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Found 16 results

  1. I can't seem to get rovers based on the XL3 wheel to steer. They just go straight down the runway. I'm working on a giant rover, but when I found this problem I built a tiny rover (just two Mk2 cans back to back, with 4 XL3 wheels on a very short wheelbase) and even that doesn't steer. I checked the wheel settings, and even tried reversing the direction of steering, but to no avail. It seems I'm not the only one with this problem I have not yet found a resolution tho. I believe in the past I've used these wheels successfully, but it's been a while. Does anyone have any expe
  2. Another piece of the Sound Overhal Project, this mod adds sounds effects to the stock motorised rover wheels, varying by their speed. It requires ModuleManager to be installed. Downloads CurseForge | GitHub | Kerbal Stuff | MediaFire Source included, project also available on github, licenced under GPL v2. Binaries licensed All Rights Reserved. If you've enjoyed this, consider donating a cup of coffee to help with late night coding: Change log
  3. This mod is a very very simple mod. 2 parts. A half scale Land Rover Defender in "adventure special edition" orange and black, and two different wheels. I'm intending to add more off-road vehicles over time, now that I've worked out which way around wheels go. The (2) parts are fully functional, but some of the texturing etc is missing for the IVA. On power and drive trains. I had a look around for conversion from Kerbal electric charge to something in the real world. A prior forum topic covered a few ways of estimating, and I'm basing this on the 1Kerbal Charge = 1MJ, because t
  4. Hi Kerbonauts, I'm looking for some guidance regarding a part I'd like to make to complement the creation of rovers using robotics for suspension and propulsion. I love the fact that you can use the new rotor part as a wheel motor and implement creative suspension methods with the hydraulic piston in conjunction with same vessel interaction etc. Although there are no suitable structurally strong parts to attach to the rotors to act as a wheel. From my current understanding, the wheels in ksp have a special 'form' using unity and aren't a typical structural piece per say.
  5. This is a up-to-date collection of wheels that I have worked on previously, namely for the Rollkage and Better Wheels mods (credits: @electronicfox and @angusmcbeth) which are now more or less abandoned. The reason for reviving these is simply because I wanted to use them in my game, and there are very few wheel mods for 1.2. I would have done this earlier if it wasn't so annoying to update wheels from pre 1.1 to the new system, since there is hardly any documentation on how to do it. On the other hand, the new wheel physics system is much better and allows easy tuning so I no longer need to t
  6. Hello everyone ! Tonight I was designing a rover, but I'm encountering a problem : After a successful loading of my rover, I just have to make it move on 5 meters and... POOF ! Void. I destroyed the solar system. After pressing Alt+f12, I can read this error several times : I don't know where it come from. I have a several number of mods, so it will be difficult to list them all but I tried making a similar probe with the same pieces on it, only the design is different and I don't get any error after few moves.... I'll give you some logs if you want to investigate :
  7. SO i was wondering if there was a way to copy the claw module from the claw part and to put it in a wheel config. It would be useful for things like aircraft carriers and things like that. Thanks (PS> I know that this is probably in the wrong forum so could a mod please move it into the wright forum)
  8. The Panjamdrum was a weapon unlike any other. It was designed during ww2 to go up a beach from the water, hit the German barricade and explode. This made a tank-sized hole in the wall. It did not work as the rockets didn't fire consistently and it fell over all the time. Your job is to build one in KSP. It must float in water, It must be rocket powered, it must have to side by side wheels attached to a central barrel. Basically it must look like the picture and do the same thing as the description. As usual No cheat mods Mods with bombs and weapons are okay because you can
  9. So, I want to create a plugin to add a wheel to the game to emulate a hovercraft.. The wheel should have the following properties: Invisible wheel, visible around the attachment point. Cannot be destroyed, even without cheats active. Does not affect aerodynamics. Has long suspension, meaning that too much stress can cause the vehicle body to scrape the ground. Has suspension in all directions, instead of just up and down, if possible. Constantly uses EC, otherwise the wheel will stop physical interaction, in addition to the EC required to make it move.
  10. 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.
  11. This mod started when I was trying to find a way to make a smaller rover for landing on Duna. It strikes me that building rovers requires a crew capable part, which are all pretty big. So I thought to myself, I need a small off-road vehicle to land, AND to see the scale of the stock parts to reality check my impression. Then, looking around for a familiar, real-world vehicle, to use as a rover, I stumbled into realizing I could not pass up the opportunity to make a Rover rover. So, like most real world parts from mods, this is half scale. Because kerbals are (roughly) half human
  12. Hey! I was trying to create a cfg file for a reaction wheel and I wanted it to be as realistic as possible. I've already determined it's mass with it's molar mass, assuming it was made of steel and lead. but here's the problem: I'm only 16 and I haven't already learned how to determine an object's torque knowing its mass and its rotation speed. and I don't understand anything to raw formulas. does anyone has the time to explain me? Thanks
  13. So last night I built my first rover (only one I've ever intended to actually use) and plopped it down on the tarmac for a test-drive and... it goes no-where. Zero m/s. Wheel drive engaged, brakes off, plenty of power on-board. I know wheels are screwed up, but I figured it would at least roll in some direction or other. I checked the wheels, played with settings, nothing. The leading pair and trailing pair of the 6 wheels are listed as "Wheel Blocked" when I pull up the parts though, despite the fact that there is nothing contacting the wheel's rotation. Will the "Wheels Blocked
  14. On some of my wheels (not all) I'm seeing a weird behaviour when the suspension load is either very light or relieved completely (eg, inside wheels on a sharp corner). The wheels basically snap to past the top of the suspension travel (I suspect top of travel plus the suspension distance again) and back again, sometimes in a vibrating buz between the *correct* position and the anomalous. Sometimes, with wheels popping up, it reminds me of shovel snouted lizards dancing on hot sands. I'm assuming there's a combination of settings that is creating this weirdness.
  15. I never messed with wheels in pre 1.1 KSP, so I don't know if this is new or always existed. If it always existed, no-one seems to discuss it. So, onwards... I've noticed that rovers (esp 4 wheel rovers) get stuck with no motive power when their wheels are the only parts touching the ground, but it's not the "bottom" of the wheel. Eg; While this might be a fine approximation for a track race car, it seems somewhat limiting for an off-road vehicle like a lunar rover, or any rover for that matter. I notice in Unity, once you add the Rigid Body so you can see the wheel coll
  16. New! For all your farming needs! Durable! Edible! The F4R-M tricycle unit. Propelled by 8 eco-jets! Buy yours today for the low low price of too much. Extremely functional! 100% rubber-free tires. Cutting-edge tricycle technology, with Ultra Super Safety Brakes! (USSB technology not included). Only 80% chance of spontaneous detonation. Top speed: 12 m/s of pure farming power! Exceeding this speed exempts us from all responsibility. Occasional explosions may occur. Do not go down slopes steeper that 8 degrees. I will post the download if someone likes it. I
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