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RollKage


angusmcbeth
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Yeah, I'll have to look at that later. Right now I'm more worried about developing a method to carry the bloody rover places.

18 m/s...is not right though. That last time it had no trouble steering up to over 30 m/s...no idea what that was all about lol.

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Well, I tried the 120% wheels out on the Mun. That's funny. They slip and slide like crazy still, which actually comes out to an advantage at times.

Get a bit sideways, and instead of catching and flipping you over, they still skid, even on 120%. at least with my rover design, which is pretty low and wide.

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I just happened to catch air when I hit screenshot. Meh. Went down a crater rim-wall, it was very smooth so I just went for it. That was the result.

I end up steering with the reaction wheels instead of the actual wheels when I'm at speed, which seems to work okay. Only had one major crash and that was my own dumb fault:

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I went over a crater rim edge at 40+ m/s and caught serious air. It wasn't even that big of a crater. The impact knocked both Jeb and Bill out of their seats (and eventually out of the rollcages), but survived.

Controllability is decent as is hillclimbing so far, despite the lower gravity.

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What I do to cruise on the Mun or Duna is first find a flat spot, then turn on SAS so it remembers the level orientation, then just hit full throttle (wheel throttle). This way if you hit a bump and starts flying off the SAS will automatically level out and point you toward the right direction before you land. I used to be able to cruise all day without touching anything at 40m/s, then they added crazy craters on the Mun so now I have to slow down a bit.

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What I do to cruise on the Mun or Duna is first find a flat spot, then turn on SAS so it remembers the level orientation, then just hit full throttle (wheel throttle). This way if you hit a bump and starts flying off the SAS will automatically level out and point you toward the right direction before you land. I used to be able to cruise all day without touching anything at 40m/s, then they added crazy craters on the Mun so now I have to slow down a bit.

Yeah, I was doing that. If there's no craters 40 m/s works fine, if there are Bill and Jeb get jolted out of their seats.

That happened once on the way back to the lander while I was in the shower (it covered the no-craters spot I had lined up faster than I expected.) Jeb was 5 km behind the rover, Bill was 3km behind it, and the rover was inside TWO stacked craters with a very steep wall between it and the Crew when I got back.

It took some doing, but with the 120% wheels it was just BARELY able to climb up that wall. Had some problems because the speed readout kept changing modes, and because there were parts of it where it could only maintain a climb, not start one, but it worked eventually. Loving those wheels, man. That was the only time they had major trouble with a hill on the Mun, and that one was STEEP.

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  • 1 month later...
Brilliant! Does it handle terrain as intended?

I'm amazed that people are still using this. Thanks for sharing SmiteZero.

Why wouldn't they be? These and the F/S wheels are awesome. They've rendered Squad's rover wheels obsolete as far as I'm concerned. I haven't used the vanilla ones in two game versions now.

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Brilliant! Does it handle terrain as intended?

I'm amazed that people are still using this. Thanks for sharing SmiteZero.

I've used the Rollkage since the 1st day you made it available for all rovers and vehicles. Same with the wheels. You should update these to fit in the tech tree as well.

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Brilliant! Does it handle terrain as intended?

It does handle the bumps pretty well, yes! (Just don't get the bogies too much airborne or they flip over - but you shouldn't be doing jumps in this anyway :P)

I actually made that just before .22 came out. It was developed slightly more to carry stuff but I never got it fully completed. Since .22 I've been on spaceplanes again. Will install RollKage again though because they're great wheels, esp if you're going to do more stuff :)

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What wheels need in the game, mainly for looks, are left and right versions of wheels that have a unidirectional design.

Here's a challenge, do the

in KSP.

I have noticed there is something hinky with the stock wheels, or perhaps there's gravity/physics weirdness around certain sorts of Mun crater rim terrain. While experimenting with rover designs I try to dispose of failures by jumping them into craters. Problem is much of the time by the time they get near the crater rim they'll heel up on one side then turn sideways and roll, slowing down too much to make a Dukes of Hazzard style jump to their doom. Tried using docking mode and with SAS on. SAS somewhat suppresses the trying to imitate

and Joey Chitwood but they'll still twist sideways then roll.
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I installed it, made a little rover and drove around KSP some. Not enough traction. There's room in the cage to fit two seats in tandem. :) Never used those seats before, how do I get Kerbals in them?

The extension parts need some work. The bottom pipes don't visually connect and there should be another one at least 2x the length. Stick that on the front and the short one on the back and the frame would be proportioned like an actual dune buggy.

Another finishing touch would be to hollow out the collider mesh on the extensions so it has an open or depressed top so they can be fit over other parts like sticking an engine on the back of the cage then adding the extension.

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Yes, there are a few small issues with the extender models. As noted by Galane above, I've also found that one of the flat plates on the Kage is transparent when viewed from the back side (from inside the Kage).

I think the width of the Kage is fine. It looks a bit empty with just a seat, but Kerbals have big heads. :)

Please do more on this, though.

Found more older stuff. https://www.dropbox.com/sh/4ugd8mn5eeupte7/4FHdYc7wEa

Edited by SmiteZero
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Well, as people are still using this, I can certainly update it to fit in with the tech tree.

I'm pretty sure our main 3D artist has moved on to other pastures, but I think Zitronen, our wheel specialist, still pops on now and again. So I'm not so sure about expanding this project much. My models don't match electricfox quality, and I would hate to ruin this for anyone. If anything, I would start a new rover project fixing mistakes made with rollkage (and introducing new mistakes no doubt!)

I only have a couple of new parts that I have added but these have not been through the 'electricfox' process, and might not be up to the same standard as the rest of the parts. They look OK, but they might not be as low poly as they should be. I'll add them, add in tech tree stuff and release as soon as its ready.

Thank you all for the kind words/suggestions.

AngusMcBeth

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Hi guys,

I've actually updated it for 0.22 for myself but I have not had time to test everything. Let me know if you find any problems or have issues with my tech tree setup.

https://sites.google.com/site/zitronfiles/RollKage1.2.zip

The kerchelin extreme version contains the 120% grip version by default. The original model file is also included.

Edited by zitronen
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Hi guys,

I've actually updated it for 0.23 for myself but I have not had time to test everything. Let me know if you find any problems or have issues with my tech tree setup.

https://sites.google.com/site/zitronfiles/RollKage1.2.zip

The kerchelin extreme version contains the 120% grip version by default. The original model file is also included.

You updated it to 0.23?? That's well done. But what should people use it for, when 0.23 isn't released yet?

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