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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks


lo-fi

What to work on next?  

1,282 members have voted

  1. 1. What to work on next?

    • More wheels
      123
    • More tracks
      453
    • Rover bodies
      241
    • Landing gear
      137
    • Landing legs
      108
    • Something completely different
      193


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Also worthy of consideration is Captain Scarlet - Warning: possibly the most sinister intro sequence in the history of children's TV, may also contain traces of science - and the more modern, full CGI New Captain Scarlet - Warning: much more interesting, intriguing and exciting than it has any right to be.

Ah, Captain Scarlet! Another favourite of mine. Gerry Anderson had such an imagination.

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I did not know that the Move Center was a toggle. I'll have to give it another try with a rotatron under there, see if I can drive any reasonable distance with auto-centering steering.

And, for the record, I built and drove that thing on 64-bit 24.2.

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64-bit eh? That stuff has been extremely unstable for the majority of people who post these days. And this happened with a mod that's not even compiled for it. Kibda makes you wonder what the other authors are screwing up in their actual attempts to support 64-bit.

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I'm an absolute newbie programing, all I did was follow the guide setting up visual studio and made sure it was set to compile for any CPU, which should cater for x86 and AMD64 (and beat my head against C# until I got it). I can't comment on what others do, though I wonder whether the compiler in mono is not as good as Visual Studio, and maybe that's the cause of one or two issues. I have no idea how many people use of or the other.

Either way, its more luck than judgement! I have yet to try 64 bit, I have to admit.

Please post progress, Madrias, and thanks for testing in 64 - its good to know.

Got a serious update coming up, really pleased with how its coming on.

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I just install and run the mods. 64-bit solved my memory crash issues (my 23.5 install runs at 3.2GB constantly... up until it crashes at 3.6GB) and so I just run with that. The bugs and quirks really haven't been noticed by me (other than the Unity Right-Click bug, which is only mildly annoying. Right click, then left click will work again. Really no problem), or if they have, they're not all that annoying. Granted, I'm used to little quirks that could possibly blend in with the usual things that my "desktop" manages to do. And yes, there's quotes for a reason.

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Really digging this mod. I hadn't really "played" ksp in a few months (aside from bug testing) and this has really drawn me back in, especially the hover parts. Awesome work. Any advances on hovering over water yet? That's pretty much the only thing I'm waiting on before I consider this the perfect mod :D

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so, lo-fi... does this mod work for Science and Career modes, too?

(P.S. The Medium wheels work like a charm, as I made a fuel truck using a MK2 Lander Can, some steel plates, a Jumbo Tank, and a few strusts to hold it all together, suspended by 6 medium wheels. However, I think the hoverpads should be a bit more ambiguous on weight displacement, compared to wheels... mostly due to balancing a floating thing is a lot harder to figure out than a wheeled thing)

Edited by Dire_Squid
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A curious effect here, a mix of medium wheels and stock wheels on a craft appears fine the SPH but the medium wheels turn invisible when taken out to the runway...

WheelsGone.jpg

In other news. The medium wheels work very well on Mun with enough grip so as not to slide too much :)

FancyMunRover.jpg

Final image shows front wheels ready to be detached for the return journey to Kerbin. Interesting place the East Crater, you find it includes two polar regions ripe for sciencing.

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Really digging this mod. I hadn't really "played" ksp in a few months (aside from bug testing) and this has really drawn me back in, especially the hover parts. Awesome work. Any advances on hovering over water yet? That's pretty much the only thing I'm waiting on before I consider this the perfect mod :D

Thanks :) It's 'on the list', as it were. Some code has been suggested, I just need to get around to playing about with it and seeing what I can make of it. I was in the same position with KSP before I started making my own parts!

(P.S. The Medium wheels work like a charm, as I made a fuel truck using a MK2 Lander Can, some steel plates, a Jumbo Tank, and a few strusts to hold it all together, suspended by 6 medium wheels. However, I think the hoverpads should be a bit more ambiguous on weight displacement, compared to wheels... mostly due to balancing a floating thing is a lot harder to figure out than a wheeled thing)

The repulsors are an interesting thing to balance - see what you think of the next alpha :)

so, lo-fi... does this mod work for Science and Career modes, too?

To be completely honest about this point (and it's a good one that hasn't really been mentioned yet): I don't get career mode. We've been given one of the best sandbox games ever created - I don't see the point in shooting for artificial targets set by someone else. I like to set my own goals. Not that I want to stop anyone else playing like that, mind you! The beauty of KSP as I see it is you can play it as you want to play it.

So the short answer is: tech-tree, cost and other stuff like that is waaaaaay down my list of priorities. I've never played it, I've no solid idea how it works and I have no interest in it myself. It's a config thing for final release as far as I'm concerned. Completely open to suggestions as far as cost and tech-tree placement go, but I'll state now I'm not keen on dependencies on other mods for career stuff. It's not something I don't want to support (I know a lot of people enjoy career mode), but it's a complete unknown to me, if that make sense?

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A curious effect here, a mix of medium wheels and stock wheels on a craft appears fine the SPH but the medium wheels turn invisible when taken out to the runway...

http://www.i2net.me.uk/files/Games/KerbalSP/Ships/FancyWheels/WheelsGone.jpg

In other news. The medium wheels work very well on Mun with enough grip so as not to slide too much :)

http://www.i2net.me.uk/files/Games/KerbalSP/Ships/FancyWheels/FancyMunRover.jpg

Final image shows front wheels ready to be detached for the return journey to Kerbin. Interesting place the East Crater, you find it includes two polar regions ripe for sciencing.

Wow, that's interesting! I've not tested aside stock wheels on the same vehicle, I'll see if I can replicate. Thanks!!

