Darren9 Posted July 26, 2014 Share Posted July 26, 2014 What, the reactors with radiators that break in atmosphere if they're deployed and you look at them hard enough? Things might get hairy if you end up driving around attached to a reactor with no cooling mechanism.I haven't had it installed for a while so have they removed the tube ones with stack nodes, just a couple of the 0.625m of those was good enough on the smallest reactor if you stayed below fifty or so wheels, far more robust in the atmosphere than deploy-able solar panels. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 26, 2014 Share Posted July 26, 2014 I haven't had it installed for a while so have they removed the tube ones with stack nodesYeah, the only ones left are deployable ones. Link to comment Share on other sites More sharing options...
Madrias Posted July 26, 2014 Share Posted July 26, 2014 That's why I suggested the ones from KSP Interstellar. Last I checked (though my version may be a bit out of date), they had stack-mount 0.625 radiators. One of those is more than enough to cool a 0.625 fission reactor. Link to comment Share on other sites More sharing options...
Voculus Posted July 28, 2014 Share Posted July 28, 2014 I'm giving your mod some love, lo-fi, now come back to us! Link to comment Share on other sites More sharing options...
oniontrain Posted July 28, 2014 Share Posted July 28, 2014 Universal Storage, in addition to having lots of other cool stuff, has the fuel cell that powers at least four of them reliably, if you don't want all the stuff with Interstellar or Near Future. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted July 28, 2014 Share Posted July 28, 2014 For those who're interested, I've update the largewheel texture on dev repo (they still need an update from lo-fi for a small UV issue):(the body is from WIP Rover'N'Others T series, unrelased yet) Link to comment Share on other sites More sharing options...
Tidus Klein Posted July 28, 2014 Share Posted July 28, 2014 Very Nice! keep it up. Link to comment Share on other sites More sharing options...
AntiMatter001 Posted July 28, 2014 Share Posted July 28, 2014 just read this thread and i have some... issues with my craft. they all seem to want to do a wheelie. i tried to conter this with weights but it just sits on the ground now... how do i disable suspension? Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 28, 2014 Share Posted July 28, 2014 You cant disable suspension totally as it is mainly controlled by the wheel collider, and I dont recall there being a suspension lock mode in the plugin , which is what you'd need (@lo_fi perhaps an idea here), you could however carry out a simple tweak in your cfg, as everyones rover is different its almost impossible to come up with settings that will work for all buttorqueCurve { key = 0 10 0 0 key = 5.5 15 0 0 key = 10 20 0 0 key = 20 30 0 0 key = 30 0 0 0 }That is the part of the cfg is what controls the wheel torque, the first set of numbers represent speed in ms and the second set relate to torque applied, it sounds like you need to reduce the starting torque , the above is the torque curve i did for my TR 2L reborn(stock wheel redone) and it's pretty close but as i say every rover is different so it's worth tweaking it to suit.Spanner Link to comment Share on other sites More sharing options...
lo-fi Posted July 28, 2014 Author Share Posted July 28, 2014 just read this thread and i have some... issues with my craft. they all seem to want to do a wheelie. I tried to conter this with weights but it just sits on the ground now... how do i disable suspension?The large wheels are deliberately quite powerful. If you build something that's too short, too light or has too high a CoG you will end up with stability issues. For a little more control finesse, try pressing caps lock too. As Spanner rightly points out, it's almost impossible to make default values that work for everyone. I tend to build big and heavy or light and low. Hooray for tweakables!However, I'm working on a torque scaling tweakable which will allow better adaptation for smaller designs and should be available in the next release.Regarding the energy consumption: I'm working on adapting the code so the repulsors consume more energy the more weight they carry (rather than the current flat rate), which should make smaller designs more tenable. Smaller repulsors will appear at some point too. Link to comment Share on other sites More sharing options...
Voculus Posted July 28, 2014 Share Posted July 28, 2014 Regarding the energy consumption: I'm working on adapting the code so the repulsors consume more energy the more weight they carry (rather than the current flat rate), which should make smaller designs more tenable. Smaller repulsors will appear at some point too.Excellent idea! Can't wait to see what's next. Link to comment Share on other sites More sharing options...
The Space Man Posted July 29, 2014 Share Posted July 29, 2014 anyone got a link to this dev repo i keep hearing about? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted July 29, 2014 Share Posted July 29, 2014 anyone got a link to this dev repo i keep hearing about?It's by invitation only at the moment IIRC Link to comment Share on other sites More sharing options...
