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Landing Legs Explode on Ground Contact


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While updating my landing legs, I've run into some problem that causes the legs to shake and then explode when touching the ground. Aside from that the landing gear appears to be functional.

MAVyBRA.png

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PART
{
    name = landingLeg1-2
    module = Part
    author = Squad
    MODEL {
        model = VenStockRevamp/Squad/Parts/LandingLegs/LT-1
        scale = 1.25,1.25,1.25
        rotation = 0.0,90.0,0.0
    }
    rescaleFactor = 1
    PhysicsSignificance = 0
    node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
    TechRequired = advLanding
    entryCost = 4100
    cost = 340
    category = Utility
    subcategory = 0
    title = LT-2 Landing Strut
    manufacturer = Moving Parts Experts Group
    description = The LT-2 Landing Strut offers a heavy-duty method for planting yourself firmly on the ground, without the severe consequences that usually accompany planting yourself firmly on the ground.
    attachRules = 0,1,0,0,0
    mass = 0.1
    thermalMassModifier = 3.0
    // heatConductivity = 0.06 // half default
    emissiveConstant = 0.8 // a bit better than usual, because conduction needs some work
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 12
    maxTemp = 2000 // = 2900
    CoMOffset = 0, 0, 0.1
    breakingForce = 80
    breakingTorque = 80
    bulkheadProfiles = srf
    tags = ground land leg support
    MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = wheelCollider        
        
        wheelType = LEG

        // setting this to true will override the radius and center parameters
        FitWheelColliderToMesh = False        
        radius = 0.12
        center = 0,0,0
        mass = 0.040
        autoFrictionAvailable = False
        clipObject = piston_collider
                
        TooltipTitle = Landing Leg
        TooltipPrimaryField = 
        
        groundHeightOffset = 1.37
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = piston
        suspensionColliderName = piston_collider
        
        suspensionDistance = 0.95
        suspensionOffset = -0.95        
        
        targetPosition = 1.0            
        springRatio = 6
        damperRatio = 1.0
        boostRatio = 0.6
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = leg
        animationStateName = newlandingleg
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        
        TsubSys = 1
        
        extendDurationFactor = 0.5
        retractDuractionFactor = 0.3
    }
    MODULE
    {
        name = ModuleWheelLock
        maxTorque = 500
    }
    MODULE
    {
        name = ModuleWheelBogey
        baseModuleIndex = 0
        
        bogeyTransformName = foot
        deployModuleIndex = 2
        
        maxPitch = 160
        minPitch = -160
        restPitch = 0
        pitchResponse = 100
        
        bogeyAxis = 0.0, 1.0, 0.0
        bogeyUpAxis = 0.0, -1.0, -1.0
    }
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 99999999
        impactTolerance = 600
        deflectionMagnitude = 1
        deflectionSharpness = 2.0
        slipMagnitude = 0
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
}
 

Any Ideas on what might be causing this?

Edited by Ven
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On 6/3/2016 at 8:08 PM, nli2work said:

setup looks okay in Unity... config match object names? suspension distance long enough to reach ground? really hard to say for sure with the new wheel modules unfortunately. 

I think that everything matches, I modeled and named each part after it's stock counterpart, minus caps on items like pistons and the collider names. 

The part seems to reach the ground (same stock distance and model size, so I don't think that's the issue).

I've added the cfg to the OP.

Edited by Ven
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what does F3 log show when the legs explode? 

I'd try removing clipObject = piston_collider in ModuleWheelBase; clipObject is destroyed after vessel unpack. I think it's more of a debugging tool or something to provide visual guide while in editor mode to prevent wheel block. Since it's also referenced in suspensionModule, that may screw things up when it's gone.

Edit: looking at the stock LT-1 config... that's in there too. so I don't know. Some of of your values are different. maybe try using the same exact values? if things work out, adjust from there.
 

Edited by nli2work
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Unfortunately it still explodes after removing the clipObject.

When the landing gear explodes, the game says that it was overstressed (or more specifically: [Log]: [F: 7061]: [00:00:01]: LT-2 Landing Strut overstressed and was destroyed.)

 

The LT-1 config? I'm modifying the LT-2 config with this:

@PART[landingLeg1-2] {
    !mesh = DELETE
    !MODEL {}
    MODEL {
        model = VenStockRevamp/Squad/Parts/LandingLegs/LT-2
        scale = 1.25,1.25,1.25
        rotation = 0.0,90.0,0.0
    }
    %rescaleFactor = 1
    @node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
    @MODULE[ModuleWheelBogey]
    {    
        bogeyAxis = 0, 1, 0
        bogeyUpAxis = 0.0, -1.0, 0.0
    }
    @MODULE[ModuleWheelDeployment]
    {    
        @TsubSys = 1
    }
}

Otherwise it's the stock LT-2 config.

I believe this is a model setup problem, as my LT-1 works perfectly fine and uses the same config setup. Unfortunatly, I did the LT-1 as a test run more than two months ago, so I don't remember what I did to make it work. :/

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child a non-collision geo to the wheel collider so you can see what it's doing during deployment. I usually do a disc with a sphere or something so I can tell the orientation as well. it should move with the deployTgt transform. if it isn't. try setting deployTgt to default layer instead of wheelColliders

also try setting TsubSys to something lower than 1; it maybe over stressing from the wheelCollider popping at the very end of the animation

Edited by nli2work
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Hmm, after attaching the sphere to the wheelTransform, The sphere is absent until the final part of animation (the time it pops in is related to the TsubSys Value). After changing the Tgt's layer name to default the results are the same.

And fiddling with the Tsub Value (0.7 and 1.5) didn't stop the overstressing, it just delayed it. Could this be caused by an animation issue? In the past I had to set up separate transforms for animations because the game wouldn't touch/move said animated objects. Though, the new stock gear doesn't seem to abide by that old rule...

*The headaches intensify* 

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TsubSys range from 0 to 1; 1 being the end of deploy anim, 0 the start. it controls when the wheelCollider gets turned on. with 1, wheelCollider pops in under the full weight of craft, that may momentarily overstress the leg. Stock LT-2 turns the wheelColliders on very early in the deploy animation, so much so you can see the wheelColliders levitating the craft before the feet even touches the ground. https://www.youtube.com/watch?v=CXU5pnMFoeA 

I'd try a TsubSys value of ~0.2, or even lower, I suspect this is the setting that's most relevant... and/or increase the suspensionDistance to something high to make sure it clears the piston_collider. then gradually lower it till the leg touches ground.

All that said, it maybe easier just to wait and see what the next update does to wheel modules... it might make all this work for naught.

 

Edited by nli2work
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Sad to say that changing the Tusb value had little to no result. Changing the suspension distance, however did stop the gear from exploding for a short time, it eventually shook itself apart though.

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