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Found 43 results

  1. Hi, So I've been fighting with KSP for a while, as gradually more and more glitches have piled up. The game is at the point of being fairly unplayable now, with most recent glitches including; rover wheels not interacting with the ground or not turning at all, landers failing to extend their legs when asked, and parts in the VAB/SPH failing to attach to one another as intended... These problems are limiting what I can make to the extent that I basically can't do anything fun on KSP anymore - is there any way I can fix them? I'm running KSP on a 2012 Macbook Pro, running Sierra 10.12.6, with the latest available version of KSP. No mods are running, and I already tried deleting and reinstalling the game. Thanks
  2. OBSOLETE -- PLEASE SKIP (OR MODERATOR DELETE) Sorry if this is stale and covered long ago. I took a break from KSP last September just as 1.2 came out. It took a while to upgrade mods etc but I am fionally back and trying to sort out compatibility problems. I had to upgrade my mining rig from 10 small radiators to 22 to get it to operate sustainably (although an advantage is that I can now operate all 3 excavators simultaneously without overheating). Now I notice that my fuel truck will no longer steer reliably. All of the docking ports are vertically oriented and motor and steering directions were all, once set, consistent. Now, I find that steering direction seems to depend on the terrain and going over a rise can cause everything to discombobulate. Rather than debug or analyze this change, can someone point me to a HowTo for rovers oriented toward how to control and steer them in a set-and-forget manner? (It's also worth mentioning that fuel pipes I had previously connected from tank to *engine* no longer function reliably. I'd love to get more information on any changes that may have impacted that.) UPDATE: Apologies: I mounted an Okto on a forward-facing surface, and it's all fine regardless of terrain, including it now gives me an accurate compass heading. Sorry for shooting too quick.
  3. getting no friction or grip with my wheels causing my rovers and space planes to either flip over or just slide around the place and drift... is this a bug with my modded install or 1.3.1 in general? I've put my ksp log up anyway if you need anything else just ask. KSP log: https://www.dropbox.com/s/ndmh4cacjt40v8a/output_log.txt?dl=0
  4. So I came back, and I bring an idea from two years ago, but improved: Omnidirectional wheels. In addition of other two new: Continuous tracks and Screw drives Omnidirectional wheels: Omnidirectional wheels are wheels and systems that gives the ability of move omnidirectionally without spin to the land vehicle. My idea is basically add these three types of wheel (and variants by company or size, of course): - Omni wheel (little). - Mecanum wheel (small and medium). - Liddiard wheel (medium and big). Omni wheel: Omni wheels are basically primitive omnidirectional wheels. They are common wheels with added little wheels to the edge, in perpendicular to the main wheels. These wheels would be slightly hard to use, possibly would need the use of action groups. However, with this you can make functional omnidirectional vehicles with octagonal, triangular, etc shapes. Mecanum wheels: This type of wheel is a multi-wheel that contains small wheels aligned 45º over the extreme of multi-wheel, and aligned 45º degrees over de radius of multi-wheel. How it works? Small wheels deviate the multi-wheels when these multi-wheels spin each in different direction, this causes a lateral or spin movement of vehicle, much more useful. These wheels would be easier to use than omni wheels, using like controls AWSD, and also Q and E for move to left and right without spin. Basically, vehicles with this type of wheels would have a better maneuverability and bigger left-right speed than the other two types, but it would have a big lack of friction. Liddiard wheels: Liddiard wheels are basically toroidal wheels which inside has rollers and tires has an special rolling system. This type of wheel move like common wheels, but its toroidal tires can spin from inside to outside for move right or left. These wheels, like mecanum wheels, use AWSDQE controls. Basically, vehicles with this type of wheels would have a big friction and traction, however the left-right speed is the lowest of the three types of omnidirectional wheels. Continuous tracks: This is the drive system of tanks and several types of tractors. This drive type would have sizes from small to big. additionally, these could have an special modular building (ie, you can adjust the length of the continous track, longer will cost more expensive and shorter cheaper, obviously). Screw drive: This would have an extremelly big friction, plus the ability of move left and right without spin. Controls are, again, AWSDQE. The problem of the screw drive is its big size and mass. Screw drive in action: https://www.youtube.com/watch?v=afJ18eJeNgU What do you think?