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To be completely honest about this point (and it's a good one that hasn't really been mentioned yet): I don't get career mode. We've been given one of the best sandbox games ever created - I don't see the point in shooting for artificial targets set by someone else. I like to set my own goals. Not that I want to stop anyone else playing like that, mind you! The beauty of KSP as I see it is you can play it as you want to play it.

So the short answer is: tech-tree, cost and other stuff like that is waaaaaay down my list of priorities. I've never played it, I've no solid idea how it works and I have no interest in it myself. It's a config thing for final release as far as I'm concerned. Completely open to suggestions as far as cost and tech-tree placement go, but I'll state now I'm not keen on dependencies on other mods for career stuff. It's not something I don't want to support (I know a lot of people enjoy career mode), but it's a complete unknown to me, if that make sense?

What Career Mode taught me, which Sandbox didn't, was to understand each piece of equipment: every tank, every engine, every science bit, ever resource, and how to use it all efficiently... on a step-by-step basis.

A shame you let your add-on go to waste by letting it work in one mode, and one mode, only.

Edited by Dire_Squid
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What Career Mode taught me, which Sandbox didn't, was to understand each piece of equipment: every tank, every engine, every science bit, ever resource, and how to use it all efficiently... on a step-by-step basis.

A shame you let your add-on go to waste by letting it work in one mode, and one mode, only.

As I said, that's just the way I play. For full release I'll have it sorted, it's just not a priority for this phase of the project.

I don't really see what the big deal it, though. If you don't want to use a part until a certain stage... just don't use it :huh: How does this constitute 'going to waste'? I think career mode is a waste of time, but I'm not complaining that squad is spending time on that rather than other things I think could be improved. Work In Progress means exactly what it says on the tin.

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Why do people always think career mode support is hard? All it is is a price for the part and a tech node... I think this mod has that already. If its not balanced the way you want its not hard to change. Far as I can see this mod has support for career mode, I am using it there, but its balance is a bit off. For my install a boosted some costs and moved the parts to a higher tech node, took me about 3 mins.

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Why do people always think career mode support is hard? All it is is a price for the part and a tech node... I think this mod has that already. If its not balanced the way you want its not hard to change. Far as I can see this mod has support for career mode, I am using it there, but its balance is a bit off. For my install a boosted some costs and moved the parts to a higher tech node, took me about 3 mins.

It's just not something I know anything about, so it's a little hard for me to judge placement and balance. Most of my configs are probably based around the TR-2L, if I recall correctly. If you've got some suggested settings I'd be very grateful for some input!

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I like this mod...Alot.

http://youtu.be/rEGdsbDFacw

You have no idea how much that music made me smile. Brings back many fond memories of Wipeout :D

Madrias is busy testing the next iteration of the repulsors and sending hysterical reports. You'll find they give a much more stable ride - won't be long until they're out.

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They're workable, though I've made a lot of improvements since I released the alpha. Next release won't be long no, I've just got a couple more bits to tidy up before posting.

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You have no idea how much that music made me smile. Brings back many fond memories of Wipeout :D

Madrias is busy testing the next iteration of the repulsors and sending hysterical reports. You'll find they give a much more stable ride - won't be long until they're out.

:D I thought of Wipeout too with repulsor (mostly the first two games on PSX !) as some well designed and balanced crafts would almost behave the same. I miss so much this crazy inertia of the Qirex :cool:

@lo-fi: if you make some small/tiny repulsors (which could be put on the sides), it may be possible to make such vessel, and a track to go with too :D.

(A new wipeout track: KSC, with part below bridges, over VAB, around the control tower, could be super fun)

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Yeah I was about to ask about surface mounted repulsors. As it is I had to turn on part clipping to prevent that craft from exploding on launch LOL.

Wipeout is the reason I wanted repulsors, tbh. I just got a PS Vita (Mostly to play my old psp stuff that I already had on PSN), and Wipeout 2048 is...pretty great. :)

In regards to tweakables: Could we get a repulsor assembly similar to the alpha one, except with a tweakable angle? Thhat ay I could build the Nebacanezer from the Matrix movies LOL.

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It's just not something I know anything about, so it's a little hard for me to judge placement and balance. Most of my configs are probably based around the TR-2L, if I recall correctly. If you've got some suggested settings I'd be very grateful for some input!

I would leave the wheels where they are in the tech tree but move the tracks and repulsors to the next node up... I think its called experimentalMotors. As for cost they all could use a boost, I would say about 1000 for the med wheels, 1500 for the large, 4k for the tracks and 10k for the repulsors. Not sure about the repulsors really, they are a bit OP but fun, maybe even more higher cost? These are just what I am using right now based off part cost for the stock wheels.

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If you do, please make them controlled by IR joints! I'd love to see the repulsors reconfigure for different flight modes like they do in the movies :D

now that you said it my head is pulling up all kinds of configurations to use LOL.

Now I know I mentioned this about IR before, but I have an alternate idea.

My first was for macros. Basically a scripted set of instructions that could be activated by action group. This would allow for "effortless" activation of complex transformations.

My new idea is to have certain presets available. So lets say I want to set a gantry to have three presets, one at 0, one at 50, and one at 100, and I could tie each preset to an Action group. I remember B9 an Firespitter's VTOL engines used a similar system. This would also allow for transformations but the timing would still be difficult.

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Ok, here's the plan: I'll crank out the next repulsor alpha with the surface version included and hopefully tweakscalable. After that, I'll look at IR for some matrix style craziness. Does IR use KOS scripting? I know there was some discussion...

I'll delay the repulsor-wheels, but they're still being textured anyway.

Thanks for the tech tree tips, I'll update my configs in the next release.

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