USB4
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Everything posted by USB4
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Ive attempted to play with this value. From the lowest it will go, to default, to 20, to some inbetween. Its like any hits that do register are due to luck, as it still aims off of target. When the value is really high, planes seem sluggish in turning and reacting. When its low they seem to move faster. Regardless of their ki value however, they always seem to be aiming to an offset rather than on target. like theyre aiming 10 meters to the bottom of anything theyre shooting at.
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For some reason ai aircraft cant seem to hit anything with fixed ballistic weapons. Every burst seems at least a few degrees off, like its aim is offset somehow. Anyone know how to fix this?
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
So erm, for public class KSPWheelMultiMotorUI : KSPWheelSubmodule How would this look in a typical setup, particularly for public string wheelIndices = "0"; Is KSPWheelMultiMotorUI its own module in the config? -
Yup. Thats what I have in Blender, but it doesnt seem to translate
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Thought about that too, but then one of them would never move while the other would move and disconnect from the joint between them both. The empty would have to move half the distance of the wheel.
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Different View Im not sure its possible to make from just constraints, at least the ones in ksp. If they had influence levels I could see it, but without them Im not sure how.
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I made a landing gear model with 4 small armatures to animate a linkage (I think), bending. The thing is however, I dont think it works. Unfortunately for the purposes of suspension, I dont think an animation would work, so is it at all possible to have bones in ksp?
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Yea, I generally like the idea of needing less parts. As for the boeing, modeling something to look realistic to that level sounds somewhat daunting to me. The idea of ready made aircraft landing gears that are closer to the body like that does seem neat though. I actually started working on one thats more low profile even. Oh.... I really probably should have demonstrated it at full scale.. That was scaled down and on a 0.625m body. Its full sized on the jets in the video though. The wheels are actually 8 cm in diameter iirc.
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It uses KSPWheels built in scaling. It can scale up to 4x and down to 0.1x iirc. It scales carrying capacity/speed and all the other relevant ksp wheel attributes. Unfortunately not. Maybe Il add this eventually (After finishing the current panned list). Just getting it to work was... an experience. This is the first time ive dabbled with modding after all ha ha. ShadowMage was a huge help in figuring it out. Do you mean like a rectangular prism of a similar size with retractable gear (2 wheels only)? Currently no, but Im thinking of making something a bit like an all in one rover/plane root with gear/probe core. Il probably make a version of the box with 3 wheels (front steering) first though. No. I dont actually think there is even a mechanism to do that by default. Thinking of how it might be possible, I could imagine having a generic animation that increases the mesh size and perhaps moves the physical model of the wheel, but that sounds like a lot more trouble than its worth over just making one with larger wheels even. The reason for the wheel size was really just that I wanted it to physically be able to fit inside the model without visibly clipping or having a ridiculously large housing.
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
WIll this be able to pivot wheels on an axle per se? Either way it sounds good. -
