Catto Posted March 24, 2020 Share Posted March 24, 2020 It doesn't work for 1.9 or 1.8 It freezes when it gets to the end on "Verifying expansion breaking ground serenity." Quote Link to comment Share on other sites More sharing options...
dtoxic Posted March 24, 2020 Share Posted March 24, 2020 21 minutes ago, siklidkid said: It doesn't work for 1.9 or 1.8 It freezes when it gets to the end on "Verifying expansion breaking ground serenity." If you have Mechjeb and Fireslitter first remove Firespitter and try see how it goes, KSPWheel works fine here for me on 1.9.1 If it still lock up start removing Mod by Mod (every one that has a *.dll) rinse and repeat Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted April 6, 2020 Share Posted April 6, 2020 On 2/13/2020 at 4:03 AM, lo-fi said: Awww shucks! It was worth losing a year to KSP modding, I still get a kick out of seeing stuff I had a hand in creating getting used and enjoyed. Big thanks to @Shadowmage as ever for picking up the torch. Doing great thanks, working with wheels in the real world leading a team overhauling a steam locomotive. Keeps me just as busy! Indeed, our new fearless leader has kept up the mod really well despite other more demanding projects he has up his sleeve. You and your locomotives... it's gonna take you out of this world someday. Mark my words. On 12/13/2019 at 7:33 AM, Dundrogen said: @Shadowmage you did say my imagination was the limit to wheel rigs lol just to give you some context of why i was asking to alternate wheel rotation positions earlier. quite self explanatory from the rig. i realised during testing that steering changes the esthetic rpm so just turning the wheel changed its' rotational position to make the rig more believable. God damn i love KSPwheel. Ah ha! I see what's going on here... the "legs" are just wheels that have their "turning" animation tuned to a sequence that imitates "walking" across the landscape. Well played! Almost had me fooled. Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 9, 2020 Share Posted May 9, 2020 I was wondering if I could get a bit of help with a patch I'm writing to add KSPWheels to stock (and a few other mods). Seems to work great on the ones I've done so far, except the stock fixed gear. The gear itself performs great, but the rolling animation flops around oddly. It's hard to show on a static image but you can sort of see the ghosting as the wheel wobbles here: Basically it oscillates as if the axle is off centre. I noticed that the "wheelcollider" and "wheelpivot" are not aligned in the model. There's a wheelColliderOffset field in the KSPWheelBase which I thought might fix it but seems to have no effect. So I was wondering if anyone had any ideas or could point me in the right direction? Quote Link to comment Share on other sites More sharing options...
Rodger Posted May 9, 2020 Share Posted May 9, 2020 If the issue is the wheel axis is misaligned, maybe just disable the rolling animation? You don’t see much of the wheel after all. Otherwise it might be possible to provide a “fixed” replacement .mu file Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 9, 2020 Share Posted May 9, 2020 (edited) 5 hours ago, Rodger said: If the issue is the wheel axis is misaligned, maybe just disable the rolling animation? You don’t see much of the wheel after all. Otherwise it might be possible to provide a “fixed” replacement .mu file Turning off the roll animation didn't seem to do anything, but setting suspension travel to 0 seemed to fix it. But that makes the brakes have virtually no effect... I'm trying to fine tune to see if I can get working brakes and wheels that don't flop around at the moment. Thanks. EDIT: Ha, I was using the wrong object for wheel rotation. Genius with a capital J. Edited May 9, 2020 by Citizen247 Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted May 28, 2020 Share Posted May 28, 2020 (edited) On 5/9/2020 at 9:25 AM, Citizen247 said: Turning off the roll animation didn't seem to do anything, but setting suspension travel to 0 seemed to fix it. But that makes the brakes have virtually no effect... I'm trying to fine tune to see if I can get working brakes and wheels that don't flop around at the moment. Thanks. EDIT: Ha, I was using the wrong object for wheel rotation. Genius with a capital J. Have you had any luck with the stock patches? I've tried the ones I found on the Kerbal Foundris github, and they don't seem to function. Meanwhile, I've tried rewriting them myself, but I can't get the retractable landing gear to , well... retract, or steer/sit on the surface of the ground/rotate... Ugh. Edited May 28, 2020 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted May 28, 2020 Share Posted May 28, 2020 35 minutes ago, AccidentalDisassembly said: Have you had any luck with the stock patches? Stock packages are no longer supported. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted May 28, 2020 Share Posted May 28, 2020 Just now, 0111narwhalz said: Stock packages are no longer supported. Not sure what you're referring to; I am aware that the stock patches on the github repository aren't supported, hence they don't work, hence why I tried rewriting them myself. @Citizen247 indicated in his post that s/he was writing patches for the stock parts, and I was curious to know if he had has luck with the stock patches s/he was writing or already wrote. Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted May 28, 2020 Share Posted May 28, 2020 4 minutes ago, AccidentalDisassembly said: Not sure what you're referring to; I am aware that the stock patches on the github repository aren't supported, hence they don't work, hence why I tried rewriting them myself. @Citizen247 indicated in his post that s/he was writing patches for the stock parts, and I was curious to know if he had has luck with the stock patches s/he was writing or already wrote. I misunderstood. Carry on. Quote Link to comment Share on other sites More sharing options...
