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Posts posted by nli2work
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the only real mistake was calling this a "Pre-Release" instead of "Open Beta".
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ran some tests to get a handle on stock suspension behavior, might be helpful for you guys on KF.
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I'm thinkin of doing a see through lander leg too... with more visible marker for the suspension to better see the effects of different loads. There's also a "boostRatio" setting in ModuleSuspension, default value is 0.75, it seems to be a simple multiplier to Spring ratio. Setting it low, 0.1~0.5, appears to reduce spring rate; setting it higher, 1+, increases spring rate and on the test vessel consistently launched it into the air on unpack
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@Bonus Eventus have you checked the slave module index setting in ModuleWheelDeployment? slaveModules = should match the index # of ModuleLight.
made some very coarse data points for suspension vs damper ratios
Using Stayputnik probe core and Medium S3 fuel tank, 4x demo wheels I made before. This puts roughly 10t of load on each wheel. I recorded each run with different spring and damper settings. Each run starts with few switches between space center and the vessel on launch pad to see how the vessel unpacks. Then turning gravity on/off to drop the vessel from roughly the same height to see how the suspension behaved.total of 16 recordings with springRatios of 2, 16, 32, 128; and damper ratios of 1, 4, 16, 64; all other wheel settings remains the same through out.
152mb; full test settings in the archive file.
https://www.dropbox.com/s/dlycxpg65iqrgfa/SpringvsDamperRatios.zip?dl=0 -
assigning particles to some transforms other than thrustTransform should work. thrustTransform need not have a particle attached, it's just a vector from which the game applies force to the engine. In the case of Twin-Boar, it has 2 thrustTransform, same exact name. KSP attaches particle to all transforms with the same name as defined in the FX{}
in the FX{}, you can use custom or prefab particles
PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = thrustTransform }
transformName is the gameobject that the FX will get attached to. my sig has tutorial video on creating custom engine FX, should still work for 1.0.5 and 1.1. prefab smokeTrails emits on Y axis, so adjust your smoke transform accordingly. Smoke trails generally cost more in frame rates because of long life time of particles so use sparingly.
EDIT: if you use multiple MODEL_MULTI_PARTICLE{}, each should have a name = identifier. Otherwise only one wills how.
an old post with a list of prefab particles available... pretty sure they are still in 1.0.5 and 1.1 as well.generally engines from earlier versions of KSP, like the 1.25m and smaller LF engines, have older way of particle definition that looks like this
fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameoutnewer engines like Twin-Boar; Rhino; the new Jet engines; use FX{} to define particle effects.
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Thanks 5thHorseman! I'll have to give that a try. I'm sure it has something to do with MinRollDot values. but it's hard to figure out besides trial an error. Default value is maximum possible float value, negative I guess because the two ports are pointing at each other. That makes me think the roll angles are measured in absolute degrees(or radians). If that's the case it could be very frustrating if MinRollDot values are set to, say 90 degrees, that would mean it's not possible to dock when the two vessels are oriented at 450 degrees, even though relatively they are at 90 degrees.
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I think it'll just be a lot of trial and error on the modders part. I don't expect any support from Squad on this front. I'll record some videos soon on rover wheels with different suspension and friction curve settings, hopefully useful as a starting point for people setting up their own wheels down the line. Even then I expect every part involving wheels or suspension to be a lot of trial and error.
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Just now, TiktaalikDreaming said:
I concur. And it would be awesome to have an idea of what units some of the variables are in. Is that spring rate kN per m? Or tonnes per m? or... It'd be great to have an idea. That way, you have an idea of the size of craft (roughly most of the time), and the travel in the suspension, and some very simple maths gets you a workable spring constant.
I really only have two leg parts to work on, one kinda works with wild guess work numbers, so I haven't touched it since. The other was so fraught with overlappy colliders I've removed the suspension and wheel collider (and 3 of 4 of the new v1.1 modules). So I don't have a lot of clue about good suspension values.
My thought on hearing that the issue with phantom forces being wheel colliders not ignoring other colliders, even those marked to ignore was basically that that means only half of the forces are being modelled, which is going to lead to issues. If a wheel (or any part really) collides with a different part of the same craft, sure, there's force on the wheel pushing it, but there's an exactly equal and opposite force acting on some other part. Net effect *should* be zero. There's gotta be some very assumption based simplified physics going on. And that means, knowing said assumptions is fairly key to knowing how they'll behave.
Units are in metric, N/m I believe. Which, seems to me, makes the stock values very very low. In game behavior seems to point to kN/m. phantom forces are harder to figure out... most of it don't have much to do with neighboring colliders, unlike what I previously thought, and more to do with suspension Rate/Distance, and friction curve settings.
