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Showing results for tags 'wheelcollider'.
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I have installed the planet packs OPM, Other World, Strange New World, kcalbeloh, and Quackpack in my KSP 1.12.3. Not long ago, when landing on Cind in Quackpack, I found that my rover’s wheels would sink into the ground. Compared to wheels that are working normally, my wheels sank several inches into the ground (the installation of the wheels is correct, I didn’t make the mistake of rotating the wheels), which caused the wheels to lose all traction (the traction of the wheels is set to 10). Pressing forward only made the wheels spin. I had to stop exploring on Cind due to the high temperatures. I thought it was a problem with Quackpack, but recently during my Jool system mission, I found that a similar phenomenon occurs on Laythe (it seems to be more severe when the probe is close to the lander), and on Vall, this phenomenon is almost everywhere (it temporarily returns to normal when switching from the tracking station to a small flat area where the probe is located, but the problem reappears after driving a certain distance, and if I save with the probe parked on a slope, this method is completely ineffective). I can’t drive my probe normally. I used cheats to test my probe on Slate in the OPM’s Sarnus system, and this phenomenon still exists. Supplement: 1.In the save file I use to test new ships (sandbox), this problem is less severe on each planet, but it seems to still occur on steep slopes. 2.I have used a considerable number of wheels from both the stock game and mods, including probe wheels, aircraft landing gear, and rocket landing legs. They all have this problem, losing traction, causing the lander to slide or even tip over along the slope. 3.This phenomenon is resolved when I adjust the terrain detail from high to default (uncertain, only tested in a small area on Vall). 4.By the way, I remember encountering this issue a long time ago in the game when I was using KSP 1.9.1, with only EVE, MechJeb, and Parallax2 installed, and a similar phenomenon occurred when landing on Eeloo. Please excuse me for using GPT for translation, some terms may not be accurate. images and mod list here
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On some of my wheels (not all) I'm seeing a weird behaviour when the suspension load is either very light or relieved completely (eg, inside wheels on a sharp corner). The wheels basically snap to past the top of the suspension travel (I suspect top of travel plus the suspension distance again) and back again, sometimes in a vibrating buz between the *correct* position and the anomalous. Sometimes, with wheels popping up, it reminds me of shovel snouted lizards dancing on hot sands. I'm assuming there's a combination of settings that is creating this weirdness.
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- wheel
- suspension
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I never messed with wheels in pre 1.1 KSP, so I don't know if this is new or always existed. If it always existed, no-one seems to discuss it. So, onwards... I've noticed that rovers (esp 4 wheel rovers) get stuck with no motive power when their wheels are the only parts touching the ground, but it's not the "bottom" of the wheel. Eg; While this might be a fine approximation for a track race car, it seems somewhat limiting for an off-road vehicle like a lunar rover, or any rover for that matter. I notice in Unity, once you add the Rigid Body so you can see the wheel collider, that there's a small ball of lines drawn in at the bottom of the wheelCollider. This seems to correspond to the part of the wheel that can drive. See; There doesn't seem to be any configurable value to change this widget. Does anyone know what it is? Or why only a tiny bit of the wheel is capable of producing forward force? Thanks
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- wheel
- wheelcollider
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