  5. Hello. I recently recieved a contract to make a outpost on minmus with wheels. I have created two segments that will combine to make the outpost. But when I was testing if they would dock correctly half of the wheels broke when they did dock. I quickloaded and this happens every time. Also I do not have a lvl. 3 engineer so I cant repair them. Any ideas on how to fix this?
  6. I built this Munar rover for a kolony I'm working on. Unfortunately, it randomly shakes until a wheel breaks. When I repair it, it shakes until a different wheel breaks. This repeats indefinitely. Here's the .craft file so you can try it out yourself - https://kerbalx.com/crafts/30245/ By the way, control from the docking port clipped into the top of the lander can. Also, some parts are "floating"; here's how I did it in case you're curious or mess something up - https://www.youtube.com/watch?v=BkdXLYuCgMM
  7. 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: Click for zoom. 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). 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). @Angel-125 @RoverDude @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!
  8. I am new to the forums so please let me know if I am doing anything wrong here. I have been playing KSP for a while now and have thoroughly enjoyed the game and the updates the devs have made to it. I love designing and building ships and vehicles, and this game provides one of the most fun ways to do it! One of the updates I really like is the auto strut feature; it keeps the ships stable while also keeping them clean looking. These days I usually play with mods, and I have recently been having a lot of fun with Infernal Robotics (IR). The other day, I was trying to build rovers with IR parts and suspensions (The stock wheel suspensions cannot provide the up and down wheel travel that I would prefer). I noticed that the wheel bases being locked on auto strut to heaviest part seemed to make any IR parts connected to them in some way either unable to move or cause any IR part movement to twist the rover parts violently. This was frustrating and creatively inhibiting for me. I found that other people were having issues with this, including the wheels' auto struts moving to (or failing to move from) different heaviest parts when docking/undocking craft, especially when using Kerbal Attachment System. This basically illustrates the problem that others and I are having: https://gfycat.com/CarelessColorlessBeardeddragon My primary question for Squad is, can auto strut locks on wheels and other parts be removed, letting us choose whether or not to auto strut the wheel bases? I like auto struts and don't think they should be removed. Perhaps the default could be to auto strut the wheels to heaviest part, but if advanced tweakables is selected the user can change it. I get that auto strutting the wheel bases to heaviest part keeps rovers from wiggling and exploding on undock when being carried in cargo bays, but is there a more elegant solution than locking the auto strut on the wheels? My secondary question is whether or not anyone has found a temporary workaround for this? I dabble in C and Visual Studio but I am new at writing mods for the game. I do not have Kerbal Joint Reinforcement installed and I am using KSP 1.2.2. I am using the latest IR build 2.0.10 from https://github.com/MagicSmokeIndustries/InfernalRobotics/releases, and I have confirmed that the mod works properly when not using wheels. Here is what I have tried to do to temporarily get around this issue: 1. I edited the 'autostrutMode' values for all the wheels in the craft file, turning it from 'ForceHeaviest' to 'Off'. This had no effect. 2. I made the cubic octagonal struts weigh dozens of tons and attached them to the wheel bases with the hope they would auto strut to that part and not the rest of the craft. This did not work because of course the wheels could be auto strutting to only one of the several cubic octagonal struts on the craft. 3. I tried to add a new technology to the game and then change the 'autoStrutTechRequired' value in the physics configuration file. I thought that this might work for sandbox mode if a science career was started and then all but that tech was unlocked in the debug menu. I failed at this because I am not good at modding this game and could not even get the new tech added. I also don't know if auto strut is always on for the wheels even if it hasn't been unlocked by general construction. 4. I tried the fix proposed by J.Random in this thread: http://forum.kerbalspaceprogram.com/index.php?/topic/138647-turning-off-the-new-wheel-autostrutting/ Putting his code into a cfg file in the GameData folder did not work for me. 5. I tried a basic patch using code suggested by Shadowmage in this thread: http://forum.kerbalspaceprogram.com/index.php?/topic/155572-are-forced-wheel-autostruts-temporary/. This did not work, but I am also not good at modding this game. Here are a few other posts I have been looking at: http://forum.kerbalspaceprogram.com/index.php?/topic/146806-how-to-disable-wheel-autostrut/ http://forum.kerbalspaceprogram.com/index.php?/topic/152615-autostrut-locks-ships-attached-via-kasiretc/ Thanks for reading my post and considering my suggestion! Please let me know your opinions and if you have found a workaround for this.
