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Mod engine wobble


drakesdoom

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I was interested in why some mod engines seem to wobble on their nodes. KSPX engines do not seem to wobble any more than stock, yet KW and Nova pack engines act like they are attached with rubber bands. Even though I have limited mod experience I thought a good place to start would be too compare the part config files. Below are all the differences I found between two similar engines the stock LV-T30 and the KW Rocketry WildCat-V.

LV-T30

// --- node definitions ---
node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -7.27403, 0.0, 0.0, 1.0, 0.0

Wildcat-V


// --- node definitions ---
node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -9.56, 0.0, 0.0, 1.0, 0.0

My understanding is this is the location of nodes relative to model center, I don't think this is the issue but it might be. If there is a clipping issue with the collider mesh this might be involved but that is a bit of a side issue. There is a a difference in that the stock engine is nearly centered on it's nodes I have no idea if that matters.

Under editor parameters the category is different, I think this is just ongoing changes with the file sorting and does not matter.

This is a bit of extra lines under the wildcat engines, I think this is the main issue though I already said I have no experience.

// --- standard part parameters ---
snip
breakingForce = 2400
breakingTorque = 2400

LV-T30

MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

}

Wildcat-V

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 0.5
}

As We can see here there are also some differences in the Module section. The Wildcat has gimbal action but we already knew the LV-T30 did not so it is the lack of everything else that is odd. Or not really since all of that pertains to the inbuilt engine fairing which KW has yet to implement.

It is also worth noting that the stock engine has several additional files in more meshes, models, and a DAE file.

I started to look at this because it annoys me that these engines wobble. I would imagine this annoys others as well and it also affects other mods. I have limited experience but I will begin testing to see if changing these values will stop the wobble. Please discuss and comment with any insight.

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I've been messing around with breakingForce/breakingTorque a lot to try and get my parts to not bend, and I've seen absolutely difference between default values, 400, and 8000; the best thought I've been given on the matter is that maybe they define when the joint fails; but the certainly do not impact how much the joint bends.

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I've been messing around with breakingForce/breakingTorque a lot to try and get my parts to not bend, and I've seen absolutely difference between default values, 400, and 8000; the best thought I've been given on the matter is that maybe they define when the joint fails; but the certainly do not impact how much the joint bends.

Joint bend is influenced by the attached parts relative mass to the base part. The further this gets from one another the greater the degree of rubber band syndrome. I think anything much beyond 10x difference will start to cause this. Also making this seem worse is the fact that the thrust is there on that part.

Body of fuselage/rocket .25 --> engine should be +/- 10x this.

I've also had more issues with this if the collider on the mated object is not at a very tight tolerance to the visible mesh/node connection location.

Hope this helps.

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Given the colliders are ignoring each other for collisions it's surprising they're making a different for the joints.

So I thought as well.. But I've had collisions on docked vessels all the time. I made a carrier and docked a large rover inside it. Whilst bouncing around the top of the docked rover collided with the carrier deck and a few parts exploded, the remainder was still attached to the carrier.

Also with parts that are really heavy, if the vessel were to bend and that heavy part touches another part of the same vessel , you'll get a crazy collision at 300+ m/s and everything will explode. I have an Ibeam that I made that is 80 mass, it was doing this on occasion. Also when kerbals touch these parts EVA they just explode, like they hit it at crazy speed.

Something wonky going on there for sure.

In any case this is likely a mass difference issue.

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I too notice the engines from mods wobbling, especially if I don't use the heavy strut connectors K.W. Rocketry have provided, which should not have been needed at all, I don't see any struts sticking out on rockets irl. Maybe It's a KSP thing.

I wish for that day when I can launch a big rocket without any struts at all just like in real life

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