Citizen247 Posted May 29, 2020 Share Posted May 29, 2020 On 5/28/2020 at 3:56 AM, AccidentalDisassembly said: Have you had any luck with the stock patches? I've tried the ones I found on the Kerbal Foundris github, and they don't seem to function. Meanwhile, I've tried rewriting them myself, but I can't get the retractable landing gear to , well... retract, or steer/sit on the surface of the ground/rotate... Ugh. I've only really been looking at landing gear, but I have got patches that appear to work. Though TBH with a few exceptions most of them are pretty much identical to the Foundries patches so YMMV. Anyway you can try the following in a cfg: //LY-05 Steerable Landing Gear @PART[GearFree]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = -0.075 wheelRadius = 0.198 wheelMass = 0.04 suspensionTravel = 0.05 maxLoadRating = 5 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension suspensionOffset = -0.18 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelSteering steeringName = SteeringPivot maxSteeringAngle = 20 steeringAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //LY-01 Fixed Landing Gear @PART[GearFixed]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.2 wheelMass = 0.04 suspensionTravel = 0.09 maxLoadRating = 8 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = WheelPivot //WheelCollider //WheelPivot rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension //suspensionName = WheelPivot wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 12 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = WheelPivot //bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'small' gear @PART[SmallGearBay]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.12 wheelRadius = 0.18 wheelMass = 0.1 suspensionTravel = 0.12 maxLoadRating = 8 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = WheelPivot rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.10 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelSteering steeringName = SteeringPivot maxSteeringAngle = 25 steeringAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearSmallDeploy tempColliderName = deployTgt tempColliderOffset = 0.10 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'medium' gear @PART[GearSmall]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.2 wheelRadius = 0.2375 wheelMass = 0.15 suspensionTravel = 0.2 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = WheelPivot rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.1875 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelSteering steeringName = SteeringPivot maxSteeringAngle = 25 steeringAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearMediumDeploy tempColliderName = deployTgt tempColliderOffset = 0.275 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'large' gear @PART[GearMedium]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelBogey]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = -0.277 wheelRadius = 0.3 wheelMass = 0.2 suspensionTravel = 0.25 maxLoadRating = 20 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheels1 rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation wheelMeshName = wheels2 rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.25 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearLargeDeploy tempColliderName = deployTgt tempColliderOffset = -0.25 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBogey bogeyName = WheelBogey bogeyRotAxis = 1, 0, 0 bogeyUpAxis = 0, 1, 0 bogeyFwdAxis = 0, 0, 1 restingRotation = -25 } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'extra-large' gear @PART[GearLarge]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelBogey]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0 wheelRadius = 0.3 wheelMass = 0.3 suspensionTravel = 0.527 maxLoadRating = 20 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheels1 rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation wheelMeshName = wheels2 rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation wheelMeshName = wheels3 rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.50 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearExtraLargeDeploy2 tempColliderName = deployTgt tempColliderOffset = 0 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBogey bogeyName = WheelBogey bogeyRotAxis = 1, 0, 0 bogeyUpAxis = 0, 1, 0 bogeyFwdAxis = 0, 0, 1 restingRotation = -25 } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted May 30, 2020 Share Posted May 30, 2020 (edited) 20 hours ago, Citizen247 said: I've only really been looking at landing gear, but I have got patches that appear to work. Though TBH with a few exceptions most of them are pretty much identical to the Foundries patches so YMMV. Anyway you can try the following in a cfg: //LY-05 Steerable Landing Gear @PART[GearFree]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = -0.075 wheelRadius = 0.198 wheelMass = 0.04 suspensionTravel = 0.05 maxLoadRating = 5 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheel rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = suspension suspensionOffset = -0.18 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelSteering steeringName = SteeringPivot maxSteeringAngle = 20 steeringAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //LY-01 Fixed Landing Gear @PART[GearFixed]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.065 wheelRadius = 0.2 wheelMass = 0.04 suspensionTravel = 0.09 maxLoadRating = 8 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = WheelPivot //WheelCollider //WheelPivot rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension //suspensionName = WheelPivot wheelColliderName = WheelCollider suspensionOffset = 0 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes wheelColliderName = WheelCollider maxBrakeTorque = 12 } MODULE { name = KSPWheelDamage wheelColliderName = WheelCollider wheelName = WheelPivot //bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'small' gear @PART[SmallGearBay]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.12 wheelRadius = 0.18 wheelMass = 0.1 suspensionTravel = 0.12 maxLoadRating = 8 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = WheelPivot rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.10 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelSteering steeringName = SteeringPivot maxSteeringAngle = 25 steeringAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearSmallDeploy tempColliderName = deployTgt tempColliderOffset = 0.10 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'medium' gear @PART[GearSmall]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelSteering]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0.2 wheelRadius = 0.2375 wheelMass = 0.15 suspensionTravel = 0.2 maxLoadRating = 10 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = WheelPivot rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.1875 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelSteering steeringName = SteeringPivot maxSteeringAngle = 25 steeringAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearMediumDeploy tempColliderName = deployTgt tempColliderOffset = 0.275 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'large' gear @PART[GearMedium]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelBogey]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = -0.277 wheelRadius = 0.3 wheelMass = 0.2 suspensionTravel = 0.25 maxLoadRating = 20 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheels1 rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation wheelMeshName = wheels2 rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.25 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearLargeDeploy tempColliderName = deployTgt tempColliderOffset = -0.25 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBogey bogeyName = WheelBogey bogeyRotAxis = 1, 0, 0 bogeyUpAxis = 0, 1, 0 bogeyFwdAxis = 0, 0, 1 restingRotation = -25 } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } //this is actually the 'extra-large' gear @PART[GearLarge]:FOR[ZZZ-MoS-Tweaks]:NEEDS[KSPWheel] { -MODULE[ModuleWheelBase]{} -MODULE[ModuleWheelSuspension]{} -MODULE[ModuleWheelBrakes]{} -MODULE[ModuleWheelDeployment]{} -MODULE[ModuleWheelBogey]{} -MODULE[ModuleWheelDamage]{} MODULE { name = KSPWheelBase wheelColliderName = WheelCollider wheelColliderOffset = 0 wheelRadius = 0.3 wheelMass = 0.3 suspensionTravel = 0.527 maxLoadRating = 20 maxSpeed = 300 } MODULE { name = KSPWheelRotation wheelMeshName = wheels1 rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation wheelMeshName = wheels2 rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation wheelMeshName = wheels3 rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension suspensionName = SuspensionPivot suspensionOffset = -0.50 suspensionAxis = 