  9. On Minmus, even the simplest rovers are uncontrollable. I'm using stock wheels. When I attempt to go forward, I go backwards, Yes, before you ask the obvious, I've set the context menu correctly so the wheels are to go in the proper direction. I've tinkered with the Traction and Friction controls to no avail. I've tried various combinations of powered back wheels and no-power front, and powered-front, with no-powered back. I've tried making the wheels steerable and non-steerable. Even going 2 kph, I can flip the vehicle. The wheels lack traction, or friction, or whatever and just skitter around. Is there a mod with decent wheels? Stock wheels are crap require some fixing. Note: I'll post screenshots when I fire up KSP after my rage-quit simmers down.
  10. 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: KSPWheel (included) ModuleManager (included) 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: 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 support is WIP - scaling powers are not finalized (motor, mass, speed, load, etc) * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Add a selection of helicopter style rotors. (custom KF plugin support, modeling, configs) * Add a selection of airplane style propellers (custom KF plugin support, modeling, configs) * Add a selection of VTOL / airship / hovercraft style ducted fans. (custom KF plugin support, modeling, configs) * Add alternate and optional 'ICE' engine handling -- uses lfo/ox/intake air, with torque curves and gearing more suitable to an ICE engine. (KSPWheels) 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 ModuleManager under the terms of its own license. Development Team: @Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts. @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!).
  11. Huge wheel mods for 1.2.2?

    I need wheels that are a good amount larger than the largest wheel in the stock game. And no, don't say Tweakscale. I don't want to use it
  12. Need I say more? It was useful to be able to quickly switch a rover from a faster, stabler mode to one which enabled precision parking.
  13. KSPWheel - An alternate physics-based wheel collider solution for Kerbal Space Program. This is not a parts mod. It does not add new parts to the game. It is useless by itself. What it is, is a new Wheel Collider component, and a set of PartModules to enable its use on stock-rigging-compatible wheel models. It is intended to be packaged as a dependency with other mods, similar to how FireSpitter / ModuleManager are used. What it does is provide a new physics-based wheel collider that is not subject to the limitations or performance constraints of the Unity5 WheelCollider component or the stock KSP PartModules. It allows for multiple colliders in a single model with arbitrary collider orientations. It uses a discrete spring/damper based suspension model that properly responds to changes in wheel loading (add more weight, and the suspension compresses more) (also now includes an optional auto-spring-calculation mode). Includes curve-based independently tune-able lateral and longitudinal friction calculations, configurable rolling resistance, accurate and configurable motor power use calculations, and configurable steering parameters. There is nothing here intended for end-user use. This plugin is an API and consists purely of functions and features intended for other mods and modders to use. This thread is intended as a centralized area for discussion of features and balance. DO NOT use it to submit bug reports. You may -check- with others to see if something is a bug through the forum thread, but if it turns out to be a bug, you -must- file a report through github; failure to properly file the bug report will result in the bug not being fixed. Downloads: https://github.com/shadowmage45/KSPWheel/releases Documentation: https://github.com/shadowmage45/KSPWheel/wiki Bug Reports: Only accepted through Github. Include logs (KSP.log), screenshots if applicable, and steps for duplication or your issue will be summarily closed without response. Be polite, do the responsible thing, and file proper bug reports. Bugs reported on the forums will result in being reported to moderators for cluttering the thread and being personally ignored. Just don't do it. If you can't be bothered to submit a proper bug report, I'm not going to bother to fix your problem. Source: https://github.com/shadowmage45/KSPWheel License: Source is licensed under GPL. Please see the accompanying license files, browse them at the repository, or view them on the web at: https://www.gnu.org/licenses/gpl-3.0.en.html Legal / Other: This mod redistributes ModuleManager under its own license terms. KSPWheel is Used in the following mods (pm me to be added to the list):
