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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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They're dev-team only at the moment, though I think are now ready for the next alpha. I've been bug-whacking/distracted by doing cool landing gear stuff, so I'm a little later releasing them than I'd like.

I've just spent an evening battling a Blender export and about ready to tear my hair out, so getting back to business as usual will be quite welcome tomorrow!

I keep diving off in different directions to look at other stuff that interests me, but every time I do I learn something I can use to improve my existing work. It's good, even if it makes things a little slow :) Bear with me.

I'll organise the .zip using accepted mod convention if I remember!

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It's 'on the (long) list', as it were, but it's going to be a while until I get around to it.

My plugin doesn't currently support two tracks on the same part and I'm on two minds about whether to do so - this limits which of the existing parts I can recreate anyway. I'm hesitant to add in dual track support because it adds in a lot of complexity, which = lots of opportunity for bugs. The smaller ones I can probably adapt given enough time.

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Just wondering How the work on a longer set of tracks are coming along? I know that your very busy with bug squashing and all but I was wondering. I attempted to use a scale command on the mesh but it did not like that as it refused to load the modified copy i did. The current tracks work wonders but there size makes it hard to make tanks with one track per side.

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I'm sorry to say, nowhere :( Not because it's not possible, just because I've been busy with other stuff. It's probably two whole evenings work getting the longer set modelled, the track skinning set up just right (this is far from quick or easy), rigged in Unity, then forged into a workable parts. I wish I had more time!

On the other hand, the plugin is in a much better state and I'm much happier with it :)

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See y'all, you need to take into account that if it wasn't for this ingenious individual, the world would be deprived of the wonders witnessed when standing in the presence of an antique piece of machinery, restored to a piece of beauty that the original piece never even came close to attaining, in the form of an old style locomotive. We, as mere mortals, have no right to even dream of taking such an important part of society away from the public just to fulfill our menial wish for a new part for a game. We are all fortunate, no... BLESSED... to be allowed to even linger in the footsteps of this truly magnificent being...

...

Okay, you're not being fooled. Oh well, I tried.

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Haha @Gaalidas :D You're too kind, Sir!

Anyway, going to take a step back this evening and re-test all the parts that are waiting to be rolled into the next release. Tracks and repulsors are going to get a major overhaul, so this one will be savegame breaking. Sorry! Time to actually play some KSP, rather than fire it up, have a part do something spectacularly stupid on the runway, then close the game because you can't just reload the plugin after recompile. I hope you're ready, Jeb! :D

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Alpha 1.3 out now!

Track update, repulsor update, surface repulsors released. Download in OP from KerbalStuff.

This modding malarkey is knackering! So much to think about, and then I forgot to update the configs for the wheels with weight and cost adjustments.

wow ok this reminds me a lot of Robocraft now...

especially the hover wheels, nice one there. :D

Thanks :) I'd never heard of Robocraft before

Edited by lo-fi
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Very cool! Playing around with the surface mount repulsor, perhaps a little strange behavior to report - or I don't know how to use the parts, equally probable.

Steps - I don't know how essential any of these steps are, you might be able to do it with any number or placement of repulsors, but I could reliably make it happen this way:

1. Place 4 repulsors in symmetry mode in the VAB underneath something simple, but place them so that they are angled roughly 45 degrees from straight vertical. I used a GoodSpeed station command core for this for convenience (handy 45-degree angled corners). You can see in the pic.

2. In flight, figure out a way to flip your craft so that only one of the four repulsors is pointing straight down toward the ground - flip the craft up onto one of its corners with a repulsor. The way I did this was to raise the height on one of the repulsors to 8, but I think anything could work. Like so:

weirdrepulsor1.png

3. If you manage to do this, your craft will no longer fall back down onto the other repulsors, and has a hard time falling any direction at all - it will remain "perched" on that one corner, like it is in the picture, even if you lower the height of the repulsor you raised and try to use the reaction wheel to rotate it back down to normal. You can get it to flip over by lowering the height of the downward-facing repulsor a lot. The reaction wheel in the part there was insufficient to flip it.

