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TT's Mod Releases - Development suspended till further notice


TouhouTorpedo

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Oh, ok. The description just says that some cfg's have to be updated. You might want to fix that.

Thanks for letting me know, OP updated!

Mod update : Got a few bugs ironed out, engines are working as intended. The main stuff is a few models for monoprop, biprop and electric motors, and to just slightly edit the code so non-engine wheels will run on electricity. (Landing gear wheels will do this when Landed)

A major issue with the latest release is going to be Balance. I will have to consider a way to get a good balance for everyone, so I'm going to have to consider either:

* A whole new spaceport upload for 0.6Beta, which will be for testing purposes and subject to changes

* Replace original upload with 0.6, but risk some balance issues or bug problems as it hasn't been thoroughly tested yet

* Spend a long time fiddling with it myself and hope I've got it right

* Perhaps get a tester to do some fiddling with it (but then I could do this with the first option anyway, and get a wider pool of users)

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You could use a third party upload site for the testing version, with a download link posted here. That way people can still access the stable Spaceport version, or if they like get the testing version. If you upload the test version to Spaceport you are guaranteed to have people ignore it's status as an unstable release.

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Know what would be extremely awesome? A few different engines all using the pitch vector model. Like a half-meter version and a 2.5 meter version. That way we could mix and match clusters of engines to fine tune the thrust for shuttles of various sizes.

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Know what would be extremely awesome? A few different engines all using the pitch vector model. Like a half-meter version and a 2.5 meter version. That way we could mix and match clusters of engines to fine tune the thrust for shuttles of various sizes.

I was thinking of going an API direction with the system, so it'll be useable by other people to make more engines. I'm running short on time thesedays so making full on packs is getting harder to acheive.

So how exactly does this thrust-vector thing work? Can I put 3 on my shuttle and it auto-rotates like the plugin on the tyberdyne shuttle?

No, its similar to the firesplitter VTOL plugin, but instead it maps the keys you choose for up/down to the engines rotation, instead of relying on on/off or incremental action like other VTOL engines. means you can have extremely fine changes or very large ones, only by holding down the key once. Another feature is the memory that you can use to program different angles to recall later.

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It doesn't run on the resource system, Aside from taking resources to generate the power. The Engine system will look for ModularWheels and assign the power output directly, skipping over anything else. So the Engines won't be usable by other mods. I don't mind if people look at the source for ideas though on how they can do something similar with plane engines for instance. Though if I was doing it with aircraft, I'd probably attach props directly to engines, and then get them to go through the parent parts and count engines behind it.

Aww. I wanted to modify those slidey Kerchelin wheels to use the engines as well. Maybe we'll have a generator module that uses the engines to make electricity?

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It is? weird. In what way?

Well, its odd, but like the stock wheels I can send signals to move forward or make a turn of X degrees over Y distance,

I can't seem to do that with some of the modular multiwheels parts.

I don't know why.

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Todays updates :

Fixed a few old bugs regarding lagging C of G and contact points

* Made the speed the wheels give dependant on the mass - sounds obvious, but not if you use unity wheel colliders!

* Tweaking and balancing the small engine to be lots of fun on very small rovers (50m/s acheivable), but utterly inadequete for a 40 ton lorry (barely 10 m/s)

* wheeltorque now inversely proportional to the root of the speed - Done this instead of directly inverse proportional because it behaves a lot better at low speed, and still allows reasonable top end and acceleration. This also makes it feel a lot more dynamic now, if you hit a hill you may slow down quite a bit and have to crawl up it.

Added new parts

* small car fuel tank

* truck fuel tank

more teaser screenies:

lCKhptO.png

yOaPIfl.png

Both of those were running on one cylinder, and thats where I got the speed figures from. The Truck on one cylinder is horribly slow, but still pushes well enough. The atv was pretty good fun, very nippy and pulled little wheelies easy, while being quite controllable.

Still to do : Consider adding a dedicated Truck engine. This isn't absolutely neccesary though since 4 to 8 cylinders in a truck of decent mass does just about do the job, but for something extremely heavy thats pushing the part count a bit.

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So if one where to accidentally hit the truck's fuel tank from the side, would you get a proper fiery explosion?

Just asking for safety purposes.

Yes, if you hit it hard enough. Its just another fuel tank like any other. You can use any Liquid Fuel tank with the Fuel Engines also.

I'm probably going to scale the Truck fuel tanks down just a bit, as I think they are a bit too big in appearance at the moment. The Car fuel tank is just right though. Might be tempted to make a small motorbike style tank for smaller nippier vehicles, and the weight of all wheels I'm probably going to reduce, since theres engines now (the weight of these I might put up).

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Does the multiwheels pack work with the .20 file system? Anyone know? I am doing .cfg edits now..

No but it doesn't have to. Thats what all the past few pages were argueing about. It works just fine in 0.20.2 without using the new system, thats where I've been doing the Multiwheels 0.6 development.

