theonegalen Posted August 13, 2020 Share Posted August 13, 2020 On 8/8/2020 at 10:46 PM, blackheart612 said: Thank you informing me, I'll check them out soon as I get the time! Having done some more testing: the wheels aren't going to take too much work. The cfg code for moduleWheelMotor has switched to being based on "maxRpm" and "driveResponse" from "maxSpeed" and... something else? I can't really remember. Anyway, it's not going to require any remodeling or re-importing of the models; a simple copy/paste from the new moduleWheelMotor code in the stock wheels fixed it for now. You might want to look at it just to see what kind of RPM or torqueCurve you want to do for yourself; I'm not sure what the original performance of your wheels was intended to be. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted August 15, 2020 Author Share Posted August 15, 2020 On 8/13/2020 at 8:57 AM, theonegalen said: Having done some more testing: the wheels aren't going to take too much work. The cfg code for moduleWheelMotor has switched to being based on "maxRpm" and "driveResponse" from "maxSpeed" and... something else? I can't really remember. Anyway, it's not going to require any remodeling or re-importing of the models; a simple copy/paste from the new moduleWheelMotor code in the stock wheels fixed it for now. You might want to look at it just to see what kind of RPM or torqueCurve you want to do for yourself; I'm not sure what the original performance of your wheels was intended to be. I've actually tested my wheels before checking the configs, I tested them on a base 1.10 install. They seem to be working fine? And the consumption is still pretty much as much I wanted them to be... Do you happen to have other mods installed that might affect this instead? Quote Link to comment Share on other sites More sharing options...
Crossman Posted August 15, 2020 Share Posted August 15, 2020 (edited) 3 hours ago, blackheart612 said: I've actually tested my wheels before checking the configs, I tested them on a base 1.10 install. They seem to be working fine? And the consumption is still pretty much as much I wanted them to be... Do you happen to have other mods installed that might affect this instead? They work fine for me too even with ~190 Mods installed. 000_AT_Utils 000_ClickThroughBlocker 000_Toolbar 000_USITools 001_ToolbarControl 0Harmony.1.2.0.1.dll 666_ModuleManagerWatchDog.dll 999_KSP-Recall Ablative-Airbrake AECS_Motion_Suppressor AirlockPlus AirplanePlus AnimatedDecouplers AntennaHelper AntennaSleep AquilaEnterprises ASET AtmosphereAutopilot AviationLights B9PartSwitch BahaSP barge Benjee10_sharedAssets Benjee10_X-37B BetterBurnTime BetterCrewAssignment BonVoyage Bumblebee CanadarmContinued Chatterer ComfortableLanding CommNetAntennasConsumptor CommNetAntennasExtension CommNetAntennasInfo CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTraitIcons ConformalDecals ConnectedLivingSpace ContractConfigurator ContractPacks Cormorant Aeronology CrowdSourcedScience CryoEngines CryoTanks CTN CustomPreLaunchChecks DatedQuickSaves Delivery DeployableEngines Diazo DistantObject DMagicScienceAnimate DMagicUtilities DockSafe DodoLabs DynamicBatteryStorage EasyBoard EasyVesselSwitch EnbyKerbs EnvironmentalVisualEnhancements EvaFollower Extras-Consumptor FairingFix FASA Firespitter FlagRotate FMRS Grounded HafCo HeatControl HGR HullCameraVDS IDFlags Interkosmos JanitorsCloset KAS KeR-7 KerbalAtomics KerbalizedDecals KerbalizedFlagpack KerbalJointReinforcement KerbalKonstructs KerbalKonstructs-WaterLaunchSites KerbalReusabilityExpansion KerbalTubes KerbetrotterLtd KerbinSideRemastered Kerbonov KermangeddonIndustries KGEx KipEng KIS KronalVesselViewer KSCExtended KSCFloodlight KSCHarbor KSP-AVC KspCraftOrganizer KSPDev KSPModFileLocalizer.dll KSPRescuePodFix KSPUpgradeScriptFix.dll KWRocketry LaunchNumbering LightsOut ManeuverNodeEvolved MarkIVSystem MissingHistory MK1CabinHatch MOARdV Modlist.txt ModRocketSys ModuleAnimateGenericEffects ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree ModuleManagerWatchDog MyStuff NavBallDockingAlignmentIndicatorCE NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA notes Omega's_Spacex_Style_Landingpads OpenCockpit OSSNTR PartWizard PersistentRotation PhoenixIndustries PlanetaryBaseInc PlanetaryDomes PlanetShine PlanetWiki_v4.1.ksp PortraitStats QuizTechAeroContinued RaginCaucasian RCSBuildAid RealChute RealPlume RealPlume-Stock ReentryParticleEffectRenewed RemoteTechRedev REPOSoftTech ResonantOrbitCalculator ReStock ReStockPlus RetractableLiftingSurface RoutineMissionManager SafeChute SCANsat scatterer SDHI Shabby SHED ShipEffectsContinued ShipManifest SimpleAdjustableFairings SimpleAdjustableFairings-KWRocketry SmartParts SmokeScreen SoundtrackEditorForked spacetux SpaceTuxLibrary Squad SquadExpansion StationPartsExpansionRedux StockVisualEnhancements SurfaceLights TarsierSpaceTech TextureReplacer ThrottleControlledAvionics ThrottleLimitExtended ThunderAerospace TM4KSP toolbar-settings.dat TrackingStationEvolved Trajectories TriggerTech TrimIndicators TundraExploration TundraSpaceCenter TundraTechnologies TurboNisuReloaded UmbraSpaceIndustries WaypointManager WildBlueIndustries WindTunnel WorldStabilizer Wwwwwwwww [x] Science! XyphosAerospace Edited August 15, 2020 by Crossman Quote Link to comment Share on other sites More sharing options...