The goal of this is just to make parts that I have wanted that just may be useful to someone else. Parts: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reason as I tried to follow typical specs/barrel sizing while modeling. The magazines also hold what I measured to be a to scale amount of ammunition. For sound these use the base BDArmory sounds. This needs BDArmory to work 2 Variants of aesthetically different gun pods. Why: I like low part count parts that combine multiple things together for quick assembly. These may eventually become turrets These very roughly follow realistic sizes (The barrels at least). They come with ammunition. (If you can guess, I made these before the previous ones.). This needs BDArmory to work 3 Variants of BDArmory Combination Command Boxes. Why: To combine 3/4 frequently needed parts into one To have to closest thing to a laser I can make These have AI flight modules, Weapon Management modules, Flight Command modules, Solar panels, Batteries Lights (lasers?!), Very Small Reaction Wheels Radios and Small RTGs. Its recommended to use 360 degrees of view for now. This needs BDArmory to work 1 Small Single Shaft 1 mode thrust direction changing turbojet fin (Based loosely on the TJ100(Tweakscalable)) Why: I like low part count parts that combine multiple things together for quick assembly. Ive wanted a small drone sized jet engine that does not need anything but itself to produce thrust/steering. (Intake, directional thrust, fin, small fuel tank, engine included). These are pretty small, so theyre great fun early stages, but youll want tweakscale to play around. 1 Electric Ducted fan ((Tweakscalable)). Why: I like electric ducted fans, and wanted one I could tweak to feel more realistic and like the look of. Both this and the mono prop engine use KAX sound assets. 1 Atmosphere breathing mono propellant powered 0.625/half size piston engine (Tweakscalable). Why: For low flying flying rovers on planets with atmospheres but no oxygen like eve based on concept from nasa in the 70s Single Piece Landing gear. (scalable) Why: I like low part count parts that combine multiple things together for quick assembly. Thanks to Shadowmage for answering probably too many questions about this. It uses KSPWheel as well as Kerbal Foundry sound assets. One Part y axis balanced dual wheel landing gear. Why: To have a small steerable landing gear piece that has functional wheel colliders for each wheel, meaning a vehicle can be balanced on just 2 of them. Outside of BDArmory parts, parts are on the techtree. I decided to post this here, in addon releases, as Il probably never really "finish" it as basically Il just keep adding parts I want and I think ive basically hit all the major points I wanted to hit when starting. I think Il just let the other thread die, or post more in depth info there. Blog like "development" update thread with issues, planned changes and smaller updates I dont think warrant a number change. (Quotations because its such a small mod relatively in the sea of kerbin). Link to SpaceDock Download Dependencies, recommended and included mods: Included Included Not Included. Latest Downloads available from the official Github Releases page. Recommended License: Feedback is appreciated. Ive never done this before and am clueless. If anything is off, and you know how to make it better, Im open to advice. Also thanks to Shadowmage and Spannermonkey for their assistance with KSPwheel and BDArmory Continued respectively. They've both been extremely helpful with questions, examples and advice. Also thanks to all others who have been helpful here and there.
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
Neat -
0.01: Fairly large update for me at least: Added single part landing gear with 4 wheels, suspension and tank steering. Enables you to land on just one part. (pretty happy I finally got this working) Added single part 2 wheel landing gear with steering. This has 2 real wheel colliders so it will balance on the y axis. Added monopropellant piston engine for escapades in oxygen lacking atmospheres. Added electric ducted fan for the same reasons as the piston engine. Added slimmer AI Command box that looks far more sleek. 0.011 Small change to shading of 50 calibers to fix lighting. 0.012 Fixed small mistake in AIBox configs/wheel sounds
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
I think I know what youre talking about, because I think I ran into it, and my solution was to put the middle wheel collider by itself in the middle and only have the turning constraint affect the 2 other wheels. so the 2 wheels on the outside move on a pivoted game object where the center wheel is if that makes sense. What Im saying is if I get what youre saying, I think I got rid of the double turning. The debug shows all of the wheels pointed correctly while turning at least. I was going to load up to take another screen, but its basically this but pivoted around the middle. They all stay parallel and square. -
[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
