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Showing results for tags 'wheelcollider'.
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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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