0,1,0 } MODULE { name = KSPWheelBrakes maxBrakeTorque = 12 } MODULE { name = KSPWheelDeployment animationName = LandingGearExtraLargeDeploy2 tempColliderName = deployTgt tempColliderOffset = 0 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } MODULE { name = KSPWheelBogey bogeyName = WheelBogey bogeyRotAxis = 1, 0, 0 bogeyUpAxis = 0, 1, 0 bogeyFwdAxis = 0, 0, 1 restingRotation = -25 } MODULE { name = KSPWheelDamage wheelName = wheel bustedWheelName = bustedwheel } MODULE { name = KSPWheelDustEffects } -MODULE[TweakScale],* {} } Well, these work 100% better than the ones I tried - maybe I goofed by not removing TweakScale or something. One thing I do notice is that the patched stock gear jitter and bounce around quite a lot (under certain circumstance I can't figure out, but not all the time) while stationary or moving, have you noticed this as well? EDIT: For kicks, tried patching the RoveMax XL3 - results in the image. No clue why the top suspension part thing is scaled down due to the KF patch (unpatched stock part on the left for reference). Mysteries. Edited May 30, 2020 by AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
ViciousStarFish Posted July 1, 2020 Share Posted July 1, 2020 Is it possible to update the CKAN description of this mod to include "This is not a parts mod. It is used by Mod developers." With respect. I am building to asking CKAN team to implement catagories, and may find it's underway, but have seen this mod as very popular and I am curious how you submit to CKAN, and the description process. I'm learning and open to suggestions, thanks. Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted July 1, 2020 Share Posted July 1, 2020 (edited) 16 hours ago, ViciousStarFish said: Is it possible to update the CKAN description of this mod to include "This is not a parts mod. It is used by Mod developers." With respect. I am building to asking CKAN team to implement catagories, and may find it's underway, but have seen this mod as very popular and I am curious how you submit to CKAN, and the description process. I'm learning and open to suggestions, thanks. Shadowmage does not handle CKAN registration (and has in the past been somewhat adverse to it). Go to the CKAN team instead. Edited July 1, 2020 by 0111narwhalz Quote Link to comment Share on other sites More sharing options...
아무생각 Posted July 20, 2020 Share Posted July 20, 2020 On 2019. 11. 14. at 오전 8시 37분, SpannerMonkey(smce) said: 나는 휠 포르노를 좋아한다. 특히 당신이 할 수 있기 때문에, 좋은 친구 hi spanner monkey! i want download SM armory but i cant access.What happen to SMarmory? Quote Link to comment Share on other sites More sharing options...
ViciousStarFish Posted November 28, 2020 Share Posted November 28, 2020 Thank you. I have learned a few things since this post and your input helps me understand better. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2021 Share Posted January 18, 2021 @Shadowmage Having a small problem. I'm looking at the REKT mod, and I am seeing the following error: In the Editor and entering the Flight scene, upon creating the part with the wheels: 93172 Module KSPWheelDeployment threw during OnStart: System.IndexOutOfRangeException: Index was outside the bounds of the array. 93173 at KSPWheel.KSPWheelDeployment.postControllerSetup () [0x000bb] in <a7d74310cb9149c3813872450a43f727>:0 93174 at KSPWheel.KSPWheelSubmodule.initializeController () [0x00057] in <a7d74310cb9149c3813872450a43f727>:0 93175 at KSPWheel.KSPWheelSubmodule.OnStart (PartModule+StartState state) [0x00016] in <a7d74310cb9149c3813872450a43f727>:0 93176 at KSPWheel.KSPWheelDeployment.OnStart (PartModule+StartState state) [0x00000] in <a7d74310cb9149c3813872450a43f727>:0 93177 at Part.ModulesOnStart () [0x00120] in <c1858a3f77504bd1aaa946fdccf84670>:0 Other than that, it seems to work, the wheels deploy and retract normally. Is this a problem, and even if not, how do I stop it from happening? Thanks Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted January 18, 2021 Author Share Posted January 18, 2021 38 minutes ago, linuxgurugamer said: @Shadowmage Having a small problem. I'm looking at the REKT mod, and I am seeing the following error: In the Editor and entering the Flight scene, upon creating the part with the wheels: 93172 Module KSPWheelDeployment threw during OnStart: System.IndexOutOfRangeException: Index was outside the bounds of the array. 