Stephen Locksley Posted November 20, 2022 Share Posted November 20, 2022 Are procedural tracks possible? Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted November 24, 2022 Share Posted November 24, 2022 Has anyone had problems with vehicles just Kraken-bouncing when sitting still on the ground? Quote Link to comment Share on other sites More sharing options...
Manul Posted November 24, 2022 Share Posted November 24, 2022 20 minutes ago, Bizobinator said: Has anyone had problems with vehicles just Kraken-bouncing when sitting still on the ground? Yesss! But with stock landing gear Quote Link to comment Share on other sites More sharing options...
damerell Posted November 25, 2022 Share Posted November 25, 2022 9 hours ago, Bizobinator said: Has anyone had problems with vehicles just Kraken-bouncing when sitting still on the ground? I don't find the KF landing legs satisfactory (and this is why), and KF landing gear can bounce you because of the usual "spring bottoms out, physics simulation chokes in one tick" problem. Quote Link to comment Share on other sites More sharing options...
Bizobinator Posted November 25, 2022 Share Posted November 25, 2022 15 hours ago, damerell said: I don't find the KF landing legs satisfactory (and this is why), and KF landing gear can bounce you because of the usual "spring bottoms out, physics simulation chokes in one tick" problem. Well....I've actually only been having this with the Kerbal foundry tracks & wheels... Is this a case where I should post a log or something? Quote Link to comment Share on other sites More sharing options...
damerell Posted November 25, 2022 Share Posted November 25, 2022 It has been years since Shadowmage has touched it. Quote Link to comment Share on other sites More sharing options...
LuxStice Posted February 7, 2023 Share Posted February 7, 2023 Am i the only one having problems with the breaks on the wheels? Everytime i land i get at max -9m/s from breaking, and most of the times it just starts sliding to one side until either it stops or crashes into the runway.... already searched a bit but didnt find anything on KFoundries brakes, something like break strenght (like in stock ksp)... I did try to tweak the motor but that doesnt feel like a break..... its more like a "motor giving backwards force" and not a "these wheels are stopped so they are creating friction" I'm trying to land a 50~ton spaceplane with medium wheels, all wheels are scaled 1.25 Quote Link to comment Share on other sites More sharing options...
damerell Posted February 7, 2023 Share Posted February 7, 2023 2 hours ago, Kemorno said: Everytime i land i get at max -9m/s from breaking "braking"; "brakes". If this means 9 m/s/s, that's not bad, nearly a gravity - more than one would get at all in commercial aviation, let alone with the wheel brakes alone. If not, it's not clear what it does mean. If it veers uncontrollably I would check the steering on one of the wheels isn't reversed. Quote Link to comment Share on other sites More sharing options...
LuxStice Posted February 7, 2023 Share Posted February 7, 2023 3 hours ago, damerell said: "braking"; "brakes". If this means 9 m/s/s, that's not bad, nearly a gravity - more than one would get at all in commercial aviation. am i that naive that i think that airplanes break at way more than that? Either way, stock wheels seem to break way more? are they just unrealistic? Quote Link to comment Share on other sites More sharing options...
Manul Posted February 8, 2023 Share Posted February 8, 2023 (edited) 18 hours ago, damerell said: If this means 9 m/s/s, that's not bad, I guess this means the velocity change before things go wrong and not deceleration. 20 hours ago, Kemorno said: Everytime i land i get at max -9m/s from breaking, and most of the times it just starts sliding to one side until either it stops or crashes into the runway... Try landing different aircrafts, possibly you have misaligned landing gear. Wheels may be not perpendicular to the ground or not parallel to each other. There is a PAW option "align wheel to ground" for adjustable landing gear to fix perpendicularity, and I would recommend Precise Editor to check if they are parallel. Also you need to disable steering for main landing gear leaving only the nose gear steerable. I had a problem with stability when I used a stock nose landing gear and KF main gear so I had to reduce friction of the stock gear to make it more slippery. P.S. With KF landing gear I can land a 150t spaceplane on an aircraft carrier (with stock landing gear too), so there are no problems with stability and brakes. Edited February 8, 2023 by Manul Quote Link to comment Share on other sites More sharing options...
