gre8 Posted December 22, 2013 Share Posted December 22, 2013 I know, my 220t LKO refueling SSTO is probably a bit excessive but jeb really enjoys flying it... Thats not a SSTO, that is a statement! Link to comment Share on other sites More sharing options...
Hodo Posted December 22, 2013 Share Posted December 22, 2013 77T is a small load? 77t meh...108 tons and this is the early version, I have since turned it into a VTOL and with a longer cargo bay. Link to comment Share on other sites More sharing options...
arob Posted December 22, 2013 Share Posted December 22, 2013 Can you please share that awesomeness? Link to comment Share on other sites More sharing options...
CattyNebulart Posted December 22, 2013 Share Posted December 22, 2013 64-bit KSP version crashed at the start with B9 R4.0c (Player.log/KSP.log do not show anything useful), x86 version works fine... i guess it is time to use reduced textures =\I have the same problem, someone fingered the PNG textures to being to blame some of the time, due to unity bugs. Linux problem only... Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 I agree. I certainly feel that quad and six wheel gear would add a lot to B9 aerospace. Something similar to these.http://i.imgur.com/ELYyPkG.jpghttp://i.imgur.com/BEoulJR.jpgAs I've said multiple times, not going to happen, KSP can't support multiple wheel axes per part. Link to comment Share on other sites More sharing options...
CrAzY GeNiUs Posted December 22, 2013 Share Posted December 22, 2013 0.23 Update ! ! ! ! ! ! ! ! Link to comment Share on other sites More sharing options...
gre8 Posted December 22, 2013 Share Posted December 22, 2013 As I've said multiple times, not going to happen, KSP can't support multiple wheel axes per part.I really understand nothing about the engine, but isn't there a workaround such as graphically having three wheels, but the code interpreting it as a single wheel with buffed specs? Link to comment Share on other sites More sharing options...
evilphish Posted December 22, 2013 Share Posted December 22, 2013 As I've said multiple times, not going to happen, KSP can't support multiple wheel axes per part.Is it possible to do just a multi-axle model but have only one axle actually active? Stiffness and brake power, etc could then be increased to match a 3-axle gear or so. I have no idea if that is possible but I guess most players do not care for actually having 3 axles but to get a gear that can take more weight and doesn't look out of place. Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 I really understand nothing about the engine, but isn't there a workaround such as graphically having three wheels, but the code interpreting it as a single wheel with buffed specs?And what's the point in that when it will be exactly as stable as every single wheel I have already added? Link to comment Share on other sites More sharing options...
Donziboy2 Posted December 22, 2013 Share Posted December 22, 2013 77t meh...108 tons and this is the early version, I have since turned it into a VTOL and with a longer cargo bay.http://i.imgur.com/oNBG7mS.jpghttp://i.imgur.com/JaN41yw.jpghttp://i.imgur.com/RlIFSN2.jpgTry that out with 0.23 and the latest version of FAR........ Link to comment Share on other sites More sharing options...
evilphish Posted December 22, 2013 Share Posted December 22, 2013 And what's the point in that when it will be exactly as stable as every single wheel I have already added?So you are not able to increase stability as much as you want since there is a cap of sorts? Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 (edited) So you are not able to increase stability as much as you want since there is a cap of sorts?There is no stability parameter at all, and trying to improve it through means of adding multiple wheel axes per part is not possible either.0.23 updateNo release estimate at the moment. Edited December 22, 2013 by bac9 Link to comment Share on other sites More sharing options...
evilphish Posted December 22, 2013 Share Posted December 22, 2013 There is no stability parameter at all.Interesting. Just out of curiosity and if you don't mind my asking, how does KSP determine the "stiffness" of a part or a connection? Link to comment Share on other sites More sharing options...
krenshala Posted December 22, 2013 Share Posted December 22, 2013 Wheel placement determines stability. If you have three wheels, but two of them are non-functional cosmetic additions, it will be exactly as stable as just using the single, fully functional wheel by itself. Link to comment Share on other sites More sharing options...