93173 at KSPWheel.KSPWheelDeployment.postControllerSetup () [0x000bb] in <a7d74310cb9149c3813872450a43f727>:0 93174 at KSPWheel.KSPWheelSubmodule.initializeController () [0x00057] in <a7d74310cb9149c3813872450a43f727>:0 93175 at KSPWheel.KSPWheelSubmodule.OnStart (PartModule+StartState state) [0x00016] in <a7d74310cb9149c3813872450a43f727>:0 93176 at KSPWheel.KSPWheelDeployment.OnStart (PartModule+StartState state) [0x00000] in <a7d74310cb9149c3813872450a43f727>:0 93177 at Part.ModulesOnStart () [0x00120] in <c1858a3f77504bd1aaa946fdccf84670>:0 Other than that, it seems to work, the wheels deploy and retract normally. Is this a problem, and even if not, how do I stop it from happening? Thanks Hmm.. the array that is having the issue is likely the array of wheel colliders. Quite possibly an incorrect wheel collider index specified in the configs. Would you mind posting those up so that I could take a peek? In general if one of my mods throws a null-ref or out-of-bounds exception, it is a problem, and is likely to cascade to other issues especially if it happens during initialization such as this. I think the only way to 'fix' it will be to find out what is causing it and correct it (likely an incorrect config, but could be some obscure and as-yet-undiscovered issue with the code). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 18, 2021 Share Posted January 18, 2021 59 minutes ago, Shadowmage said: Hmm.. the array that is having the issue is likely the array of wheel colliders. Quite possibly an incorrect wheel collider index specified in the configs. Would you mind posting those up so that I could take a peek? In general if one of my mods throws a null-ref or out-of-bounds exception, it is a problem, and is likely to cascade to other issues especially if it happens during initialization such as this. I think the only way to 'fix' it will be to find out what is causing it and correct it (likely an incorrect config, but could be some obscure and as-yet-undiscovered issue with the code). This is from the REKT mod, the part is the OTAV Core. Here you go: Spoiler PART { // --- general parameters --- name = rektOTAVcore2 module = Part author = steedcrugeon, CobaltWolf, Dboi88 // --- asset parameters --- MODEL { model = SHED/REKT/Parts/OTAV/OTAVmain/rektOTAVcore2 } scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z //node_stack_bottom = 0.0, -1.05, 0.0, 0.0, -1.0, 0.0, 1 //node_stack_top = 0.0, 1.2, 0.0, 0.0, 1.0, 0.0, 0 NODE { name = bottomNode transform = bottomNode size = 1 method = FIXED_JOINT } NODE { name = doorNode transform = dockPoint size = 0 method = FIXED_JOINT } NODE { name = brakeNode transform = upperNode size = 0 method = FIXED_JOINT } NODE { name = rocketNode transform = rocketNodeB size = 0 method = FIXED_JOINT } NODE { name = portWing1Node transform = portNode1 size = 0 method = FIXED_JOINT } //NODE // { // name = portWing2Node // transform = portNode2 // size = 0 // method = FIXED_JOINT // } NODE { name = stbdWing1Node transform = stbdNode1 size = 0 method = FIXED_JOINT } //NODE // { // name = stbdWing2Node // transform = stbdNode2 // size = 0 // method = FIXED_JOINT // } NODE { name = flapNode1 transform = flapNodeStbdA size = 0 method = FIXED_JOINT } NODE { name = flapNode2 transform = flapNodePortA size = 0 method = FIXED_JOINT } bulkheadProfiles = size1 CoPOffset = 0.0, 0.15, -0.175 CoLOffset = 0.0, -0.25, -0.25 //CenterOfBuoyancy = 0.0, 0.5, 0.0 //CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.8 buoyancyUseSine = False // --- FX definitions --- // --- Sound FX Definitions --- // --- editor parameters --- TechRequired = survivability entryCost = 50000 cost = 15000 category = Pods subcategory = 0 title = #autoLOC_OTAV_0000 manufacturer = #autoLOC_REKT_0000 description = #autoLOC_OTAV_0001 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.05 dragModelType = default //maximum_drag = 0.2 //minimum_drag = 0.15 angularDrag = 2 crashTolerance = 30 maxTemp = 1800 skinMaxTemp = 2400 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default vesselType = Ship // --- internal setup --- CrewCapacity = 1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque otav rekt INTERNAL { name = OTAVinternal } // - - - MANNED POD STUFF - - - MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 RESOURCE { name = ElectricCharge rate = 0.35 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = #autoLOC_502009 