Second strange behavior (still surface-mount repulsors):

1. Make a long tube craft (AKA a long fuel tank with a probe core and some juice).

2. Place repulsors at either end of it, again angled in relation to the ground: put mine at 60 degrees from the ground, or 30 degrees tilted down from horizontal. Four total. Like so (here shown after it flipped over so you can see how I placed the repulsors):

weirdrepulsor2.png

3. In theory, you'd think the repulsors would kind of even out and make the craft sit upright in relation to the ground (played around with height, no difference), but it will actually fall to one side or the other instead like this:

weirdrepulsor3.png

Maybe this is how they're supposed to work though? Intuitively, I thought placing them at an angle like that would make it roughly achieve balance when vertical. But maybe my intuition is just wrong. Before messing with the above cube-shaped experiment, the ones placed at 45 degrees do make the cube sit vertically..

Kind of vague, hopefully it's not just a case of me not understanding how these really ought to work, and hope that's helpfulish.

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Hiya Theres nothing intuitive about how these things work, even though very stable they only actually provide a reliable force straight down unless something has changed that i dont know about any angle away from vertical will result in loss of apparent thrust effect, If Y is up and Z is fwd and X being left and right any tilt plus X or minus X will give some support But any rotation around X so tilting back and forward results in rapidly diminishing effect( I think thats right anyway( lofi'l turn up and make me look silly now you watch :P)

And a little Gif advertising how cool smoothSteer and AntiRoll really are, vehicle spacecab, location KSC wheels mine, speed 39.5ms(yes really) lock to lock down the runway, no hassles no crashes

BS6bzMp.gif

Edited by SpannerMonkey(smce)
added advertising material :)
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P.S. the tracks, repulsors, wheels you've made are pretty effing awesome, allowed me to build this karbonite-mining monstrosity - seen here weighing in at 500ish tons, with built in suicidal and very short-lived turbo mode activated, for when 15 meters a second just doesn't cut it:

miner1.png

On a side note, the parts seem to behave well with TweakScale (the tracks there are 200% or 150% size or something) - though I'm not sure about the suspension. Although 500 tons is pretty freakin' heavy...

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I thought the pun was scary, until I went to the next page and read about you humping a laser, lo-fi. This is not only getting more and more disturbing, but quickly approaching down-right dangerous.

I have a worse sense of humour than yours :wink:

Very cool! Playing around with the surface mount repulsor, perhaps a little strange behavior to report - or I don't know how to use the parts, equally probable.

Steps - I don't know how essential any of these steps are, you might be able to do it with any number or placement of repulsors, but I could reliably make it happen this way:

First of all, thanks for taking the time to write a detailed report, I appreciate it :) Glad you're enjoying the parts!

So, you've found the self stabilising function.... The surface version was difficult to gauge because I wasn't sure how people would be likely to use them. They've been set up to have some self-righting to horizontal, which is what you're battling when placing them off-axis. This will require some thinking and tinkering..... Bear with me, you've just given me a few ideas though. I'm thinking of making them scalable and truly 'place anywhere' but with no stability of their own. Got this one wrong, I think.

Thanks for the info on TweakScale, that's literally next on my list to implement anyway :) That rig is so Kerbal. Very cool!

-----------------------------------------

BTW: Cheers guys! It's hard work, but I'm having an absolute blast making parts. Can't quite believe how well they're being received!

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Also, there is a bug in the ElectricCharge consumption code that's making the repulsors retract randomly. Literally just found it while testing TweakScale (though I'm sure it's not related), so apologies if anyone if struggling with random shutdowns!

No idea what's going on, investigating now.

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This is by far my favorite SINGLE part in game.. The REPULSOR is awesome... I've been looking for a hovercraft part of ages and this is IT!!!

My only thing missing for me is that the action groups be sorted just to be able to turn them off when not needed, rather than going to each one right clicking and changing height to 0.. Oh and electricity consumption seems a little high not sure if its easy to tweak based on the setting within the wheel for greater height more power needed etc.

Such good work thanks!!!

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You're very welcome :)

You'll find the action groups work the same as the slider - they raise or lower the height .5 at a time. When height is set to zero, the repulsors are turned off and no longer drain ElectricCharge. I'll update the OP to be a little clearer. Consumption is open to debate, but general consensus seems to be that it's about right. Fighting gravity should come at some cost, though future plans are indeed to have it variable depending on height setting maybe weight carrying.

I have an Auxiliary Power Unit in the works which will burn available fuel to generate EC. Kerbal energy density seems to be comparable to ours, so you will get far greater runtime with a tank of liquid fuel (and oxidiser if none present in the atmosphere) than you will with batteries of a similar volume.

Above all they're supposed to be fun and different :D

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