AntiMatter001 Posted July 29, 2014 Share Posted July 29, 2014 You cant disable suspension totally as it is mainly controlled by the wheel collider, and I dont recall there being a suspension lock mode in the plugin , which is what you'd need (@lo_fi perhaps an idea here), you could however carry out a simple tweak in your cfg, as everyones rover is different its almost impossible to come up with settings that will work for all buttorqueCurve { key = 0 10 0 0 key = 5.5 15 0 0 key = 10 20 0 0 key = 20 30 0 0 key = 30 0 0 0 }That is the part of the cfg is what controls the wheel torque, the first set of numbers represent speed in ms and the second set relate to torque applied, it sounds like you need to reduce the starting torque , the above is the torque curve i did for my TR 2L reborn(stock wheel redone) and it's pretty close but as i say every rover is different so it's worth tweaking it to suit.Spannerand @ lo-fi:good arguments/answers both of you. it must be my craft designs. anyway thanks but no thanks i won't mess with torque curves otherwise i'll kill lots of kerbals.i'll just have to re-configure my rovers to either have 8 wheels or settle for stock great mod and keep up the good work (should put this as my sig, i say it too often ) Link to comment Share on other sites More sharing options...
Dale.s Posted July 30, 2014 Share Posted July 30, 2014 Would it be possible to vary the "power" of the repulsers? Say from 0.1m over ground to 5m? That way they would be awesome for assembling bases! Lower, move under object to move, raise etc. Just love the idea! Link to comment Share on other sites More sharing options...
Darren9 Posted July 30, 2014 Share Posted July 30, 2014 Would it be possible to vary the "power" of the repulsers? Say from 0.1m over ground to 5m? That way they would be awesome for assembling bases! Lower, move under object to move, raise etc. Just love the idea!Something similar could be possible, there were issues with changing the height of a wheel collider/suspension though. The latest test version you need to turn the repulsor off to adjust its height so I guess you'd move under at the lowest height and turn off (falls to the ground) then turn it back on at a higher one. At the moment when turned off they drop like a stone but when powered back on it's a smooth ride up. That all may change though. Link to comment Share on other sites More sharing options...
lo-fi Posted July 30, 2014 Author Share Posted July 30, 2014 Darren, if you look in dev, the latest version of the test repulsor has height adjustments with action groups. (I think - I'll have to check I committed), though I've not had any feedback yet.They give 8m maximum height and the field extends out much further for a far more stable ride. Link to comment Share on other sites More sharing options...
Madrias Posted July 30, 2014 Share Posted July 30, 2014 I've found an interesting strategy for how I build in order to quit smashing up my repulsor-craft. First, mount the repulsors lower, giving up the self-leveling strategy in favor of ground clearance. Second, add a couple SAS wheels to allow an ability to change orientation mid-flight when the vehicle leaves the ground. Third, use more of them. After all, I'm flying with a reactor on-board, I have unlimited power.Well, maybe the strategy isn't all that interesting, but it works for me so far. Granted, I killed Jeb again with testing what amounted to essentially a sci-fi hot rod. Two turbojets, a command seat, a probe core, and 8 repulsors. Was screaming along until I flipped the bloody thing mid air and couldn't recover. Landed reactor end first, lost all my power, the repulsors dropped out, and Jeb went flying into a hill.But at least now I know the strategy works. Just, perhaps, not go trying to break the sound barrier 3 meters off the ground next time... Link to comment Share on other sites More sharing options...
lo-fi Posted July 31, 2014 Author Share Posted July 31, 2014 Haha! A fitting end for Jeb! RIP.I haven't had much chance to get anything done this week, have been really busy IRL, but I'm going to put the improved repulsor version out when I do get a few minutes. Link to comment Share on other sites More sharing options...
slev_n Posted July 31, 2014 Share Posted July 31, 2014 Hey lo-fi, I love your mod and cant wait for the next Alpha release. Is it possible to get access to the Dev release? Link to comment Share on other sites More sharing options...
lo-fi Posted July 31, 2014 Author Share Posted July 31, 2014 Thank you, I'm glad you're enjoying them I've limited access to the pre-release parts to people who have some experience with modding and have given substantial feedback in the thread previously. It gets a bit out of hand otherwise, and can soak up considerable time.More parts will appear in the next alpha - it won't be long! Link to comment Share on other sites More sharing options...
slev_n Posted July 31, 2014 Share Posted July 31, 2014 Thank you for the fast reply. I can totally understand you and hope that the next alpha comes soon. Link to comment Share on other sites More sharing options...
lo-fi Posted July 31, 2014 Author Share Posted July 31, 2014 NP, thanks for your support and patience Link to comment Share on other sites More sharing options...
hydran101 Posted August 1, 2014 Share Posted August 1, 2014 I want those damn tank tracks. That way I can go destroy kerbals with tanks! Link to comment Share on other sites More sharing options...
lo-fi Posted August 1, 2014 Author Share Posted August 1, 2014 Haha. You and me both I'm running way behind I'm afraid, it's been a madly busy week and I've not even has time to turn the pc on to do my invoicing, let alone mod making!However, I've had some good feedback from the testing team in the meantime, so much happier about putting out to alpha after some tweaks.Bear with me! If it rains as much as forecast this weekend I'll on it like a car bonnet Link to comment Share on other sites More sharing options...
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