resetActionName = #autoLOC_502010 reviewActionName = #autoLOC_502200 useStaging = False useActionGroups = False hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = #autoLOC_502201 storeActionName = #autoLOC_502202 evaOnlyStorage = True storageRange = 1.3 } // - - - LIFTING SURFACE - - - MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.78 omnidirectional = false dragAtMaxAoA = 0.1 dragAtMinAoA = 0.03 } // - - - RESORCES - - - RESOURCE { name = ElectricCharge amount = 80 maxAmount = 80 } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } // - - - DOCKING HATCH - - - MODULE { name = ModuleDockingNode nodeTransformName = dockPoint nodeType = sizeEP stagingEnabled = False } // - - - KSPWheel - - - MODULE { name = KSPWheelBase WHEEL { colliderName = colliderPort radius = 0.02 mass = 0.04 travel = 0.1 } WHEEL { colliderName = colliderStbd radius = 0.02 mass = 0.04 travel = 0.1 } suspensionTarget = 0.0 loadRating = 1 minLoadRating = 0.25 maxLoadRating = 3 maxSpeed = 150 } MODULE { name = KSPWheelRotation baseModuleIndex = 0 wheelIndex = 0 wheelMeshName = wheel2Port //port side wheel mesh rotationAxis = 1,0,0 } MODULE { name = KSPWheelRotation baseModuleIndex = 0 wheelIndex = 1 wheelMeshName = wheel2Stbd //stbd side wheel mesh rotationAxis = 1,0,0 } MODULE { name = KSPWheelSuspension baseModuleIndex = 0 wheelIndex = 0 suspensionName = suspensionStrutPort suspensionOffset = -0.1 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelSuspension baseModuleIndex = 0 wheelIndex = 1 suspensionName = suspensionStrutStbd suspensionOffset = -0.1 suspensionAxis = 0, 1, 0 } MODULE { name = KSPWheelBrakes baseModuleIndex = 0 wheelIndex = 0 maxBrakeTorque = 9 brakeResponse = 2 } MODULE { name = KSPWheelBrakes baseModuleIndex = 0 wheelIndex = 1 maxBrakeTorque = 9 brakeResponse = 2 } MODULE { name = KSPWheelDeployment animationName = deployGear tempColliderName = portDplyTgt,stbdDplyTgt tempColliderOffset = 0.1 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed } // - - - SUNDRIES - - - MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleJettison jettisonName = fairingBase bottomNodeName = bottomNode isFairing = true jettisonedObjectMass = 0.05 jettisonForce = 15 jettisonDirection = 0 0 1 menuName = #autoLOC_OTAV_0002 stagingEnabled = false checkBottomNode = false } MODULE { name = ModuleJettison jettisonName = fairingLooseUpper bottomNodeName = doorNode isFairing = true jettisonedObjectMass = 0.05 jettisonForce = 15 jettisonDirection = 0 1 0 menuName = #autoLOC_OTAV_0002 stagingEnabled = false checkBottomNode = false } MODULE { name = ModuleJettison jettisonName = fairingLoose bottomNodeName = doorNode isFairing = true jettisonedObjectMass = 0.05 jettisonForce = 15 jettisonDirection = 0 -1 0 menuName = #autoLOC_OTAV_0002 stagingEnabled = false checkBottomNode = false } } Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted January 18, 2021 Author Share Posted January 18, 2021 38 minutes ago, linuxgurugamer said: This is from the REKT mod, the part is the OTAV Core. Here you go: Thanks for posting it. The only thing I can think of is the 'baseModuleIndex' is somehow interfering with the initialization process; specifying that config line should only be needed when there are multiple KSPWheelBase modules present. You might try removing those lines from the relevant PartModule nodes and see if it corrects the problem. If that doesn't resolve it, it will take some (probably minor) debugging work to figure out where and why it is failing. Likely that the issue is a simple omission or typo in either the code or configs that I'm not seeing from my brief review (though I am a bit out-of-touch with the code having not worked on it in awhile). If removing the config line doesn't solve it, let me know and I can see about finding some time to investigate. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted November 12, 2022 Share Posted November 12, 2022 Is this mod still a thing in KSP 1.12.3? Quote Link to comment Share on other sites More sharing options...
Manul Posted November 12, 2022 Share Posted November 12, 2022 2 hours ago, New Horizons said: Is this mod still a thing in KSP 1.12.3? Why not? Tracks spontaneously get ripped off from a vehicle but they had been doing this since ksp v1.8 or even earlier Quote Link to comment Share on other sites More sharing options...
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