Brikoleur

Springs would be nice... and plain unsprung unmotorised wheels

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Posted (edited)

First off bravo for Breaking Ground, you hit it out of the park. I haven't had this much fun with KSP since the Perfectly Safe Reusable Tylo Landing System.

Second, I'm missing a couple of relatively simple parts which I would submit for your consideration.

One, wheels. Plain wheels, no motors, no suspension, just something you can stick on a rotor. There are plenty of round things of course but they have a tendency to explode, so something round and less explode-y would be nice.

Two, springs. A plain coil spring you can stick between two components, which tends to do... springy stuff: want to return to its base length, but stretch and compress somewhat. It would be nice to have these in a number of lengths (part variants) and with tuneable spring strength.

(Yes I would like to make my very own suspension. Like this but ... springier, and wheelier:)

fF6KMBC.png

Edited by Brikoleur

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I just saw EJ SA retweeting a video where someone used hydraulic pistons as suspension, driving over the cawlway in an exceptionally smooth fasion.

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They work well as dampers but I haven't managed to make them work as springs.

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Addendum: I figured out how to use servos as springs. It's not ideal but good enough to get the job done without massively complicating things. I still think springs would be a good idea, and unsprung but robust wheels would definitely be a good idea and greatly expand the possibilities of what we're doing.

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30 minutes ago, Brikoleur said:

and unsprung but robust wheels

Unfortunately it is a limitation of the Unity WheelCollider that it has to have a spring value (might actually be a PhysX limitation, unsure).

With Unity4 you used to be able to define wheel-colliders with zero-length suspension.  With Unity5+ (2017/2018/2019) this no longer works.

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No-one said they wanted the Unity WheelCollider, though.

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It could still use the WheelCollider. It would make sense to have a small spring value to simulate a tyre. Tyres are springy. The basic point is that they shouldn't be explodey and it should be possible to attach them to an electric rotor, now that we have them. A bit of bounce wouldn't hurt.

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Posted (edited)
On 6/4/2019 at 6:39 AM, Brikoleur said:

One, wheels. Plain wheels, no motors, no suspension, just something you can stick on a rotor.

I need this in my life! excellent suggestion. this would be so much fun. keep the traction and friction tweaking though. we can do the rest with robotic parts.

On 6/4/2019 at 6:47 AM, Kerbart said:

someone used hydraulic pistons as suspension, driving over the cawlway in an exceptionally smooth fasion.

hahahah this would be me Good ser. I usually  only post stuff to the KSP group on FB. The hour I got the new DLC's and saw that hydraulic pistons had tweakable force settings, had to do suspensions. unfortunately ksp stock wheels can't be set to "brick" performance.

https://www.facebook.com/groups/KerbalSpaceProgram/permalink/2343586499032004/

Edit: i am incorrect. The dates do not match. I just happened to do the exact same thing

Edited by Dundrogen
Proof of statement. Realize the date of the post made it impossible for it to be my vid

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