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Dundrogen

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Everything posted by Dundrogen

  1. Thank you. Coming from you, that means alot to me. I've since tweaked the rig so the tips of the foot track with the bottom position of the wheel collider almost perfectly. Difficult to see the floating and clipping in the initial video since i kept moving the 'legs'. I'm currently studying and old @lo-fivideo where he demonstrated how to get the tread skin to deform around the inner tread wheels. This is going to blow my rig ideas out of orbit The legs in the video are fairly simple. Attach objects to the kspwheelrotate variable at a distance and that will be the radius, have your leg segments track these objects in a single axis. I'll post a video here of the rig in blender going through it's iterations incase someone in the KSPwheel community wants to expand and improve on the idea.
  2. @Shadowmage you did say my imagination was the limit to wheel rigs lol just to give you some context of why i was asking to alternate wheel rotation positions earlier. quite self explanatory from the rig. i realised during testing that steering changes the esthetic rpm so just turning the wheel changed its' rotational position to make the rig more believable. God damn i love KSPwheel.
  3. Hey @Shadowmage, Sorry to bother you cause i know you're super busy. Just wanted some tips on an issue I have an idea to create a special type of wheel but it would only work if the kspwheelrotation module can start at different angles. for example : MODULE { name = KSPWheelRotation wheelMeshName = WheelRim rotationAxis = 1, 0, 0 randomStartPosition = true //just an idea } To rotate the wheelMeshName passed variable by a random degree between 0 - 360 before loading. Could you give me some tips on how i would code this in? is this done in unity or would i have to tweak the actual KSPwheel plugin? Thank you!
  4. You could shift the vertices of the cylinder edge with snap on from an orthogonal angle to make sure the end of the cylinder stops flush with the surface of that cube. No clipping. No overhead. No unnecessary ngons.
  5. I was wondering if the number of vertices used in a part model is directly proportional to the size of its' mu file. What would be a decent vertex count/ face count for a complex ksp part? I mean, how much is too much? I noticed the mu file for the stock ruggedized wheel is pretty large compared to a wheel part i made with about 500 faces.
  6. Thanks for the info. I'll definitely look into this. Very interested in custom ingame interiors using structural parts with robotic parts but keeping internal components of the hull/shell away from atmospheric drag as you'd expect if you closed something up inside an exterior cover. Awesome stuff dude. Keep up the good work.
  7. Hi @dkavolis, i wanted to create a set of custom parts to complement custom bays/fairings and what not. I was wanting to clarify if the voxel model used by FAR calculates the shape of the collider mesh of parts to accomplish this feature. This is so i can design and implement the mesh shape and orientation of said custom parts to function well with FAR. Thanks for keeping FAR alive. This mod is life.
  8. Thanks dude. I actually learned quite a bit from sifting through a few of your and @Shadowmage old threads. Came across a topic where @lo-fi was showcasing and sharing config code simulating curved suspension arc from 2014. Much easier to implement now with KSPwheels flexible constraints. You guys are crazy
  9. Much gratitude for the imparted wisdom and even more so for KSPwheel. I imagine this would be impossible to pull off with the stock wheel module. Also because of KSPwheel, LOOKLOCK can be set to track in all axes which was vital for this rigs Steering hydraulics and CV joint.
  10. Thank you. The KSPwheel plugin allows multiple calls of certain modules. The wheel turning module is called three times in this rig. One to spin the wheel and two others to spin the 2 CV arms.
  11. Made using KSPWheel. Double Wishbone suspension with hydraulic steering and constant velocity joint aesthetics.
  12. Hi @Shadowmage . Huge fan of the KSPwheel plugin. I especially enjoy the fact that constraint axis are variable and not fixed to x and y like the stock wheel module. 

    I'd like to pick your brain for a second please. I wanted to ask you about the KSPWheelConstraints function and the different sub functions. At the moment I know of LOOKLOCK, ROTATION and LOCATION. 

    I'm currently working on a rig that uses the advantages of KSPwheel to implement aesthetics for a steering rod, proper suspension arc (used tips from an old @lo-fi video) and a visible CV joint. Managed to get everything working so far except for the CV joint. The problem is the CV joint has 2 pieces so it looks more realistic. I can easily remedy this by making the CV joint 1 piece but that looks less pleasing. lol 

    I was wondering if there were other functions of the KSPWheelConstraint that I could utilize to figure this out. Thanks for the great plugin. I can send a video of the rig if you're interested. 