Andon Posted December 22, 2013 Share Posted December 22, 2013 Who says they have to have multiple axis? I'm sure they'd look just fine even if the axis were placed in the center of the whole structure, especially for the 6-wheeled systems. Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 Wheel placement determines stability. If you have three wheels, but two of them are non-functional cosmetic additions, it will be exactly as stable as just using the single, fully functional wheel by itself.Correct. In addition to that, wheels actually aren't behaving like wheels in most games (including KSP). Wheels are essentially one ray shooting downwards and expecting the contact on a certain distance, not a simulated circle or a cylinder at all - which is why wheels never work properly when tilted and should always be installed strictly perpendicular to the runway if you don't want unexpected jumps. Link to comment Share on other sites More sharing options...
evilphish Posted December 22, 2013 Share Posted December 22, 2013 Correct. In addition to that, wheels actually aren't behaving like wheels in most games (including KSP). Wheels are essentially one ray shooting downwards and expecting the contact on a certain distance, not a simulated circle or a cylinder at all - which is why wheels never work properly when tilted and should always be installed strictly perpendicular to the runway if you don't want unexpected jumps.I see, so that means the perceived instability "due to weight" is more a matter of the rest of the structure (i. e. wings) bending under the weight, therefore angling the gear, therefore destabilizing the whole thing in the process? Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 I see, so that means the perceived instability "due to weight" is more a matter of the rest of the structure (i. e. wings) bending under the weight, therefore angling the gear, therefore destabilizing the whole thing in the process?That can be one of the reasons, yep. You can always bump weight limit on the parts so see if it helps, but it's not going to solve some situations like those. Link to comment Share on other sites More sharing options...
CrAzY GeNiUs Posted December 22, 2013 Share Posted December 22, 2013 date of 0.23 update ? Link to comment Share on other sites More sharing options...
Tex_NL Posted December 22, 2013 Share Posted December 22, 2013 As I've said multiple times, not going to happen, KSP can't support multiple wheel axes per part.I know you've said this before and each time you said it I've been asking myself the same thing: How where the caterpillar tracks made? Those are multiple axis, aren't they? Link to comment Share on other sites More sharing options...
Andon Posted December 22, 2013 Share Posted December 22, 2013 I know you've said this before and each time you said it I've been asking myself the same thing: How where the caterpillar tracks made? Those are multiple axis, aren't they?Nope. They're single axis that just LOOKs like multi-axis. If you get the absolute center off the ground, the whole contraption stops. Link to comment Share on other sites More sharing options...
Tex_NL Posted December 22, 2013 Share Posted December 22, 2013 Nope. They're single axis that just LOOKs like multi-axis. If you get the absolute center off the ground, the whole contraption stops."... that just LOOKs like multi-axis." I guess there is the ultimate answer then. Fake it, take a shot cut. If it works and looks the part why not? Link to comment Share on other sites More sharing options...
gre8 Posted December 22, 2013 Share Posted December 22, 2013 And what's the point in that when it will be exactly as stable as every single wheel I have already added?No idea, just spitballing But I think they weren't talking about stability, but overall strength to support the loads of heavy planes. Link to comment Share on other sites More sharing options...
Guest Posted December 22, 2013 Share Posted December 22, 2013 For stability problems, try Ferram Joint Reinforcement. That makes both rockets and planes much more rigid.date of 0.23 update ?He said, a page ago, that he doesn't have one. On the other hand, it seems that nobody asked, what is planned for 0.23 update?Bac9: You said you're sitting on a pile of unreleased parts. What exactly did you mean? Could you give us a "sneak peek" of them? Link to comment Share on other sites More sharing options...
bac9 Posted December 22, 2013 Author Share Posted December 22, 2013 (edited) You said you're sitting on a pile of unreleased parts. What exactly did you mean? Could you give us a "sneak peek" of them?(for scale - those are four 3.75m tanks slotted inside the hollow section on the last screenshot) Edited December 22, 2013 by bac9 Link to comment Share on other sites More sharing options...
Recommended Posts