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[SOLVED] new Lander-Leg Struct design approach - 'its realizable in unity/KSP ??'


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hi all,

i searched for a new approach to realise a new Lander-Leg design for a new Project.

i had lost a lot of time but could not yet find a solution to this task.

I wonder me, Is this construction possible in unity (ksp)?   (see pictures )

The original idea is to make it from a single cast, and do not separate the lander legs.

I have come to the conclusion that it is so in unity is currently not realizable.
- maybe you have to create the base plate separately with a separate 1-lander-foot, which is attached 4x

 As always, cheers

 

config - try one

Spoiler

///////////////////////////////
MODULE
{
 
 name = ModuleLandingLeg
 animationName = AVALANDLEGS
 wheelColliderName = Foot_collider_000
 suspensionTransformName = link_Struct_000
 orientFootToGround = true
 landingFootName = Foot
 // Foot is aligned to up Axis instead of forward
 alignFootUp = true
 suspensionUpperLimit = 0.60
 impactTolerance = 300
 suspensionSpring = 1.25
 suspensionDamper = 1
 suspensionOffset = 0, 0.02,0
}
///////////////////////////////

config try two
 

Spoiler

 

///////////////////////////////////////


MODULE
    {
        name = ModuleWheelBase
        
        wheelColliderTransformName = Foot_collider_000        
        
        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 = Bone_B_collider_000
                
        TooltipTitle = Landing Leg
        TooltipPrimaryField =
        
        groundHeightOffset = 1.909
    }


    
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = Bone_B_000
        suspensionColliderName = Bone_B_collider_000
        
        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 = AVALANDLEGS
        deployedPosition = 1
        deployTargetTransformName = Bone_B_000
        retractTransformName = PA_Legs_Axis_00
        
        
        TsubSys = 0.83
        
        extendDurationFactor = 0.5
        retractDuractionFactor = 0.3

        fxDeploy = deploy
        fxRetract = retract
        fxDeployed = deployed
        fxRetracted = retracted
    }
    
    
    MODULE
    {
        name = ModuleWheelLock
        maxTorque = 500
    }
    
    
    
        MODULE
    {
        name = ModuleWheelBogey
        baseModuleIndex = 0
        
        bogeyTransformName = Foot
        deployModuleIndex = 2
        
        maxPitch = 160
        minPitch = -160
        restPitch = 0
        pitchResponse = 100
        
        bogeyAxis = 1, 0, 0
        bogeyUpAxis = 0, 0, -1
    }
    
    
    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 99999999
        impactTolerance = 600
        deflectionMagnitude = 1
        deflectionSharpness = 2.0
        slipMagnitude = 0
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }

 

/////////////////////////////////////

 

 

here is the complete picture album   - Sorry imgur obviously does not arrange the pictures, earlier this went ..- it is only worse ..

 

this is the concept picture :

        [ship/vessel]

------attach node--------------------------

[cylinder-base structure]

[4 x landing legs]

----------------------------------------------

LGrG3uv.jpg

 

 

3sZ9dpV.jpg

 

7viFyxE.jpg

wHhe6yX.jpg

 

 

Edited by RaendyLeBeau
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Multiple legs on a single part are not possible with the stock modules.


You can certainly do it in Unity, just not in KSP using the stock ModuleWheelXXXX.

 

Edit:  There is one way to do it -- make the legs rigid and without suspension.  Add colliders to them and let the animation do the work.  The downside is, of course, that there is no suspension.

Edited by Shadowmage
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4 minutes ago, Shadowmage said:

Multiple legs on a single part are not possible with the stock modules.


You can certainly do it in Unity, just not in KSP using the stock ModuleWheelXXXX.

 

Edit:  There is one way to do it -- make the legs rigid and without suspension.  Add colliders to them and let the animation do the work.  The downside is, of course, that there is no suspension.

 

So only with "animation modul" to work - but with wheel-collider at the end of the legs?

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7 minutes ago, Shadowmage said:

Only animation -- no wheel collider. 

Use regular box/sphere/mesh colliders for the legs and feet.

thnx a lot mate !

but last Q :  in this case , the animation export RIG as 'GENERIC' or 'LEGACY' in Unity ?

Edited by RaendyLeBeau
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