theonegalen Posted August 15, 2020 Share Posted August 15, 2020 9 hours ago, blackheart612 said: I've actually tested my wheels before checking the configs, I tested them on a base 1.10 install. They seem to be working fine? And the consumption is still pretty much as much I wanted them to be... Do you happen to have other mods installed that might affect this instead? I did not have any other wheel mods installed at the time of testing; I installed Kerbal Foundries and KSPwheel afterwards. When I changed the cfg, the wheels started working. I'll try again on a simpler install. Quote Link to comment Share on other sites More sharing options...
kyklop Posted November 16, 2020 Share Posted November 16, 2020 ZIL-4906 Siňaja ptica - Grounded mod moded Quote Link to comment Share on other sites More sharing options...
kyklop Posted November 20, 2020 Share Posted November 20, 2020 (edited) first prototyp... Sooo tired.... ZIL-4906 must can swim. And can Swim. Realy fast... 47,5km/h one problem - kerbal can not get out of the vehicle, all common doors are blocked by construction .... edit: solved Edited November 21, 2020 by kyklop Quote Link to comment Share on other sites More sharing options...
kyklop Posted November 22, 2020 Share Posted November 22, 2020 (edited) Search and rescue squad is ready.... Edited November 22, 2020 by kyklop Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted November 22, 2020 Share Posted November 22, 2020 @kyklop Where did you get the blue texture? Quote Link to comment Share on other sites More sharing options...
kyklop Posted November 22, 2020 Share Posted November 22, 2020 I rework it from blackheart612 original. This one - BlueBird Blue - and similar Firefighter Red. Quote Link to comment Share on other sites More sharing options...
kyklop Posted November 23, 2020 Share Posted November 23, 2020 (edited) ZIL-4906 Sinyaya Ptitsa (Blue Bird) - final? version Vehicle redesigned to approximately correct dimensions and proportions. Edited November 23, 2020 by kyklop Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 24, 2020 Share Posted November 24, 2020 On 11/23/2020 at 7:11 AM, kyklop said: ZIL-4906 Sinyaya Ptitsa (Blue Bird) - final? version Vehicle redesigned to approximately correct dimensions and proportions. The antennas as wipers is brilliant! Nice job Quote Link to comment Share on other sites More sharing options...
kyklop Posted November 26, 2020 Share Posted November 26, 2020 (edited) Lifting complete Move, drop down ... and lock! Secured by automatic grabing unit We made IT! New color (but not too/soo better) A pair of waterjets - and floats covering the entire chassis credits go to blackheart612 Edited November 26, 2020 by kyklop Quote Link to comment Share on other sites More sharing options...
theonegalen Posted November 26, 2020 Share Posted November 26, 2020 Fantastic @kyklop - I'm going to have to make some of these next time Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 11, 2020 Share Posted December 11, 2020 @blackheart612 You may want to update the thread title to indicate compatibility with 1.8, 1.9, 1.10, or at least just 1.10. Quote Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted December 11, 2020 Share Posted December 11, 2020 (edited) I've been playing around with this mod and I think we need some roadster/convertible pieces... you know why. Edited December 16, 2020 by Nitrous Oxide In case it wasn't obvious Quote Link to comment Share on other sites More sharing options...
HyperDraco Posted December 13, 2020 Share Posted December 13, 2020 On 12/12/2020 at 2:39 AM, Nitrous Oxide said: I've been playing around with this mod and I think we need some roadster/convertible pieces... you know why. I like your style. Can't wait to create a roadster to alongside my other 4 wheeled speedy creations. Quote Link to comment Share on other sites More sharing options...
blackheart612 Posted December 13, 2020 Author Share Posted December 13, 2020 On 12/11/2020 at 9:29 PM, linuxgurugamer said: @blackheart612 You may want to update the thread title to indicate compatibility with 1.8, 1.9, 1.10, or at least just 1.10. True enough, it should work theoretically so I changed the title. If anybody encounters a problem, tell me so I'll know Quote Link to comment Share on other sites More sharing options...
kyklop Posted December 14, 2020 Share Posted December 14, 2020 all my screenshots here are from KSP 1.10. Its works fine. Quote Link to comment Share on other sites More sharing options...
evileye.x Posted December 25, 2020 Share Posted December 25, 2020 Patch for Rocket Sound Enhancement to add M2 wheel sounds to all Grounded wheels. Not only electric motor sounds, but also screeching , etc. RSE is amazing KSP sound overhaul, highly recommended. Quote Link to comment Share on other sites More sharing options...
Ruedii Posted December 25, 2020 Share Posted December 25, 2020 Could we get container module for the new stock building parts? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted December 25, 2020 Share Posted December 25, 2020 12 hours ago, evileye.x said: Patch for Rocket Sound Enhancement to add M2 wheel sounds to all Grounded wheels. Not only electric motor sounds, but also screeching , etc. RSE is amazing KSP sound overhaul, highly recommended. Nice! ty. Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted March 4, 2021 Share Posted March 4, 2021 The basic units work more or less as is so far in KSP 1.11.1 Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted March 18, 2021 Share Posted March 18, 2021 Tesla-like parts upcoming? I'LL PAY YOU FOR THIS! Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted May 5, 2021 Share Posted May 5, 2021 (edited) -snip- Edited May 5, 2021 by Autolyzed Yeast Extract issue resolved Quote Link to comment Share on other sites More sharing options...
ColdJ Posted June 21, 2021 Share Posted June 21, 2021 Just found your mod. Thank you for your excellent work. Quote Link to comment Share on other sites More sharing options...
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