    1. Show previous comments  3 more
    2. Dundrogen

      Dundrogen

      Cheers to the art of deception comrade. Thank you for KSPWheel. Truly awesome.

      MODULE
      {
      	name = KSPWheelRotation
      	wheelMeshName = WheelRim
      	rotationAxis = 1, 0, 0
      }
      MODULE
      {
      	name = KSPWheelRotation
      	wheelMeshName = CVSteerRot
      	rotationAxis = 1,0,0
      }
      MODULE
      {
      	name = KSPWheelRotation
      	wheelMeshName = CVBaseRot
      	rotationAxis = 1,0,0 
      }

       

    3. Shadowmage

      Shadowmage

      Glad you got it sorted out and working to an acceptable level for you.  Certainly is fun when it all works out :)

      Now to put some textures and depth onto the piece....  (I have mods for that too, if you are interested in PBR texturing -- look for Textures Unlimited)

    4. Dundrogen

      Dundrogen

      I'll definitely check that out. Will need to learn how to texture. UV mapping this thing is going to be a nightmare for me ;.;. Also managed to get the CV ends to track alot smoother by shifting the target points around. 

  13. Ever since restock and restock+ were released, I can't play ksp without them. Absolutely amazing work. Suberb job by the restock team! Looking forward to trying the updated versions for 1.8.1
  14. Hi Ferram dudes, With the new 'same vessel interaction setting', would parts having their collider meshs squished together protect the internal components of said parts from aerodynamic forces? For example. Using a hydraulic press to shut the 1.25m nose cone onto the 1.25 meter hollow structural tube.
  15. Ah yes! Shadowmage's KSPWheel. I came across this while looking around. This is the Kerbal Foundries author if I'm not mistaken. Awesome stuff I'll look into this. Thanks
  16. Hi Kerbonauts, I'm looking for some guidance regarding a part I'd like to make to complement the creation of rovers using robotics for suspension and propulsion. I love the fact that you can use the new rotor part as a wheel motor and implement creative suspension methods with the hydraulic piston in conjunction with same vessel interaction etc. Although there are no suitable structurally strong parts to attach to the rotors to act as a wheel. From my current understanding, the wheels in ksp have a special 'form' using unity and aren't a typical structural piece per say. The problem is friction. Fashioning a custom wheel using structural parts always ends up slippery. Is there a way to edit a parts cfg to increase its friction toward surfaces in ksp? Much like the grip pads. I'm basically wanting to make a cylindrical grip pad for a wheel. Is there a possibility of creating a wheel without the spring, dampen and steering properties? Basically a brick with a motor. Thanks folks. P.s - radially attaching multiple grip pads onto a round part sounds viable but doesn't work.
  17. So I should be able to scan Boab trees? That's correct. If you set scatterers to nil. Only the Boab trees will be on the terrain. Unfortunately for my potato this is my native graphic setting.
  18. This is awesome. It's reasonably fast considering the lack of friction native to ksp. I've only worked on creeping gait for quadrupedal type bot and it's rather slow and wonky if the terrain isn't perfectly flat. Aristophanes leaps so uneven terrain isn't an issue. Good job dude
  19. If you're not using a new save, the breaking ground landmarks will not load. This may be the issue. I may be wrong. There should be many Boab tress scattered across the greeny parts of kerbin. Impossible to miss.
  20. 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. 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
  21. I really do hope that squad can work this out though. The grip pads would be an absolute gem.
  22. That's a good idea. Have a slider that swaps mass and impact tolerance proportionally inverse. Makes loads of sense.
  23. FAR - not in it's entirety. the aspect of the mod that allows you to prevent drag on objects that are effectively stowed or covered by other structures. similar to the way cargo bays operate when closed except you can "close" things up with creative use of robotic parts and aero/structural parts.
  24. A variant of the stock ksp wheels with all the tweakable properties EXCEPT spring rate and damper. Customizing vehicle suspension using the new robotics parts will be insanely fun with such a wheel. Also removing the wheel mounts when choosing these variants.
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