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Potential fix for 1.1 wheel collision problem! (didn't work)


GoSlash27

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All,

 I suspect that the wheel collision problem (craft skittering/ flipping/ wheels exploding/ etc) is due to a transcription error in the .cfg files or coding.

 I swapped the suspension distance and position values in the .cfg file for the fixed gear and the problem disappeared.

Wheels_zpshowvlwvo.jpg

I would like others to try this fix for various wheels and see if it also solves their problem.

 Be sure to keep accurate notes of the original suspension values so you don't get hosed up. Please report your results here (good or bad) so we can take it to Squad for a hot fix. Or... you know... not (depending on how it goes)

Thanks!

-Slashy

 

Edited by GoSlash27
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  On 4/21/2016 at 10:40 PM, GoSlash27 said:

I swapped the suspension distance and position values in the .cfg file for the fixed gear and the problem disappeared.

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What's probably happening is that the increased suspension distance is reducing the downforce stress on the wheel, lessening the chance of explosion.  targetPosition probably doesn't have to change.  Try maybe just upping the suspension travel (suspensionDistance)?

E: Also, jittering and skittering is likely happening because the suspension has so little distance for travel...

Edited by regex
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  On 4/21/2016 at 11:06 PM, regex said:

What's probably happening is that the increased suspension distance is reducing the downforce stress on the wheel, lessening the chance of explosion.  targetPosition probably doesn't have to change.  Try maybe just upping the suspension travel (suspensionDistance)?

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I'm just getting started myself, but so far my results indicate that targetPosition cannot be greater than suspension distance. Still experimenting...

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@GoSlash27, suspensionDistance is assigned to Distance and targetPosition gets assigned to Anchor in Vehicle Physics Pro.  Here's the apropos info:

  Quote

Distance (m)

Length of the suspension travel.

Anchor (%)

Relative position in the suspension travel (compression) where the wheel is located at design time. This setting can be understood easily by adjusting it in the Editor and watching the gizmo in the Scene view.

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Since Anchor is a percentage, set targetPosition appropriately (that is, between 0.0 and 1.0 inclusive).

Edited by regex
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  On 4/21/2016 at 11:16 PM, regex said:

@GoSlash27, suspensionDistance is assigned to Distance and targetPosition gets assigned to Anchor in Vehicle Physics Pro.  Here's the apropos info:

Since Anchor is a percentage, set targetPosition appropriately.

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Swapping these values didn't fix the steerable nose gear for me, but it worked for the fixed gear.

 This is good info. Do you have the source? I'd like to look at the other values

Best,
-Slashy

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  On 4/21/2016 at 11:22 PM, GoSlash27 said:

This is good info. Do you have the source? I'd like to look at the other values

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Ask.  I have to correlate the two codebases (or dig into KSP's in general) since they use different names.  Here is the link where I found the info, though.

http://vehiclephysics.com/components/wheel-collider/

Edited by regex
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Seems to have them a little more survivable, but I just experienced some ice skating for the first time and the trick doesn't work on the nose gear so i'm guessing the swapping the values dose that coincidentally?

Edited by ghpstage
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  On 4/21/2016 at 11:28 PM, GoSlash27 said:

Cool, thanks!

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Actually it's going to take some time tonight, I'm still looking at pre-release code and a lot of that has changed.  However, if no one else answers your questions first I'll be updated in about four hours.

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remind me that's more or less where i get stuck long long ago with unity and landing gear. it used to not really allow any single variation in the hierarchy due to the amount of dynamic element within a single entity.

thks for sharing the infos and thks to every contributor and tester.

(Minor stuff to isolate doing some really weird results thing series it seem.)

 

Edited by WinkAllKerb''
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  On 4/22/2016 at 1:14 AM, Mad Rocket Scientist said:

Does anyone have a video of the wheel collision problem?  I can't tell whether I have it or not.

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If your wheels do pretty much what you expect them to, you're not having the problem. If they're jumping all over the place, not getting any traction, spinning around everywhere, exploding when they shouldn't, or any combination of the above, you will know you're experiencing the wheel jitters.

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Sorry slashy, but I don't think your theory is right.

@Renegrade and @sgt_flyer have an alternate theory that a bounce in the wheels gets transmitted as a force into the craft's joints. The joints flex (with no damping) and then return all that force to the wheels, which then bounce again.

I have a plane that jitterbugs severely -- see the panther.craft file on this bug report: http://bugs.kerbalspaceprogram.com/issues/9288

-- It supports their theory, because if the wheels are mounted on the wings, the plane jitterbugs. If the wheels are mounted to the fuselage instead, there is no jitterbugging.

