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Landed rovers with constant speed


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Hello,

I've landed 2 rovers on the Mun but for some reason, both of them have a constant speed regardless if I have the brakes on. Their velocities keeps changing from 0 to 30mm/s positive and negative, and keep varying like that. How do I actually stop my vehicles?

I've tried:

- Time aceleartion -> doesn't work, after going to 1x things keep misbehaving

- Forced time acceleration -> my rovers goes sideways!

- Toggling SAS, RCS, Brakes -> no luck

Can someone help me?

rover1.png

Edited by SHiRKiT
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you realize that it's mm as in milimeters, as in a very tiny amount, as in not enough to worry about. The most likely cause is rounding errors, and the sliding due to forced time acceleration is probably because it appears you are on a slight incline.

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How do I completly stop my vessel? How do I set my velocity to 0? (and yes, I know mm is milimeters, but still produces flickering textures and wrong behaviours)

The textures keep flickering everywhere, so irritating. Can't build a base like this.

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How do I completly stop my vessel? How do I set my velocity to 0? (and yes, I know mm is milimeters, but still produces flickering textures and wrong behaviours)

The textures keep flickering everywhere, so irritating. Can't build a base like this.

You don't. It's due to rounding in KER, you can build a base just fine.

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I can't, everything goes crazy when I try to put lots of structures since the physics are always calculated. Can I make those objects static in some way (and still be able to use those facilities)?

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On the navball? The numbers are constantly flipping around as you get lower and lower. if you keep the same throttle, gravity will eventually pull you faster than you want to go. So you need to keep throttling up (or down) a little bit, to slow the increment of those numbers, or even stop them.

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No sliding, no movement, nothing. Dead still. What other mods do you have installed?

Not on the Navball, I mean on the numbers of Flight Engineer or MechJeb. Take a look at Surface information, it should show you Vertical and Horizontal Speed, telling you those mm/s numbers. I have about 35 mods installed, but I can't think how any of those mods could've been messing up

On the navball? The numbers are constantly flipping around as you get lower and lower. if you keep the same throttle, gravity will eventually pull you faster than you want to go. So you need to keep throttling up (or down) a little bit, to slow the increment of those numbers, or even stop them.

I mean it's landed, not flying.

Please see the video: https://dl.dropboxusercontent.com/u/3279456/Screens/KSP/ksp_2014-05-14_23-36-05.avi

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I can't, everything goes crazy when I try to put lots of structures since the physics are always calculated. Can I make those objects static in some way (and still be able to use those facilities)?
No, you can't. They are rocket parts, therefore they have physics calculated for them when they could be interacted with.

Since you can do the 5x-10x-50x time acceleration, KSP is able to put them on rails, which means that KSP thinks they're landed and stopped. That slight mm/s twitchiness in the KER readouts is due to physics trying to "fall" them through the ground and failing due to the presence OF the ground and the currently-active brakes. You will get the same twitchiness from all but the most basic rocket, newly placed on the launchpad.

You can try increasing the Terrain Detail, Graphics Detail, and Max Physics Delta-Time settings (that is, tell KSP to run more calculations to be more precise), but your description of "35 mods" suggests that you're already loading KSP pretty heavily. MY recommendation would be to split up the components of your base so that KSP can simulate them individually, rather than forcing it to run them as a group.

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No, you can't. They are rocket parts, therefore they have physics calculated for them when they could be interacted with.

Since you can do the 5x-10x-50x time acceleration, KSP is able to put them on rails, which means that KSP thinks they're landed and stopped. That slight mm/s twitchiness in the KER readouts is due to physics trying to "fall" them through the ground and failing due to the presence OF the ground and the currently-active brakes. You will get the same twitchiness from all but the most basic rocket, newly placed on the launchpad.

You can try increasing the Terrain Detail, Graphics Detail, and Max Physics Delta-Time settings (that is, tell KSP to run more calculations to be more precise), but your description of "35 mods" suggests that you're already loading KSP pretty heavily. MY recommendation would be to split up the components of your base so that KSP can simulate them individually, rather than forcing it to run them as a group.

Yeah, I guesses so. I know what I'm going to do. I'm trying to build a Lunar base that can build rockets on site, fueling them and having kerbals living nearby. But do to that, I need a whole infrastructure. I'm going to build the initial base with lots of parts (as it's required) and then I'll explode the vessels and build new ones with lower part count. Thanks for the help guys.

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