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Münwalk - Walking in Artificial Gravity


nubeees

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2 hours ago, linuxgurugamer said:

Are these still problems (from the OP): 

  • Jumping does not apply enough upwards force.

 

can be fixed by using a module manager patch:

I use this on my testing install:

Spoiler

// LongLeggedKerbals.cfg v0.11

@PART[kerbalEVA,kerbalEVAfemale]:FINAL
{
	@MODULE[KerbalEVA] {
		@walkSpeed = 5.0 		// 0.8
		@strafeSpeed = 5.0 	// 0.5
		@runSpeed = 12.0 		//2.2
		@turnRate = 16			// 4

		@maxJumpForce = 20	// 10

		@boundForce = 1
		@boundSpeed = 0.8
		@boundThreshold = 0.04
		@swimSpeed = 3.2		// 0.8
		@waterAngularDragMultiplier = 0.01
		@ladderClimbSpeed = 5.0		//0.60
		//propellantResourceName = EVA Propellant
	}
	
	@MODULE[ModuleInventoryPart] {
		//name = ModuleInventoryPart
		@InventorySlots = 6
	}
}

// zer0Kerbal
// CC BY-NC-SA-4.0

 

 

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9 hours ago, linuxgurugamer said:

Are these still problems (from the OP): 

  • Kerbal "trips" every couple of steps.
  • Jumping does not apply enough upwards force.
  • Kerbal cannot un-ragdoll while on a moving vehicle in contact with the ground or ocean.
  • On centrifuges kerbal will lean.
  • Activating Munwalk while kerbal is on ladder may disable gravity on the kerbal for some reason...

 

Should be-- I haven't changed the mod recently, and most of those issues appear to be hardcoded kerbal EVA behavior problems.

The centrifuge one probably could be fixed but I'd need to do a bit of calculus to account for constant change in acceleration direction. That last bullet point I don't actually know the cause.

Lisias has opted to help continue Munwalk, so who knows! He might come up with a better system for locomotion that negates a lot of these problems! I'm fairly certain he knows how to handle raycasting.

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