Maybe I'll update it since its being requested so much, but I'm disapointed it would have to be done since that breaks backcompatability with a still supported version...

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No but it doesn't have to. Thats what all the past few pages were argueing about. It works just fine in 0.20.2 without using the new system, thats where I've been doing the Multiwheels 0.6 development.

Maybe I'll update it since its being requested so much, but I'm disapointed it would have to be done since that breaks backcompatability with a still supported version...

Yes I just finished the config updates, and they work with both systems. Sorry to have caused you all the trouble, read the past couple of pages and didnt get a definitive answer on it so I posted. Good luck on the mod development, I love the mods!

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JUST RELEASED - MULTIWHEELS 0.6

SpaceportMultiwheels6.png

adding new rover/car size wheels, and a selection of engine types. 0.6 changes the way the mod behaves, and now wheels must be powered by an engine. You don't need to physically connect wheels to an engine, but you will need to get fuel to the engine in the case of a LiquidFuel engine. You can use RCS, or even electricity in some cases. Landing Gear wheels come with an electric motor that consumes power, but they can have supplimental power from other engines. Heavy vehicles will now act like heavy vehicles. Multiwheels on lower gravity planets will grip better!

http://kerbalspaceprogram.com/modular-multiwheels-and-omniwheels-v0-6-tt-plugin-for-ksp-0-20-and-0-19/

IMPORTANT NOTE - YOU MUST DELETE THE PLUGIN FILES FROM MULTIWHEELS 0.5 TO INSTALL THIS.

changes:

v0.6

Fixed sticky wheels - no longer have to wobble things to life.

Made new gravity compensation system. Wheel friction increases on low gravity planets/decreases on high gravity planets

Made new timewarp compensation system.

Added Engines - three types, Liquid Fuel, RCS and Electric.

Added new Car Wheels - smaller, lighter wheels for small rovers.

Added config system - you can turn "cheatwheels" mode on and off, and configure the low gravity and time warp compensation.

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Quick update already, was an error in the cfg of two wheels that made them not look right. Thats fixed now.

v0.6.1

fixed a missing line in CFG for noarchwheel_S and noarchwheel_ms

EDIT: hmm, that should've been 0.6.0.1, but i've already uploaded it with that in the readme now. oh well!

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I see that a lot of the part.cfg files still aren't wrapped with PART{}

I've done it (took all of about 20 seconds) and with your permission, Tohou, I could upload a zip with just those files in the right folder structure

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I see that a lot of the part.cfg files still aren't wrapped with PART{}

I've done it (took all of about 20 seconds) and with your permission, Tohou, I could upload a zip with just those files in the right folder structure

None of them are wrappered with PART{}, because I wasn't using it.

A problem with doing what you're suggesting though is the end user is going to have to move the files themselves as well, and given theres already been one CFG update since release, I don't think its a good idea.

If people are desperate to change it to the new system, it can be done simply like you said, if the user knows how. If they don't, they're best off installing as per the instructions say- by just unzipping in the KSP root.

EDIT : Thanks for asking though rather than just outright posting a link. I appreciate you're just looking to do good, but I think it'd just end up causing confusion.

Edited by TouhouTorpedo
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I'm trying to resize the dual wheel pod (the radially attachable one) for a specific plane. For some reason the game doesn't seem to want to load the part, is there any reason for rescaleFactor = 0.5 not working here or should I dig for problems on my end?

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Hey TouhouTorpedo, could you PLEASE make a landing gear that retracts like the stock ones, but then works like a rover using Liquid fuel? It would be awesome for actually re-using reusable space planes. :)

Technically you can already do this. The Dual Wheel pod retracts somewhat like stock gear do, and uses an electric engine built in it now. (so its no longer using magic cheat power) if you was interested in it using Liquid Fuel, you can turn off the built in engine in the CFG, or infact just add a Liquid Fuel Modular Wheels Engine - that will add extra power to any Modular MultiWheels powered landing gear attached.

I'm trying to resize the dual wheel pod (the radially attachable one) for a specific plane. For some reason the game doesn't seem to want to load the part, is there any reason for rescaleFactor = 0.5 not working here or should I dig for problems on my end?

Sorry no, no idea. I've resized the wheels before when messing around. If you do succeed though, be aware you may need to adjust the contactdisplacement variable in the CFG, to ensure ground contact visually.

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Sorry no, no idea. I've resized the wheels before when messing around. If you do succeed though, be aware you may need to adjust the contactdisplacement variable in the CFG, to ensure ground contact visually.

Eh, nevermind me. I place all parts I modify into my own GameData folder so I can easily find them while building. Yeah. GameData. I was missing the PART{} tags.

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Hello, I have been unable to use your MMW mod for awhile now. I am not sure what is wrong but every time I install it no parts for any mod or stock show up in the VAB or SPH. Is there some known mod that doesn't play well with this mod or something. Any help is much appreciated and I love your mod when I used to be able to use it =]

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