pizzaoverhead

[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)

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yAVQ9Bu.png

 

Another piece of the Sound Overhal Project, this mod adds sounds effects to the stock motorised rover wheels, varying by their speed. It requires ModuleManager to be installed.

 

 

Downloads

CurseForgeGitHub | Kerbal Stuff | MediaFire

Source included, project also available on github, licenced under GPL v2.
Binaries licensed All Rights Reserved.
 

If you've enjoyed this, consider donating a cup of coffee to help with late night coding:

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Change log

v2.3 (2016-10-24)

  • Rebuilt for KSP 1.2.
  • Fixed skid sounds not being disabled at 0 volume.
  • Added github release downloads.

v2.2 (2016-04-16)

  • Fixed error log spam with wheels disabled due to clipping.
  • Adjusted volume and pitch settings.
  • Added configuration options for pitch.

v2.1 (2016-04-15)

  • Added sound effects for skidding and wheel damage.

v2.0 (2016-04-15)

  • Updated to work with KSP 1.1's new wheel system.

v1.3 (2015-11-10)

  • Added soundInVacuum cfg option to mute wheel sounds when in vacuum.
  • Now compatible with parts modules which inherit from ModuleWheel.
  • Removed Module Manager. Install this separately.

v1.2 (2014-10-10)

  • Rebuilt for 0.24.x.
  • Upgraded to Module Manager 2.5.1.

v1.1 (2014-09-25)

  • Fixed an issue with the Add-on Version Checker.
  • Fixed null reference exception.
  • Added Module Manager licence.
  • Upgraded to Module Manager 2.3.5.
  • Added support for the KSP Add-on Version Checker.

v1.0 (2014-06-07)

  • Added sounds for all four stock rover wheels.
  • Removed landing gear lowering sound. This will be added in a separate mod.

v0.5 (2014-03-25)

  • Fixed the sounds not being affected by the game's volume settings.

v0.4 (2014-01-11)

  • Added a prototype of sounds for raising and lowering landing gear. This can be disabled by removing the gear section in ModuleManager_WheelSounds.cfg or by deleting the sound.

v0.3 (2014-01-07)

  • Added sounds to the largest rover wheel, the RoveMax XL3.

 

Edited by pizzaoverhead
Still works in 1.5.

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Fancy!

This is one of those little things I expect to become stock eventually, but until than: Plugin/mod devs all the way!

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Hello and thank this is awsome to finally have some sound :) Goodjob . Id like to ask how i can add more parts to this sound file so i can have rover sounds on more wheels and mods i downloaded like curiosity rover from yugi thanx alot ps i know about file editing a bit i was hoping i could jsut copy something to get my other wheels and custom mod rovers to work ty.

Edited by chocosmoke

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The full release of the mod will have sounds for all the stock wheels. Adding new wheel sounds to stock or mod parts is easy. Just open the ModuleManager_WheelSounds.cfg file in the "WheelSounds" folder and add a new section for each wheel.

For example, adding a sound file called "bigWheelSound.wav" to the RoveMax Model XL3. First check what the part's name is. The XL3 is called "roverWheel3". Put your sound file in the "Sounds" folder inside the "WheelSounds" folder.

You then change the ModuleManager_WheelSounds.cfg file from this:


@PART[roverWheel2]
{
MODULE
{
name = WheelSounds
wheelSoundVolume = 1
wheelSoundFile = WheelSounds/Sounds/RoveMaxS2
}
}

to this:


@PART[roverWheel2]
{
MODULE
{
name = WheelSounds
wheelSoundVolume = 1
wheelSoundFile = WheelSounds/Sounds/RoveMaxS2
}
}


@PART[roverWheel3]
{
MODULE
{
name = WheelSounds
wheelSoundVolume = 1
wheelSoundFile = WheelSounds/Sounds/bigWheelSound
}
}

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thank you so much this is excatly the info i was looking for many thanx :-) please keep up the good work. u rock)

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going to wait till there all there to download but this is something this game needs, driving to quiet

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hey Pizza sry to bother u again but im having trouble getting hte sounds to play on a mod dsl pandora and the keys to drive are i,j,k,l could this be the prob? i did what u said and it works on stock parts but not on modded rover any ideas? .. also ill put the config file in here for more info thanx again hope im not breaking any rules by posting this info :-( if so remove please. ty

PART

{

// --- general parameters ---

name = DSL_Wheel

module = Part

author = Yogui (model) || The Stinger (textures)