The way I have it now seems to work without even needing other steering modules. The colliders are just constrained to follow the gameobject that controls the mesh. This way i dont need anything else and one module controls all the wheels. Ill add either this and the track setup to see which works best. Yup. I mean maybe. You dont want to know how much time its taken to fiddle with things. -
[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
Seems neat. WIll do. Il look into this. I dug around a found these in the repository putting them in use in the 4 wheel retractable one. They work, but then customizability is lost out on I suppose. This is already basically magic to me so that fair enough. I actually opened a ton of the default examples while trying to get a grip on how this works, and I have seen the sausage factory. Its all a lie! You sell me 4 wheels but I get 1!!! Really though, the reason I went with this weird 3 wheel design, is because I wanted to be able to balance a crafton just 2 of these, and you cant really balance a 3d objects on 2 points, I think. I actually solved the steering issue just by having the module meant for rotating the visual mesh rotate both the mesh and the wheel colliders of the wheels on the outside using this config and unity hierarchy: Theres almost certainly something wrong with the way ive implemented it that I havent figured out, but it if its stupid but it works, I can pretend its smart. -
[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
Ah, I was wondering why the smaller set of wheels (2 wheels on a swivel) I was making were so bumpy compared to this one. Was playing with wheel size wondering if it was the culprit. Makes sense, but I suppose it works well enough for slow speeds on flat terrain. The 4 wheel one seems pretty decent however. I havent noticed any big issue even with just 0.1. Something different: I sent you a response to a previous pm I dont think you noticed so I figured I might as well ask now: Is there a way to combine motors/wheels? Like lets say that I have a wheel that looks like this where both wheels were affixed to one axel. In this case, id want them both to show up as/be controlled together. This would be helpful both for the wheel spinning animation but also for simplifying the menu. For reference the way I currently have it set up has 3 wheel colliders with one very loosely contacting the ground in the middle which controls mesh rotation and wheel steering, and the ones on the outside having motors. I tried wheel width, but I dont think thats for this as it wasnt balanced at all. -
[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
I changed the values back to 0.25 to check and its fully compressed. Third wheel is the front right wheel. This craft weighed 6kg. I lightened it to 4 and the force y became smaller, and the compression stayed the same. With the load settings all at 1, it stays at roughly 50% compression on flat and has iirc 16 fy. Config: //Sound From Squad and Kerbal Foundries PART { name = SinglePieceLandingGearRugged module = Part author = USB4 MODEL { model = UnknownResourcefulness/Parts/LandingGear/Assets/SinglePieceLandingGearRugged } scale = 1 rescaleFactor = 1 node_stack_Top = 0.0, 0.0, -0.1, 0.0, 0.0, -1.0, 1 node_stack_Front = 0.0, 0.0, -0.625, 0.0, 1.0, 0.0, 2 node_stack_Back = 0.0, 0.0, -0.625, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 TechRequired = advancedMotors entryCost = 6000 cost = 800 category = Ground subcategory = 0 title = Box Of Wheels: Rugged Edition (SPLGR) manufacturer = UnknownResourcefulness: Box Of Wheels description = Ever wanted landing gear, all inside one box? Well wheel get you set right up! Slightly more sturdy than standard, this Box Of Wheels will make your head spin. buoyancy = 0.2 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2400 crashTolerance = 50 breakingForce = 100 breakingTorque = 100 DRAG_CUBE { cube = Retracted,2.231,0.61888,0.7222,2.231,0.61488,0.7222,0.4158,0.66752,1.795,0.4151,0.6488,0.684,2.196,0.64248,0.4011,2.196,0.68552,0.4218, 0,0,0.1029, 1.25,1.782,0.4598 cube = Deployed, 2.231,0.7736,0.7222, 2.231,0.7686,0.7222, 0.4158,0.8344,1.795, 0.4151,0.811,0.684, 2.196,0.8031,0.4011, 2.196,0.8569,0.4218, 0,0,0.1029, 1.25,1.782,0.4598 } //Lights MODULE { name = ModuleLight lightName = Spotlight useAnimationDim = True lightBrightenSpeed = 1 lightDimSpeed = 2.5 resourceAmount = 0.01 animationName = Light useResources = True layer = 1 } //wheel master module; responsible