  14. I already made a car, but I wanted to make a smaller one I guess. This one ended up bigger than planned but after many days and many revisions I had to button it up. Now that 1.2 let's me float parts (offset w/shift button) more things are possible in stock. Everything on this car is shift-offset or offset then rotated. The front end is lowered a bit for looks, but ground clearance is poo now. Car is so long that turning radius ain't good. But on the plus side- this motorcar has a full steering rack! I laugh to myself that the steering column is an actual column :-) I used linear RCS ports (take note engineers, these are nice and smooth and round) surrounded by 6 thermometers for the bushings. 3, 4, and 8 thermometers also work. Angling them slightly too can help hold the balls in place, although I didn't do that here. gears on solid axle - after multiple days of trying different gear combinations and bearing sets I settled on this single step final similar to the piston car. The engine isn't torquey so I needed the largest stepdown I could make. Obviously you can't make the final gear larger than the wheel, and a large wheel negates the stepdown :/ The axle shafts are little antennas surrounded by the smallest solar panels that just make the right sized hole. custom wheels - a morgan type wire wheel up front and solid wheels in back. RCS ports have high tolerance and the friction was good enough. and a working hybrid turboshaft-crankshaft engine with pulsing exhaust. 8 junos tuned down to blow on 4 batteries that are offset from the center to appear like a crankshaft. Let's just say this did not help with balance or high rpm performance. Bearings are my old standard, the avionics cone pds314 showed me, stuck in a hole made by 4 octo struts. the exhaust is thrust limited to 2.5, the minimal setting where they still set off a puff of flame (6.5 is the next faster puff btw for you aesthetic enthusiasts). If you stage them all separately they puff at off times and it makes it look like cylinders are firing! I am very proud to be presenting this and hope you enjoy seeing it. Cheers to all the engineers I "borrowed" ideas from. KerbalX
  15. The new wheels are giving me some trouble fixing the rover on a slope. The slope is not all that big (5-10 degree at most) but my heavy rover slides down even on brakes. Even when the wheels are perpendicular to the direction of slope... even when landing legs are lowered. The slide always happens as if the rover is standing on ice. (this all happens on Eve). I tried playing with wheels set up, but no amount of tweaking the traction or friction, etc could not prevent the slide. Is it by design? Basically all I want is to make sure that when I enable the brakes the rover would remain still. Is it impossible on the slope now?
  16. I tested each part of my rover and they all worked fine until I had them all connected, It consists of 5 parts 1 inner module with 2 identical rovers at each end and a pair of running boards or connectors holding them together. The main issue being that the whole thing flopped and bounced about until all the wheels were busted bar the inner mining module which was fine and didn't bounce about at all. The whole vehicle was launched as one vessel but it just went crazy flopping like a fish until all the tires were popped. This is my rover for the sake of so you can see what I mean and how it's built in case that helps any. any help or advice would be helpful. The wheels are from Buffalo and the inner module is EPL. The wheels are mounted to IR parts but I haven't had trouble with the wheels being mounted on them until I launched the vessel with module and the Rear cab attached. Any advice would be appreciated. Edit : The instant I docked the cab to the smelters All the tires popped at once. And the two cabs connected by the two running boards could drive just fine but then would suddenly have the tires all take their turn to pop within 2 seconds. I was watching the wheel stress and it showed no sign of high stress though the bounced like they wre running over something despite being stationary. I will note the two smelters are using the same wheels and they haven't popped.
  17. This is just a tip for people who might be having the extreme frustration I was having. If you get a mission to build an outpost and it has the requirement "the outpost must be on motorized wheels" and it's not getting met, try driving around. I was testing my mobile base at KSC and the requirement wasn't getting checked off, even though the base was clearly on wheels and very mobile. I decided to drive off the launch pad and tour around KSC to see what happens, and as soon as I left the launch pad, the requirement got met. Hope this helps somebody.
