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Showing results for tags 'walking'.
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If we are going to be able to build racing and off-road wheeled / tracked vehicles, please also give us the ability to build walking vehicles (from 1 legged hoppers to multiple legged walkers to centipedes). It's a really cool transportation and manipulation platform with a lot of practical uses, especially for base building and exploring.
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This is one of those issues that has recurred periodically- but KSP could REALLY use a button that you press that will simply shift Kerbals into a "walk" or run state, rather than having to hold "W" until you fingers go numb to walk long distances... And while we're at it, rivers really need a control rework. It's sad and disappointing that such an integral part of the game STILL needs players to do things like switch to Docking Mode to properly control their rovers. I saw an Action Group labeled "Wheel Throttle" in the SPH recently, while editing some Action Groups. But this doesn't seem to do anything currently. What there SHOULD be is a "throttle" for Kerbal walking/running and rover wheels- even if there only end up being 2 speeds (for now) for Kerbals. Really it's just one of those basic quality-of-life issues I'm amazed the game has gone without this far..m
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Münwalk! An acceleration-based motion system for kerbals This is my first C# plugin for KSP, so progress has been pretty slow. What works so far: Button that orients kerbal based on acceleration Animations Movement "Airplane mode" (Disable drag on kerbal) Pictures: https://imgur.com/a/WbGulQr Current problems: Kerbal "trips" every couple of steps. Jumping does not apply enough upwards force. Kerbal cannot un-ragdoll while on a moving vehicle in contact with the ground or ocean. On centrifuges kerbal will lean. Activating Munwalk while kerbal is on ladder may disable gravity on the kerbal for some reason... Download is here: https://spacedock.info/mod/2021/Kerbal Munwalk License: MIT Updates:
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Ok, so I've looked all over this forum and this is what I've come up with. KRAG System: (Kerbal Relative Artificial gravity) How it work right now while in orbit Kerbal up direction is based on the normal of the object below taken from a raycast kerbal is pushed downwards when it contacts a part it enters "Idle (Grounded)" state "AWSD" keys for movement Current Issues can't rotate kerbal ...yet when starting walking forward kerbal bounces up causing animation to stop as well as just being annoying The main issue I'm struggling with is the bouncing. I'm thinking its either colliders being enabled or the game is trying to re-orientate the kerbal to the planet below when walking starts. If anyone has any ideas I'd appreciate the help here is the VS project and a compiled dll is in bin/debug KRAG System