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Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC


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Wow those look amazing :D

Also I dont know if your open at all to suggestions, but have you ever considered a uni-piece rover in the style of the Goliath?

The separate parts are really nice for full scale tracked vehicles, but for a little unmanned probe, something that is small, and does not care if it is flipped over at all would be really nice, you can kinda get that currently but it requires the largest set of separated tracks. :/

Sorry.

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You mean the older sets? At the moment 6.Forty is working on the plugin, hopefully we'll have them all working pretty soon. If you meant more newer sets, they havent been modelled yet.

yeah i meant are you gonna be re-texturing them and also maybe adding some new parts in

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Wow those look amazing :D

Also I dont know if your open at all to suggestions, but have you ever considered a uni-piece rover in the style of the Goliath?

The separate parts are really nice for full scale tracked vehicles, but for a little unmanned probe, something that is small, and does not care if it is flipped over at all would be really nice, you can kinda get that currently but it requires the largest set of separated tracks. :/

Sorry.

First off, I really hate when people spurt 'sorry' for no reason :P I have a friend who does it aaaall the time.

Secondly, I am open to suggestions, I welcome suggestions, I will bake your suggestions cookies and prhaps have a romantic time with your suggestions.

As for the style of tracks, the old pack included a set of tracks that could be flipped, and they worked rather well too.

Im not sure about making a single-part rover though, I never did like single-part vehicles in KSP, far too limiting. I can however make some purpose-designed parts that would make such a rover in 3 parts (2 tracks, and a probe body). Much like the crawler set, theyd also be designed for use in whatever other creations you can come up with.

yeah i meant are you gonna be re-texturing them and also maybe adding some new parts in

Retexturing the old sets might be an afterthought, right now I am planning to replace them all with better looking, and hopefully better handling sets. I will be adding in new parts (not just tracks) such as adapters, I am also adding in a slimline 2m robotic motor designed to attach atop the large crawler tracks to enable some way of rotating the tracks (in the way the real NASA crawler does.

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First off, I really hate when people spurt 'sorry' for no reason :P I have a friend who does it aaaall the time.

Secondly, I am open to suggestions, I welcome suggestions, I will bake your suggestions cookies and prhaps have a romantic time with your suggestions.

As for the style of tracks, the old pack included a set of tracks that could be flipped, and they worked rather well too.

Im not sure about making a single-part rover though, I never did like single-part vehicles in KSP, far too limiting. I can however make some purpose-designed parts that would make such a rover in 3 parts (2 tracks, and a probe body). Much like the crawler set, theyd also be designed for use in whatever other creations you can come up with.

Retexturing the old sets might be an afterthought, right now I am planning to replace them all with better looking, and hopefully better handling sets. I will be adding in new parts (not just tracks) such as adapters, I am also adding in a slimline 2m robotic motor designed to attach atop the large crawler tracks to enable some way of rotating the tracks (in the way the real NASA crawler does.

if you find it a hassle you could look on damned robotics for help.

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Biggest issue I have had with the tracks was going over some things ended up being impossible. It seemed that if the center of the tread was off the ground the track had no power

This is a little odd since all the guide wheels in the treads have wheel colliders. Although I understand that the angle of usability for the wheel colliders in Unity is very slim (so if the bottom of the tracks are rotated just a couple degrees from the ground angle, traction could be a problem). This is more a Unity issue, but a workaround should be possible.

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On a similar note, feel free to post any issues (even minor ones) you've all had with the tracks. The more we know, the better we can fix them.

this isn't a issue of sorts just a question and also a plea.

1) are you the coder for the mod? or just the modeler and texture artist (BTW awesome textures XD)

then the plea: could you posibly (if you ARE the coder) give me an idea how the torque curves work and how to make my tracks fast... but not super fast and dangerous?

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Im not sure about making a single-part rover though, I never did like single-part vehicles in KSP, far too limiting. I can however make some purpose-designed parts that would make such a rover in 3 parts (2 tracks, and a probe body). Much like the crawler set, theyd also be designed for use in whatever other creations you can come up with.

I highly prefer the modular approach, as KSP would not be the same without it :)

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this isn't a issue of sorts just a question and also a plea.

1) are you the coder for the mod? or just the modeler and texture artist (BTW awesome textures XD)

then the plea: could you posibly (if you ARE the coder) give me an idea how the torque curves work and how to make my tracks fast... but not super fast and dangerous?

I am only the artist here, my coding skills are pretty limited. 6.forty is currently working on coding the plugin, and EndlessWaves was the author of the first version of the plugin. When the new plugin is ready, I'll see if 6.forty is happy to give out the info.

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this isn't a issue of sorts just a question and also a plea.

1) are you the coder for the mod? or just the modeler and texture artist (BTW awesome textures XD)

then the plea: could you posibly (if you ARE the coder) give me an idea how the torque curves work and how to make my tracks fast... but not super fast and dangerous?

Making the tracks faster is very easy, just multiply the second torgue number.

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Making the tracks faster is very easy, just multiply the second torgue number.

I believe there is a set of instructions much earlier in this thread that explains how to make the tracks faster with the current plugin, but this sounds about right. I'll also pretend to know what torque actually is...its that thing that does that stuff and makes wheel spin, right?

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I believe there is a set of instructions much earlier in this thread that explains how to make the tracks faster with the current plugin, but this sounds about right. I'll also pretend to know what torque actually is...its that thing that does that stuff and makes wheel spin, right?

no it's kerbals on every wheel with a drill and when we push "forward" they spin the wheels with their drills and we go "BOOM"

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Time for updates. I quickly shoved this first set of tracks into KSP, but I have come across some issues, and hope someone here might have some answers on fixing them.

First, there seems to be some odd artifacting on the treads, which arent there in Unity nor Maya.

57c8d1af66b9f38c9506e478a421b944.png1756715e6ccdbf3a8ccf790a924f9b53.png

Secondly, an issue that came up with the previous version of the giant tracks, but never was figured out. The tracks like to vanish at certain camera angles.

f6922fe5f70efa5a8fbec495f9d46bee.giffcda39ab91d510a11047d310a2afc269.gif

Other than these, the tracks are looking good. I think Jeb approves.

c7e18ef37bbfda3e084c18b7a8d58bd0.png

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