  18. Seriously, I thought 1.2 was supposed to make wheels work, but it feels like a big step backwards. I figured out how to overcome the torque and SAS issues in previous releases, but now I am having these darn issues again! And with a very simple 4-wheel rover on the Mun! If I can operate a rover on Minmus without flipping it, why the heck can I not get it to work on the Mun before it just spins out of control and flip. My basic design disables steering and power in the rear wheels, and leaves the front two wheels as the control point for that. I again disabled torque and SAS, but that doesn't matter. The rover wheels just spin out and flip the probe. So what am I doing wrong? They're acting like frickin' sleds. Is there a video or tutorial which teaches you how to adjust traction and when to override vs leave on auto? So frustrating. Thank you for any pointers and videos you might know of. I watched a lot of Scott Manley's stuff, so if he covers this specific topic, please point me there.
  19. Anyone else have the problem of having a 4x4 rover wheel but it seems that 3 wheels roll faster than that single one and it makes the rover circle until it points at a certain point and drives straight all the way? I seem to have that problem with my rovers. Even in a 6 wheeler.
  20. What's the best way of getting science from celestial body? The answer is DRIVE! What's the best way of delivering ore or supplies from distant location to your base? The answer is make your wheels rolling! But did you try to drive for 110 km for two hours, avoiding obstacles (screw you Mun Highlands) and keeping your speed in sane limits? Well I did! And that was boooooooring! And who wants to be bored by super crazy explosion simulator called KSP? I guess no one! Well, no more boredom! Bon Voyage is here and it will drive your rovers in background! Kerbal stories Chapter 1: Fast and Furious Chapter 2: Around the Mun in one munar day Legal Information: Superb "Bon Voyage Pathfinder" model was created by @Enceos and is licensed under CC-BY-NC-SA 4.0 Cool and colorized app launcher icon made by Madebyoliver and licensed under Creative Commons BY 3.0 Source code is licensed under GPLv3 How it works: I don't know.... I honestly don't.... OK OK, just kidding. Rover must be landed It has to have BonVoyage controller aboard, seek in Control tab or use some cool rover mod (listed below) All rover wheels must be intact At least three of rover's operable wheels must be on the ground Rover must be landed Rover will move with average speed varying from 50% to 70% of wheels max speed (can be boosted up to 95% by skilled pilot ) To start moving your power production must be at least 35% of wheels max consumption Rover can be solar powered Rover must be landed Rover can have alternative power source(RTGs, Nuclear Reactors, Fission Reactors, Antimatter Reactors, whole bunch of reactors is supported, if it has "reactor" in it's name than it will definitely work) If rover cannot move without solar power it will idle until Sun is 0 degrees above the horizon There must be a clear straight path to target not anymore...heheheee (just try not to overload pathfinding) ROVER MUST BE LANDED!!! How to: Add BonVoyage module to your rover (seek in Control tab) If you have MM installed, then Malemute, Karibou, Buffalo, ARES, Puma and FUR cabs get BV automatically, no need to use additional part. Launch your rover If you're just playing with BV and launch a rover at KSC, then at start your rover state will be "Prelaunch", BV won't work at that state. Move your rover a little so that MET starts ticking and then BV is ready to be activated Right click on BonVoyage module (or rover cab if you use some cool rover mod listed above) Click "Pick target on map" or "Set to active target" or "Set to active waypoint" Path finding may take some time, be patient (C# is not the power horse ). You can go to map mode and see built route for inspection If path was not found in ten seconds it will break, try some closer point Click "Poehali!!!" Go to tracking station...or launch a new vessel...or do whatever you want... ?????? PROFIT!!!!!111oneoneone Some math: Power requirements calculations are really simple. Let's say you've built a rover on Malemute chassis with six Malemute Modular Wheels, each of 'em has max power consumption equal to 3.5. This means overall max consumption is 3.5 * 6 = 21. BV "requires" that your max power production is equal to 35% of max wheels' consumption 21/100*35 = 7.35 EC/s. So if your solar panels and/or RTGs provide 7.35 electric charge per second, then you're good to go. Your rover average speed will be 70% of wheels' max