder of parts but i haven't really done anything code based bt i am trying to tackle an upcoming issue, LoFi has dropped all modding and thus with the wheel collier and wheel module updates around the corner, i have inspected the mod and noticed the texture animator .dll, i cannot however find an odvious module that it references in his configs, plus LoFi has lost the source files and cannot help, so inshort i wish to keep tank tracks in the game but i would like a way to do it from scratch rather than se a plugin i cant edit what i would like is a texture animator plugin that can move a texture based on the RPM of the wheel colliders, or a reference wheel collider ( i should be able to set up a free wheeling collider at the mid point of the track to reference pretty easy, i can see how to do it, i just dont have the ability of knowledge to code it, would anyone be able to give me a hand either with the coding or direct me towards the best place to learn how to code (html is my limit so far) specifically as it applies to ksp. my aim is to keep tank tracks in ksp, they may not be as feature packed as LoFi's but they would work but i have n idea how to make the treds move unless i can get a plugin coded
T-72A / Pokpung-ho I Prototype
andrew123 posted a topic in KSP1 The Spacecraft ExchangeBehold! The bane of the capitalistic leeches, the T-72, has arrived! This tanks is pimped out with rubber side skirts, view ports, spaced armor, armored primary gunner's sight, convoy light, regular lights, infrared lights, and much more. It's armed with "smoke launchers" (just aesthetic). If the turret gets stuck, just wiggle around a little. XD Don't say it's a design flaw until you've tried to design something like this yourself. I've got a reworked turret and some upgraded track equipped variants in development. https://www.dropbox.com/s/hm34raxyaqeknom/A%20Pokpung-ho%20Prototype%204_1.craft?dl=0 https://www.youtube.com/watch?v=n8TCyszwyWE