I just made your suggested mod (.9 suspensionDistance, .1 targetPostion) to the LY1.

I removed all the fuel from panther (the ly1 can't handle the full weight), and replaced the rear LY10s with LY1s.

After reloading KSP and launching that plane, it jitterbugs for a bit, and then starts spinning in a medium-speed circle. 

 

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bewing,

 Thanks for testing it out. I'll accept "no" for an answer :D

Are you experiencing jitterbugging with anything except the fixed gear? I've seen bug reports for other gear, but can't reproduce them myself.

Best,
-Slashy

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  On 4/22/2016 at 3:08 AM, GoSlash27 said:

 

Are you experiencing jitterbugging with anything except the fixed gear? I've seen bug reports for other gear, but can't reproduce them myself.

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Precisely what do you mean by "fixed gear"? The LY10s that jitterbug intensely for me are steerable (see that panther.craft). sgt_flyer faked up an MK3 design with the heavy landing gear out on the tips of the wings, and that jitterbugged, too.

 

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from my own tests, every landing gear has a suspension (even the LY-01 fixed gear !) - but the 'disable suspension' toggle seem only to have a cosmetic effect on most landing gears or landing legs (visually block the suspension in the current position - however the .craft still has the exact same physical 'rebound' like if the suspension was active regardless of the toggle) . the button seems to only have a physically noticeable effect on rover wheels suspension (and yup, suspension is important for a good grip !).

for the jittering / suspension danse, here's my MK3 test plane (if you fill up the fuel tank, it'll worsen the effect even more, up to linkage failure between the wings and the body) - the 4-wheel heavy landing gear is affected here. - you can see how much the wings flexes

https://www.dropbox.com/s/n7j4u8bvcjowaia/test%20jitter.craft?dl=0

interestingly, roverwheels don't trigger jittering in the same configuration (with XL3's in place of the heavy landing gear on the tip of the wings) :

https://www.dropbox.com/s/nn7rpq94yd9vuss/test%20no%20%20jitter.craft?dl=0

so a good question, what's so different between rover wheels and landing gears suspension ? :)

from my tests, the main difference between rover wheels and affected landing gears is the damper ratio : the LY-60, ly-99, and ly-10 are the only ones that have a 2.0 damper ratio, while other wheels have a 1.0 damper ratio.

putting a 1.0 damper ratio on the affected landing gear negated the jitterbug for me on my MK3 plane :

RGDEOdQm.png

i tested the same modification on the small landing gear, and it also fixed @bewing's panther jitterbugging.

as those landing gears were not prone to jitterbugging when centermounted, it's more a combination of wing flexing & overreacting suspension it seems :)

so the problem seems to not be the same for all landing gears :) (nice way to complicate the problem even more ! :P)

 

i also tested how the 'disable' button affected landing gear / legs / roverwheels :)

here's a copy of my tests and observations on those :

  Reveal hidden contents

in the end, wheels are currently a bugfest anyway :wink:

 

Edited by sgt_flyer
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  On 4/22/2016 at 8:16 AM, sgt_flyer said:

from my tests, the main difference between rover wheels and affected landing gears is the damper ratio : the LY-60, ly-99, and ly-10 are the only ones that have a 2.0 damper ratio, while other wheels have a 1.0 damper ratio.

putting a 1.0 damper ratio on the affected landing gear negated the jitterbug for me on my MK3 plane :

Expand  

Hmm... I'll have to give that a shot.

I've been playing with the distance, offset, and target position on the LY-01. I've stopped the jitterbugging for light loads, but not heavy ones.

Best,
-Slashy

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  On 4/22/2016 at 8:16 AM, sgt_flyer said:

 

so the problem seems to not be the same for all landing gears :) (nice way to complicate the problem even more ! :P)

 

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regarding that perticular point, i always wondered if the 3Dmodelling software, choices made there with the various 3d and object layers , then the import of the 3d object to unity have an impact or not.

As Slashy said some kind of "transcritption" stuff as well on that "3dsoftware import to unity level" and then the hierarchy stuff once into unity. (notice that thoose observations of mine are not really up to date at all but still)

(may be something interesting could be someone experienced try doing the same 3d object using various 3dsoftware, then import to unity, then eventually apply a few variation here and there within the hierarchy, and/or to check from wich 3d software each wheels is imported from and if it as an impact or not)

Edited by WinkAllKerb''
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Changing the suspension travel on medium landing gear from 0.2 to 0.8 helped a lot during take off and landing, but the ski problem remains as before, as I gently touch the A or D the plan spin violently

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