Jump to content

[1.10.x] Grounded - Modular Vehicles R5.0 (Mining Modules, Rotor Emergency Light) (Jun 5 2019)


blackheart612

Recommended Posts

On 8/8/2020 at 10:46 PM, blackheart612 said:

Thank you informing me, I'll check them out soon as I get the time!

Having done some more testing: the wheels aren't going to take too much work. The cfg code for moduleWheelMotor has switched to being based on "maxRpm" and "driveResponse" from "maxSpeed" and... something else? I can't really remember.

Anyway, it's not going to require any remodeling or re-importing of the models; a simple copy/paste from the new moduleWheelMotor code in the stock wheels fixed it for now. You might want to look at it just to see what kind of RPM or torqueCurve you want to do for yourself; I'm not sure what the original performance of your wheels was intended to be.

Link to comment
Share on other sites

On 8/13/2020 at 8:57 AM, theonegalen said:

Having done some more testing: the wheels aren't going to take too much work. The cfg code for moduleWheelMotor has switched to being based on "maxRpm" and "driveResponse" from "maxSpeed" and... something else? I can't really remember.

Anyway, it's not going to require any remodeling or re-importing of the models; a simple copy/paste from the new moduleWheelMotor code in the stock wheels fixed it for now. You might want to look at it just to see what kind of RPM or torqueCurve you want to do for yourself; I'm not sure what the original performance of your wheels was intended to be.

I've actually tested my wheels before checking the configs, I tested them on a base 1.10 install. They seem to be working fine? And the consumption is still pretty much as much I wanted them to be... Do you happen to have other mods installed that might affect this instead?

Link to comment
Share on other sites

3 hours ago, blackheart612 said:

I've actually tested my wheels before checking the configs, I tested them on a base 1.10 install. They seem to be working fine? And the consumption is still pretty much as much I wanted them to be... Do you happen to have other mods installed that might affect this instead?

They work fine for me too even with ~190 Mods installed.