for all of the wheel colliders MODULE { name = KSPWheelBase //this is wheelIndex = 0 WHEEL { colliderName = WheelCollider0 radius = 0.0875 mass = 0.02 travel = 0.1 load = 0.25 //1 //symmetryIndex = 2 wheelGroup = 2 } //this is wheelIndex = 1 WHEEL { colliderName = WheelCollider1 radius = 0.0875 mass = 0.02 travel = 0.1 load = 0.25 //1 //symmetryIndex = 1 wheelGroup = 1 } //this is wheelIndex = 2 WHEEL { colliderName = WheelCollider2 radius = 0.0875 mass = 0.02 travel = 0.1 load = 0.25 //1 //symmetryIndex = 1 wheelGroup = 1 } //this is wheelIndex = 3 WHEEL { colliderName = WheelCollider3 radius = 0.0875 mass = 0.02 travel = 0.1 load = 0.25 //1 //symmetryIndex = 2 wheelGroup = 2 } loadRating = 8 useSelfAntiRoll = true //added from recommendation antiRoll = 1 //springRating = 0.2 minLoadRating = 0.5 maxLoadRating = 18 maxSpeed = 1000 //boundsColliderName = Bounds groundHeightOffset = 0.5 } //animation module, responsible for the base deploy animation MODULE { name = KSPWheelDeployment animationName = Deploy //tempColliderName = WheelMeshFront //tempColliderOffset = 0 //tempColliderAxis = 0,1,0 retractEffect = retract retractedEffect = retracted deployEffect = deploy deployedEffect = deployed layer = 2 } //Front Left //Left wheel suspension, steering, rotation, brakes MODULE { name = KSPWheelSuspension wheelIndex = 3 suspensionName = SuspensionTargetFrontLeft3 suspensionOffset = 0 suspensionAxis = 0, 1, 0 retractedPosition = 0 } MODULE { name = KSPWheelRotation wheelIndex = 3 wheelMeshName = WheelAxle3 rotationAxis = -1, 0, 0 editorRotation = true } MODULE { name = KSPWheelMotor wheelIndex = 3 maxMotorTorque = 1 maxRPM = 800 gearRatio = 1 tankSteering = true showGUIStats = false showGUISteerLock = false showGUIHalfTrack = false } MODULE { name = KSPWheelBrakes wheelIndex = 3 maxBrakeTorque = 1.5 //100 } //Front Right //right wheel suspension, steering, rotation, brakes MODULE { name = KSPWheelSuspension wheelIndex = 2 suspensionName = SuspensionTargetFrontRight2 suspensionOffset = 0 suspensionAxis = 0, 1, 0 retractedPosition = 0 } MODULE { name = KSPWheelRotation wheelIndex = 2 wheelMeshName = WheelAxle2 rotationAxis = -1, 0, 0 editorRotation = true } MODULE { name = KSPWheelMotor wheelIndex = 2 maxMotorTorque = 1 maxRPM = 800 gearRatio = 1 tankSteering = true showGUIStats = false showGUISteerLock = false showGUIHalfTrack = false invertSteering = true } MODULE { name = KSPWheelBrakes wheelIndex = 2 maxBrakeTorque = 1.5 //100 } //Rear Right //right wheel suspension, steering, rotation, brakes MODULE { name = KSPWheelSuspension wheelIndex = 1 suspensionName = SuspensionTargetRearRight1 suspensionOffset = 0 suspensionAxis = 0, 1, 0 retractedPosition = 0 } MODULE { name = KSPWheelRotation wheelIndex = 1 wheelMeshName = WheelAxle1 rotationAxis = -1, 0, 0 editorRotation = true } MODULE { name = KSPWheelMotor wheelIndex = 1 maxMotorTorque = 1 maxRPM = 800 gearRatio = 1 tankSteering = true invertSteering = true showGUIStats = false showGUISteerLock = false showGUIHalfTrack = false } MODULE { name = KSPWheelBrakes wheelIndex = 1 maxBrakeTorque = 1.5 //100 } //Rear Left //right wheel suspension, steering, rotation, brakes MODULE { name = KSPWheelSuspension wheelIndex = 0 suspensionName = SuspensionTargetRearLeft0 suspensionOffset = 0 suspensionAxis = 0, 1, 0 retractedPosition = 0 } MODULE { name = KSPWheelRotation wheelIndex = 0 wheelMeshName = WheelAxle0 rotationAxis = -1, 0, 0 editorRotation = true } MODULE { name = KSPWheelMotor wheelIndex = 0 maxMotorTorque = 1 maxRPM = 800 gearRatio = 1 tankSteering = true showGUIStats = false showGUISteerLock = false showGUIHalfTrack = false } MODULE { name = KSPWheelBrakes wheelIndex = 0 maxBrakeTorque = 1.5 //100 } //shared module(s) MODULE { name = KSPWheelDamage } MODULE { name = KSPWheelDustEffects } //animation constraints -- these drive a lot of the deployment animation // as well as the actual suspension movement MODULE { name = KSPWheelConstraints //Rear Left Arm Constraints//Right wheel constraints CONSTRAINT { mover = WheelUpperBracket0 //RearBracketRight target = SuspensionTargetRearLeft0 //SuspensionTargetRight type = LOOKLOCK mainAxis = 0, 1, 0 secAxis = 1, 0, 0 } CONSTRAINT { mover = WheelLowerBracket0 target = SuspensionTargetRearLeft0 type = POSITION } //Rear Right Arm Constraints//Right wheel constraints CONSTRAINT { mover = WheelUpperBracket1 //RearBracketRight target = SuspensionTargetRearRight1 //SuspensionTargetRight type = LOOKLOCK mainAxis = 0, 1, 0 secAxis = 1, 0, 0 } CONSTRAINT { mover = WheelLowerBracket1 target = SuspensionTargetRearRight1 type = POSITION } //Front Right Arm Constraints//Right wheel constraints CONSTRAINT { mover = WheelUpperBracket2 //RearBracketRight target = SuspensionTargetFrontRight2 //SuspensionTargetRight type = LOOKLOCK mainAxis = 0, -1, 0 secAxis = 1, 0, 0 } CONSTRAINT { mover = WheelLowerBracket2 target = SuspensionTargetFrontRight2 type = POSITION } //Front Left Arm Constraints//Right wheel constraints CONSTRAINT { mover = WheelUpperBracket3 //RearBracketRight target = SuspensionTargetFrontLeft3 //SuspensionTargetRight type = LOOKLOCK mainAxis = 0, -1, 0 secAxis = 1, 0, 0 } CONSTRAINT { mover = WheelLowerBracket3 target = SuspensionTargetFrontLeft3 type = POSITION } } //sounds MODULE { name = KSPWheelSounds wheelIndex = 3 motorEffect = WheelEffect runningEffect = WheelEffect motorEffect = MotorEffect latSlipEffect = SlipEffect } MODULE { name = KSPWheelSounds wheelIndex = 2 motorEffect = WheelEffect runningEffect = WheelEffect motorEffect = MotorEffect latSlipEffect = SlipEffect } MODULE { name = KSPWheelSounds wheelIndex = 1 motorEffect = WheelEffect runningEffect = WheelEffect motorEffect = MotorEffect latSlipEffect = SlipEffect } MODULE { name = KSPWheelSounds wheelIndex = 0 motorEffect = WheelEffect runningEffect = WheelEffect motorEffect = MotorEffect latSlipEffect = SlipEffect } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } EFFECTS { WheelEffect { AUDIO { channel = Ship clip = UnknownResourcefulness/Sounds/wheel2 volume = 0.0 0.2 volume = 0.1 0.5 volume = 1.0 0.7 pitch = 0.0 0.2 pitch = 1.0 0.7 loop = true } } MotorEffect { AUDIO { channel = Ship clip = UnknownResourcefulness/Sounds/wheel volume = 0.0 0.5 volume = 0.1 0.8 volume = 1.0 1.5 pitch = 0.0 0.7 pitch = 1.0 1.0 loop = true } } SlipEffect { AUDIO { channel = Ship clip = UnknownResourcefulness/Sounds/slip volume = 0.0 0.0 volume = 0.1 0.2 volume = 0.6 1.0 volume = 1.0 0.6 pitch = 0.0 0.8 pitch = 1.0 0.5 loop = true } } deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.0 } } } } Its all fine for me If I just set them all to 1 so its no problem for me. -
Kerbal space program is immense value for what it offers, at least to me. It think though, in broader terms, the price right now seems about right as the price you described is sale price basically. I do worry though that what with notable gaming publishers expressing their wishes to add recurrent player revenue streams (you know what that means), to everything that itll end up in ksp 2, ruining it for me.
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I decided to get into modding, and decided to make some parts I wanted that didnt exist. One such part was an engine that did not need oxyg.en, but also used air to gain far greater efficiency on planets with atmospheres but no oxygen. Yes, electric engines exist, and there are some decent ones out there, however due to the weirdness of electricity in ksp, I wanted to make something without that. After searching for a while, what I discovered and later modeled for ksp which was this, a mono propellant powered single cylinder piston engine. Why Im making this post, is Im kind of lost in terms of how to balance this in KSP with the model ive made being a 0.625m 2 cylinder version of this. For power, I think my model looks just about the size of a cessna engine and the description here makes me think it wouldnt be far from a regular prop, so Ive put the power at 15kn stationary dropping to almost nothing by about 0.5 Mach. For efficiency however, I have no clue what my curve should look like and what the isp should be so I was hoping someone who could make sense of the values in that pdf might be able to help me figure out a relatively reasonable balance.
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[1.8.x] KSPWheel - Physics Based Alternate Wheel Collider [API Only]
USB4 replied to Shadowmage's topic in KSP1 Mod Releases
Quick question again, my suspension seems to basically always ride flat, fully compressed even with 0.8 spring rating. Not really sure why. Ive tried looking through the repository for values that might change where the midpoint, or place of balance is but Im not sure what it depends on exactly. Edit: So I played around and changed load = to 1 and it seems to do what I was looking for, but from shadowmages description it sounds like Im doing it the wrong way. Hmm. I wonder if I just misunderstood. Seems like thats what happened after further testing, but then 1/wheel doesnt work right...