// --- asset parameters ---

mesh = model.mu

scale = 1

rescaleFactor = 1

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top = 0.0, 0.0, 0.0, 0.0, 1, 0, 1

node_stack_arm = 0.53, -0.03, -1.03, 0, 1, 0, 0

node_stack_bottom = 0.0, -0.4, 0.0, 0.0, 1.0, 0.0, 2

// --- editor parameters ---

cost = 100

category = Propulsion

subcategory = 0

manufacturer = Lionhead Aerospace Inc. & SCSP

title = DSL Pandora Rover wheels

description = These wheels are specialy design for all-terrain rover missions. Controls: <I>/<K> -- forward/backward, <J>/<L> -- left/right, <U> headlights and <N>/<B> brakes/handbrake. WARNING: cart.dll plugin is required.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,1,1

// --- standard part parameters ---

mass = 1.3

dragModelType = default

maximum_drag = 0.05

minimum_drag = 0.05

angularDrag = 2

crashTolerance = 50

breakingForce = 2000

breakingTorque = 2000

maxTemp = 3400

// ---------- CART PARAMETERS ----------

MODULE

{

name = ModuleCleverLegacyCart

// Engine:

// FrictionTorque is limiting cart's top speed and coasting distance.

forwardTorque = 4.0

backwardTorque = 4.0

brakeTorque = 3.5

frictionTorque = 0.1

// Friction:

// See WheelFrictionCurve.stiffness. 0 -- no friction (wheels always

// slip).

forwardFriction = 1

sidewaysFriction = 1

// Steering:

// When speed is less than steerLimitSpeed then maxSteerAngle is

// used. When speed is higher then steering is reverse-proportional

// to speed (steerSpeedFalloff being the coefficient).

// SteerVisisbility is the coefficient for wheel animation.

maxSteerAngle = 15

steerLimitSpeed = 5

steerSpeedFalloff = 2.5

steerVisibility = 2.5

// Suspension:

// If "deployable" is true then wheels can be deployed/retracted with

// a "landing gear" key; "deployTime" being the process duration, in

// seconds.

wheelMass = 0.1

suspensionSpring = 16

suspensionDamper = 0.8

deployable = true

deployTime = 3.0

// Compensation:

// Forces pushing cart to the ground at the Mun (compensationLowGee)

// and when moving at high speed (compensationSpeed).

compensationLowGee = 1

compensationSpeed = 0.2

// Key and axis bindings:

// A key code to which a specific action is bound (like "k" or "B" or

// "up" or "[6]" for Numpad6). For a list of available key codes see

// http://unity3d.com/support/documentation/Manual/Input.html

keyToggleLights = u

keyBrake = n

keyHandBrake = b

// A key to deploy/retract wheels (if "deployable = true" in "Engine" section)

// is the same as landing gear key in KSP game settings.

// Valid values: an empty string (no control), "X", "Y", "Z", "Pitch",

// "Yaw", "Roll", "Throttle" (not recommended as the reverse gear is

// not implemented yet), and optionally "Reversed". For example,

// Pitch

// or

// Z Reversed

axisMotor = Y

axisSteer = X

}

}

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I'm afraid the DSL Pandora doesn't use rover wheels, it uses cart wheels. They're based on an old plugin from around 0.16, so anything that changes the 0.19 stock rover wheels won't affect them. I'll have a look to see if there's some way of adding compatibility.

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ok pizza thank you for your patience with me and could u remove that lot of text i put there i dont wanna take up all that room i shoulda send u a personal message to give u that my bad .and ty for trying to get ur sound mod to work with something not intended much appreciated :-)

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I don't think this is being appreciated enough. It has really made my probe exploration much more lively.

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This is wonderful. I would love to see a version for reaction wheels one day as well.

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I would love to see a version for reaction wheels one day as well.

It's on the list. There are plenty of bigger things to get through first, but I hope to reach it at some point.

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Whats preventing you adding the sounds to the two other wheels?

Nothing but the creation of the sounds. I'm still trying to get something that sounds right. Also I've been focusing more on the sonic boom mod lately.

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This is cool, it really adds some small details to the game which are really nice.

I also just found out about the rcs sounds and theKerbal Sound Overhaul Project, bookmarked it.

Very nice work on the sounds!

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I can't help but think it sounds like the rat bikes from the old Road Rash games:

(The sound is at about 38 seconds)

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Bugreport:

If you press "Brake" the wheelsound always try to fade the volume to 0 hogging and slowing the game.

Great mod! I edited all the .CFG belongs wheels. ;)

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Hey, I certainly absolutely don't mean to belittle or insult what you're doing here- quite the opposite in fact- but the sound the wheels make is... pretty awful. It sounds cool and science-fictiony, but having some experience with servo-powered wheels I can tell you they don't sound anything like that. They certainly shouldn't have that harmonizing effect you see towards the end of the video.

I have a professional quality microphone and some old robots and parts lying around; I'll see if I can get you some better examples of what a rover would sound like.

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