000_AT_Utils
000_ClickThroughBlocker
000_Toolbar
000_USITools
001_ToolbarControl
0Harmony.1.2.0.1.dll
666_ModuleManagerWatchDog.dll
999_KSP-Recall
Ablative-Airbrake
AECS_Motion_Suppressor
AirlockPlus
AirplanePlus
AnimatedDecouplers
AntennaHelper
AntennaSleep
AquilaEnterprises
ASET
AtmosphereAutopilot
AviationLights
B9PartSwitch
BahaSP
barge
Benjee10_sharedAssets
Benjee10_X-37B
BetterBurnTime
BetterCrewAssignment
BonVoyage
Bumblebee
CanadarmContinued
Chatterer
ComfortableLanding
CommNetAntennasConsumptor
CommNetAntennasExtension
CommNetAntennasInfo
CommNetConstellation
CommunityCategoryKit
CommunityResourcePack
CommunityTraitIcons
ConformalDecals
ConnectedLivingSpace
ContractConfigurator
ContractPacks
Cormorant Aeronology
CrowdSourcedScience
CryoEngines
CryoTanks
CTN
CustomPreLaunchChecks
DatedQuickSaves
Delivery
DeployableEngines
Diazo
DistantObject
DMagicScienceAnimate
DMagicUtilities
DockSafe
DodoLabs
DynamicBatteryStorage
EasyBoard
EasyVesselSwitch
EnbyKerbs
EnvironmentalVisualEnhancements
EvaFollower
Extras-Consumptor
FairingFix
FASA
Firespitter
FlagRotate
FMRS
Grounded
HafCo
HeatControl
HGR
HullCameraVDS
IDFlags
Interkosmos
JanitorsCloset
KAS
KeR-7
KerbalAtomics
KerbalizedDecals
KerbalizedFlagpack
KerbalJointReinforcement
KerbalKonstructs
KerbalKonstructs-WaterLaunchSites
KerbalReusabilityExpansion
KerbalTubes
KerbetrotterLtd
KerbinSideRemastered
Kerbonov
KermangeddonIndustries
KGEx
KipEng
KIS
KronalVesselViewer
KSCExtended
KSCFloodlight
KSCHarbor
KSP-AVC
KspCraftOrganizer
KSPDev
KSPModFileLocalizer.dll
KSPRescuePodFix
KSPUpgradeScriptFix.dll
KWRocketry
LaunchNumbering
LightsOut
ManeuverNodeEvolved
MarkIVSystem
MissingHistory
MK1CabinHatch
MOARdV
Modlist.txt
ModRocketSys
ModuleAnimateGenericEffects
ModuleManager.4.1.4.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
ModuleManagerWatchDog
MyStuff
NavBallDockingAlignmentIndicatorCE
NavyFish
NearFutureAeronautics
NearFutureConstruction
NearFutureElectrical
NearFutureExploration
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
NEBULA
notes
Omega's_Spacex_Style_Landingpads
OpenCockpit
OSSNTR
PartWizard
PersistentRotation
PhoenixIndustries
PlanetaryBaseInc
PlanetaryDomes
PlanetShine
PlanetWiki_v4.1.ksp
PortraitStats
QuizTechAeroContinued
RaginCaucasian
RCSBuildAid
RealChute
RealPlume
RealPlume-Stock
ReentryParticleEffectRenewed
RemoteTechRedev
REPOSoftTech
ResonantOrbitCalculator
ReStock
ReStockPlus
RetractableLiftingSurface
RoutineMissionManager
SafeChute
SCANsat
scatterer
SDHI
Shabby
SHED
ShipEffectsContinued
ShipManifest
SimpleAdjustableFairings
SimpleAdjustableFairings-KWRocketry
SmartParts
SmokeScreen
SoundtrackEditorForked
spacetux
SpaceTuxLibrary
Squad
SquadExpansion
StationPartsExpansionRedux
StockVisualEnhancements
SurfaceLights
TarsierSpaceTech
TextureReplacer
ThrottleControlledAvionics
ThrottleLimitExtended
ThunderAerospace
TM4KSP
toolbar-settings.dat
TrackingStationEvolved
Trajectories
TriggerTech
TrimIndicators
TundraExploration
TundraSpaceCenter
TundraTechnologies
TurboNisuReloaded
UmbraSpaceIndustries
WaypointManager
WildBlueIndustries
WindTunnel
WorldStabilizer
Wwwwwwwww
[x] Science!
XyphosAerospace

 

Edited by Crossman
Link to comment
Share on other sites

9 hours ago, blackheart612 said:

I've actually tested my wheels before checking the configs, I tested them on a base 1.10 install. They seem to be working fine? And the consumption is still pretty much as much I wanted them to be... Do you happen to have other mods installed that might affect this instead?

I did not have any other wheel mods installed at the time of testing; I installed Kerbal Foundries and KSPwheel afterwards. When I changed the cfg, the wheels started working. I'll try again on a simpler install.

Link to comment
Share on other sites

  • 3 months later...


first prototyp...

5AA6C7C2A2E1833FAD7844BF2EC601718CEF1E83

 

Sooo tired....

FB7A57478093D258EB5DF9C63C18D51CDF378898

 

ZIL-4906 must can swim. And can Swim. Realy fast...

47,5km/h
79FA90428017A1584D5F676D8B300D6F5F5D2805

 

one problem - kerbal can not get out of the vehicle, all common doors are blocked by construction ....

edit: solved

 

Edited by kyklop
Link to comment
Share on other sites

  • 2 weeks later...
On 12/12/2020 at 2:39 AM, Nitrous Oxide said:

I've been playing around with this mod and I think we need some roadster/convertible pieces... you know why. :wink:

I like your style. Can't wait to create a roadster to alongside my other 4 wheeled speedy creations.

 

Link to comment
Share on other sites

On 12/11/2020 at 9:29 PM, linuxgurugamer said:

@blackheart612 You may want to update the thread title to indicate compatibility with 1.8, 1.9, 1.10, or at least just 1.10.

True enough, it should work theoretically so I changed the title. If anybody encounters a problem, tell me so I'll know

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 months later...
  • 2 weeks later...
  • 1 month later...
  • 1 month later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...