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Landing leg spontaneous oscillation


EmbersArc

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Hey everyone, I was just making some new landing legs and...

JrY14du.gif

... Somehow certain landers start oscillating. On this one it only happens when the upper tank is empty and the center of mass is low.
Changing the damping or spring ratio on the legs doesn't change anything. It's not the SAS. My guess is that it happens when the CoM is underneath the vector of the reaction force from the legs. The only difference of those legs to the stock LT-2 is the deployment angle. Suspension distance, spring and damping ratio are the same. With the LT-2 it's fine no matter where the CoM is.

Has anyone seen this before? Could it just be a problem with the stock game that only shows up in some edge cases?

LQbIuq4.png

Config:

Spoiler

PART
{
    name = ITSLeg-M
    MODEL
    {
        model = KerbalReusabilityExpansion/ITSLegs/ITSLeg
    }
    rescaleFactor = 1
    module = Part
    author = svendii
    node_attach = 0,0,0.1,0,0,0,10
    TechRequired = advLanding
    entryCost = 8000
    cost = 4000
    category = Ground
    subcategory = 0
    title = ITS Landing Gear Medium
    manufacturer = 7D Exploration Technologies Inc.
    description = Large aerodynamic landing legs.
    attachRules = 0,1,0,0,0
    mass = 0.15
    thermalMassModifier = 3.0
    heatConductivity = 0.06
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.3
    angularDrag = 1
    crashTolerance = 10
    maxTemp = 2400
    bulkheadProfiles = srf
    emissiveConstant = 0.87
    fuelCrossFeed = True
    breakingForce = 150
    breakingTorque = 150
    tags = ground land leg support black spacex landing reusable reusability medium large
    
    EFFECTS
    {
        deploy
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.5
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.5
            }
        }
        deployed
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.5
            }
        }
        retract
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_start
                volume = 0 0
                volume = 1 0.5
                pitch = 0.5
            }
            AUDIO_LOOP
            {
                channel = Ship
                clip = Squad/Sounds/elev_loop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.6
            }
        }
        retracted
        {
            AUDIO
            {
                channel = Ship
                clip = Squad/Sounds/elev_stop
                volume = 0 0
                volume = 1 0.5
                pitch = 0.75
            }
        }
    }

    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 = 4.7
    }
    MODULE
    {
        name = ModuleWheelSuspension
        baseModuleIndex = 0
        suspensionTransformName = Piston2
        suspensionColliderName = piston_collider
        
        suspensionDistance = 1
        suspensionOffset = -1
        
        targetPosition = 1.0            
        springRatio = 6
        damperRatio = 1.0
        boostRatio = 0.6
    }
    MODULE
    {
        name = ModuleWheelDeployment
        baseModuleIndex = 0
        
        animationTrfName = ITSLeg
        animationStateName = LegDeploy
        deployedPosition = 1
        deployTargetTransformName = deployTgt
        
        TsubSys = 1
        
        extendDurationFactor = 1
        retractDuractionFactor = 0.6

        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, 1, 0
    }

    MODULE
    {
        name = ModuleWheelDamage
        baseModuleIndex = 0
        
        stressTolerance = 99999999
        impactTolerance = 1300
        deflectionMagnitude = 1
        deflectionSharpness = 2.0
        slipMagnitude = 0
        slipSharpness = 2.0
        explodeMultiplier = 1.0
    }
    
    
    
}


 

 

 

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