speed. In case of Malemute Modular Wheels it will be 35/100*70 = 24.5 m/s. Of course 7.35 charge per second is not really easy to achieve in case of rovers. What other options do you have? The answer is pretty easy: shutdown motor on two of your wheels. This will reduce power requirement to 3.5*4/100*35 = 4.9 EC/s. But beware that your rover average speed will fall to 60% - 35/100*60 = 21 m/s. If you disable two more wheels, then you power requirement will be just 3.5*2/100*35 = 2.45 EC/s, but average speed will fall to 50% - 35/100*50 = 17.5 m/s. There few things to note: Pilots, USI Scouts and crew members with Autopilot skill can increase average speed dramatically, train your crew Low on power? Your rover will be sloooow Night rides are slooooooooow Unmanned rovers are sloooooooooooooooooow There is a plan for average speed to vary according to gravity of celestial body and mass of rover. If you can propose some better math, then do it Hey man! That's too complicated! How do I build rover that just rides??? Build your rover as usual Add solar panels Add moar solar panels Grab some RTGs Don't forget couple of nuclear reactors KSPI antimatter reactors are pretty powerful, add at least one. Now for wheels: more wheels = better. Add a dozen of 'em, it does not even matter if your wheels point in different directions, just have a lot of 'em. Take your most skilled pilot and send him on vacation, he already got mental trauma while you were building the rover described above. Add probe core to your rover. Don't forget to add some powerful radiators to dissipate heat from probe core overloaded with the mess you've done building the rover described above. Done! Your rover will be able to deal with any slope and any crater in The Universe....if pathfinding algorithm won't fail first... Wanna wanna wanna: Bonus: Victims of the alpha test. Not for the faint of heart. Sponsored by HyperEdit(R) http://imgur.com/a/Zq28v Changelog: Known issues:
  21. Hello guys. So anybody here from you have managed to have working custom wheels on their spaceplanes , shuttles ? Lofi ? Nli2work ? And could you give me some hints ? Or tutorial on youtube or on twitch or something pls? I have read a lot of things like a lot of modders are giving up on new wheels models bcs they can not make them work. Thank you very much in advance.
  22. I built this Van looking thing and I put the Xl3 rover wheels on it because the other wheels would be too small.It was working just fine when I put them on (I was able to turn easily and go to speeds up to 25 m/s using the diff steering to make me go faster),but now I switched some settings to make my game run better and now the Rover can only go 5 m/s and I cant even turn the vehicle.I didn't mess with it to much except add some struts and maybe a few other things but I don't think it would affect the wheels. I understand that these wheels aren't the best for the game, but I cant use any other wheel because of how big the vehicle is.
  23. Hello, I am running KSP version 1.1.1.1250 with the mods BD armory, Hyperedit, Procedural Parts, North Kerbin Weaponry, Firespitter, and Community Ammunition Library. CAL and Firespitter are "coremods" to have the BDA add-on North Kerbin Weaponry. I am encountering a very game - braking bug that is making it unplayable. Every time any landing gear (fixed, wheels, retractable) touches the terrain at all, the entire craft explodes, even when lightly touching down from a parachute, or dropping a couple of feet from launch clamps. Is there a way to fix this? I am also fairly certain that the bug doesn't come from the mods I have.
  24. Yet another Wheel Block question

    There have been lots of questions regarding building craft and/or mods to avoid the lovely wheel blocked work around/bug/thing. However, I've been getting situations where a vehicle that doesn't have the wheel block issue later develops it. Usually mixed with the wheel moving to the upper limit of it's suspension. So it's like a suspension collapse. And it usually coincides with something like a heavy landing, so presumably it makes some sort of sense. (although the one that triggers me to ask this is a rover I sent to Duna, that was suspended by a docking port, so no forces would have been pushing the wheels up, and I didn't discover it until I got to Duna) It'd be really nice if the situation could be repaired. Like fixing a flat tire. I assume it's a cause of the wheel passing a safe distance and being blocked/locked by the code that does the wheel blocking. Can anyone think of a fix, or mod that allows suspension repair?
  25. 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!