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3 minutes ago, RaendyLeBeau said:
hi, i downloadet your plugin but how i 'activated' the debug during game ?
Alt-P
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all the restrictions are implemented. Squad, nor anyone else, has not set them to maximum probably because it'd be needlessly frustrating for the average player.
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2 hours ago, NecroBones said:
Yeah, that's what I used to do with the Damper setting, but going even higher doesn't seem to have much impact. The leg suspension just lacks good dampening for leaping back up after a landing.
I played with SuspensionOffset quite a bit, and all it does is change the suspension's position, colliders and all, and so it doesn't help the problem at all with the floating feet. Get the foot any closer to the ground, and the suspension stops working altogether. It's as if the wheel collider's suspension is magically getting another 0.25m added to its length after detecting contact with the ground. Very strange.
that's really odd... I'll have to play with Legs more... after I get a handle on rover wheels. Suspension settings that seems like they should work is completely untenable in game, and a seeming trivial change would completely change their behaviour. it's really strange.
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yeah multiple wheelColliders on a single part is endless physics spasms. Probably best to use a single suspension down the center. the leg tips normal colliders should keep it from tipping over
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damperRatio seem to work best between 10 to 30% of springRatio. You could use suspensionOffset to adjust the visible mesh so there's no poking through ground after you get spring and damper ratio that feels good.
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Kerbal washer on Gentle cycle.
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I misread the OP.
It maybe Unity not updating the import properly, rare, but happens. You can try deleting the FBX and associated metafile in file explorer. Refresh assets in Unity, then import again. Would mean you have to recreate the unity setup again, or reassign the proper mesh in mesh filter components. you can also try creating a simple primitive, attach the problem mesh to the primitive, order is important... the combined mesh should have the primitive's name. This should force everything to reset on the problem mesh, transform, normals, etc. to match the primitive and the scene.
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can't flip edit normals in Unity. you have to fix it in Blender. aside from nromals have you checked material IDs? mesh will be invisible in Unity if no Material is assigned to a Material ID
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remember any colliders near the wheel collider should be set to layer WheelCollidersIgnore to avoid compression forces going bonkers. beaware that setting object to WheelCollidersIgnore will make mesh invisible.
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you have a missing mesh object in a mesh filter or mesh collider component.
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You can achieve window transparency with Overlay feature in stock already. It's up to how the modeler set it up to get different visual affects. It's a matter of art direction, not a lack of game feature.
I believe RPM will have an updated version of TransparentPod module that has some extra features. Again, the decision is up to individual modeler.Personally I think it's a nice, but not necessary feature. Aside from taking a few screen shots, and making in game videos, it doesn't have much use. It doesn't add much in the way of game play.
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check console logs for errors. CTRL-SHIFT-C
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36 minutes ago, jlcarneiro said:
Thanks! Ah, on the behalf of the Push Adaptor/Service Bay, I think it's easier to use (the Drone Helpers are a great idea, but sometimes we need something simple, you know?) and it also has a service bay! I'm thinking of uses like storing some chutes to put on the salvage ship (with KIS and KAS) prior to deorbiting it...
True true.
@jlcarneiro come 1.1 everything related to RCS should be much improved
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wow that is BRIGHT! I think that's just multiple lights stacking from inside IVA. might have to do with one of the RPM switches not initializing on launch, probably a mispelled internal name or variable. Should be easy fix. Not much I can do though, I didn't make that IVA.
And Yeah I'll squeeze in some attachment areas for next update.
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What version? They're not 100% working with 1.1. What mods do you have installed?
1. thanks!
2. not sure, probably not much I can do about portrait brightness, IVA space lighting is out of my control. IVA is bright because there's only white.
3. I'm not sure what you mean. They are not possible balance by themselves. Every part you add to the vessel requires rebalancing RCS. Once you grab onto another part, your RCS will be completely out of balance as well. I just embed them to help lower part count a bit.
4. Yeah. not sure if there's a way to get around it. I'll try changing the collider box layouts
5. Not sure.. have to see the error messages.
6. Might be related to error messages. Using RemoteTech? -
god thsi new forum editor suck ass...
I spoke a little too soon. I was referring to how stock wheels tend to spin out a lot during acceleration. But that's fixed by increasing adherent friction. Side effect of it is overall tendency to roll when making sharp turns, not unexpected, but something to deal with.
Landing legs in 1.1
in KSP1 Modelling and Texturing Discussion
Posted · Edited by nli2work
I'm making magical launch legs now... kinda frustrating. Leg either clips through ground, or launch the vessel up several km.
how do you guys have leg's wheelcollider oriented? like LT-1/2 or LT-5? LT1/2 rotated the entire leg to keep the wheelCollider is oriented to world XYZ... LT-5 has rotated wheelCollider to match the piston's orientation when deployed.