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[Add-On] A Mod Devoted to Rover Systems


I.T Marcus

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if you've installed KSP part tools into your Unity install, and added the Part Tools component to your project, .mbm should be available as a texture option under the write options for the component (under the write address)

Sorry. Can we take a step back there :P Do you have a good (as in written for a complete moron :cool:) tutorial for doing this stuff through Unity--the stuff I've found has been a bit confusing, and I can't make part tools import stuff.

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I.T Marcus,

Are you any good with plugins?

I'd love to see a Wheel Editor of sorts, where you can change the suspension's strength, the ride height, the power output, steering range, torque etc. from a GUI.

Do you think you could do that?

- Kyrian

EDIT: Maybe also different types of sports rover wheels, e.g. push-rod and pull-rod suspension.

Edited by Kyrian
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I.T Marcus,

Are you any good with plugins?

I'd love to see a Wheel Editor of sorts, where you can change the suspension's strength, the ride height, the power output, steering range, torque etc. from a GUI.

Do you think you could do that?

- Kyrian

You don't need a plugin for that thanks to tweakables. He can just put all that stuff as tweakables.

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Sorry. Can we take a step back there :P Do you have a good (as in written for a complete moron :cool:) tutorial for doing this stuff through Unity--the stuff I've found has been a bit confusing, and I can't make part tools import stuff.

ok, I'll try, so

1) Get the 0.23 part tools download from Mu's PartTools thread

2) Open the PartTools023.zip and drop the PartTools directory from it into your ...\[Project Name]\Assets\ directory

*If you're using windows your project directory is probably in your Documents directory so ...\Library\Documents\[Project Name]\Assets\

3) When you open Unity (your project), and you have a model scene open, you should be able to press the [Add Component] (in the inspector panel, on the right, at the bottom, by default), in the popup, select [KSP] then [Part Tools], the Part Tools (Script) component should appear in the Inspector tab.

4) The Part Tools (Script) should have lines for Model Name, File URL and a dropdown menu for Texture Format, .mbm should be in the dropdown

Edited by NoMrBond
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I would like to suggest wheels-only with nodes so that I (and others) can use Infernal Robotics for retractable wheels.

Available in Small, Regular and Big

Edit: Like this

*Le Badly Drawn Example

gMZi0IH.jpg

R-Rotatrons

E-Extender

W-Suggested noded wheel

N-Nodes

Edited by blackheart612
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Okay so wheels that are mounted via nodes... that I might be able to do soon... maybe later in the development I could try to make the entire wheel system you just described so that it might work a bit better :D but thank you for the idea!

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I would like to suggest wheels-only with nodes so that I (and others) can use Infernal Robotics for retractable wheels.

Available in Small, Regular and Big

Edit: Like this

*Le Badly Drawn Example

https://i.imgur.com/gMZi0IH.jpg

R-Rotatrons

E-Extender

W-Suggested noded wheel

N-Nodes

It is interesting that you suggest this, as it was my plan for the IR Rework to include a number of wheels with attachment nodes. Although they aren't specifically robotics parts (i.e using the plugin), it makes a lot of sense to have ones that fit in with the unified styling I've been creating.

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It is interesting that you suggest this, as it was my plan for the IR Rework to include a number of wheels with attachment nodes. Although they aren't specifically robotics parts (i.e using the plugin), it makes a lot of sense to have ones that fit in with the unified styling I've been creating.

Still great to have varieties. I'm looking forward for rover systems :)

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The single largest issue that I have with manned rovers is the delivery system. I can't find an elegant system to deliver a rover. If someone could create a system to deliver a rover to the surface of a celestial body, I would be incredibly grateful.

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