A_Mango_Kabbab Posted May 20, 2023 Share Posted May 20, 2023 (edited) can I know if changing the max speed of parts is possible in the config files or debug settings, and which line to change, I'm trying to make fast rovers for fun but am limited to 17m/s due to part scaling Edited May 20, 2023 by A_Mango_Kabbab Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 21, 2023 Share Posted May 21, 2023 (edited) 11 hours ago, A_Mango_Kabbab said: can I know if changing the max speed of parts is possible in the config files or debug settings, and which line to change, I'm trying to make fast rovers for fun but am limited to 17m/s due to part scaling This is just my guess but you want to put your focus on these: MODULE { name = KSPWheelMotor maxMotorTorque = 4.01 // How hard the motor will push in an ideal situation maxRPM = 800 // Actual max speed would be affected by this and the wheel mesh diameter gearRatio = 1 // Don't touch. I don't think any KF wheel has a different value } And these as @damerell below had pointed out: MODULE { name = KSPWheelDamage impactTolerance = 100 // the stock airplane wheels have 70. This is in m/s maxLoadRating = 4 // tonnage experienced by the wheel directly. This doesn't mean the whole vessel must weigh less than this maxSpeed = 43.5 // over-speed is a thing. The part won't break off but it can be crippled } Edited May 21, 2023 by JadeOfMaar mention from damerell Quote Link to comment Share on other sites More sharing options...
damerell Posted May 21, 2023 Share Posted May 21, 2023 You also want to look at "maxSpeed = 23.5", which determines the speed above which the wheels will fail. To increase these other values without increasing that won't get you very far. Quote Link to comment Share on other sites More sharing options...
Manul Posted May 21, 2023 Share Posted May 21, 2023 19 hours ago, A_Mango_Kabbab said: can I know if changing the max speed of parts is possible in the config files or debug settings, and which line to change, I'm trying to make fast rovers for fun but am limited to 17m/s due to part scaling I guess this happened after scaling down the huge offroad wheel. It really sucks when downscaled, being ridiculously slow and fragile for a big badass ATV wheel. Take the "Truck Wheel Single", scale it up to 2-2.5x and it will have max speed of 70-80 m/s and enough robustness to go full throttle on Duna with Parallax collideable rocks scattered everywhere (wheels can do it, survival of the whole vehicle not guaranteed) Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted July 31, 2023 Share Posted July 31, 2023 Is there no way to tell which direction the ALG landing gear wheels rotate? I don't see a button to display forward rotation. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted September 7 Share Posted September 7 Has anyone else figured out a way to use action groups to change the gear ratio? It seems like that would be very much helpful, like having a gearshift in a car. Quote Link to comment Share on other sites More sharing options...
damerell Posted September 9 Share Posted September 9 On 9/7/2024 at 4:26 AM, theonegalen said: Has anyone else figured out a way to use action groups to change the gear ratio? It seems like that would be very much helpful, like having a gearshift in a car. I did it with kOS, finding no way to do it directly. Quote Link to comment Share on other sites More sharing options...
OldMold Posted October 2 Share Posted October 2 Has anyone figured out any tricks or tips for dealing with phantom lateral forces on tracks and the retractable landing gear? Standing still with brakes engaged still makes the vessel do the turning dance, very annoying especially on planes getting ready to take off... Quote Link to comment Share on other sites More sharing options...
damerell Posted October 6 Share Posted October 6 (edited) While the wheels and tracks are great, I have never found much use for the landing gear - not least because of phantom forces. ETA: (thanks @Manul who made me realise I'd goofed) I mean the landing _legs_. The wheeled gear is just fine. Edited October 8 by damerell Quote Link to comment Share on other sites More sharing options...
Manul Posted October 7 Share Posted October 7 13 hours ago, damerell said: While the wheels and tracks are great, I have never found much use for the landing gear - not least because of phantom forces. I'm using it on 80% of my aircraft and I never had this issue. Always have to adjust suspension because it doesn't have the stock auto adjustment mode. And when used in combination with stock nose gear, the stock one needs some friction adjustments (to make it as slippery as the ALG) to prevent the tail from drifting. Quote Link to comment Share on other sites More sharing options...
OldMold Posted October 8 Share Posted October 8 I've had success with the ParkingBrake mod: https://forum.kerbalspaceprogram.com/topic/180083-ksp-112x-parking-brake-044-2021-07-23/ Quote Link to comment Share on other sites More sharing options...
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