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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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LOL nice bounce damaged the runway too eh? Very nice looking boat you have there.

I've found that If I used launch clamps and the repulser OFF to start and once it is loaded lift it up and let go of the clamps you don't get that bounce and save your poor runway and pocketbook.

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Hmm, that's odd. Though you seem to have a space in the name of the .mu? I've just got them loaded fine in-game, and I haven't touched those models in ages :/

That's odd... I haven't touched the file names, but even if I had it would not have told me there was an problem with the model, it would have told me that the model didn't exist. Still, I gotta check on that.

EDIT: No, sure enough the model file name is intact, it's just the log that's spaced a little strange. The config has the right model name as well. I don't know what it could be. I'll try re-downloading the model.

EDIT2: I did find something strange in the config file however, though I doubt it would cause any issues with this. Still, worth fixing. This was in the part.cfg of the alpha repulsors (non-surface mounted)

crashTolerance  1200

Which I assume should be:

crashTolerance = 1200

eh? And that was in the github version, not my local file. I fixed my local file a few minutes ago before I checked if that mistake was in the github.

Edited by Gaalidas
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Nevermind, guise. Figured it out on my lunch break. I'm dumb and should have used TweakScale. :rolleyes:

http://i.imgur.com/PYnrAds.png

http://i.imgur.com/dPUp3u1.jpg

That beast is sweet. I'm surprised it floats so nicely like that. As for the runway, you might have to start it out supported by some launch clamps to keep it from bouncing on launch. To further reduce that, start your repulsors out with zero percent height using the tweakable in the editor and providing other means of support. I remember my early tests with these things resulted in some crazy maneuvers to try not to roll over and go -smoosh- before I even got it launched.

EDIT: stupid me, didn't read the rest of the posts. Oh well, at least now it's been double-suggested to use clamps.

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Yeah, as someone who's used a lot of Repulsors as well, I also echo the "use a few launch clamps" strategy. Starting with repulsors off, also a good idea. Death rolls are not fun when they're caused by improper craft settling.

Alternately, do as I've done for some of my repulsorcraft, putting wheels under the vehicle, letting it settle on those (works best for light craft, I've found) then firing up your repulsors and taking to the sky.

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*cringes at the mention of "maxed out repulsor" despite knowing it's the Alpha repulsors, not the Dev repulsors.*

I don't know how much weight a single repulsor can handle. I think the biggest thing I've moved was my mobile base, but even that was only maybe a little over 100 tons, and I fired 24 repulsors to keep it nice and steady. I've moved a 35 ton tank on 8 repulsors, though.

As for my cringe... Lo-fi, if you haven't tried it already, try a dev repulsor set to, say, 30 on any vehicle of any weight, then load it in. It's amusingly destructive.

I have to admit, no. But I have a pretty good idea what's going to happen ;)

Nevermind, guise. Figured it out on my lunch break. I'm dumb and should have used TweakScale. :rolleyes:

http://i.imgur.com/PYnrAds.png

http://i.imgur.com/dPUp3u1.jpg

Wicked! Well that's something new :)

Weird it splits the file name, Gaalidas : huh: the wonders of KSP! Did sorting out that line help at all? Looks like a model load error, rather than a config fubar, though I can't figure out why. There aren't any animations or anything in that model for it to get upset about, and I'm not using picky MODEL{} nodes.

Edited by lo-fi
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Gotta say this: This mod is awesome! I never would've thought I'd have problems flipping a vehicle in KSP!!....Still don't have too much of a problem...it just takes more effort now to kill kerbals on rovers :P

Great Mod, keep up the awesome work! Hope to see some more stuff soonâ„¢!! :)

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Weird it splits the file name, Gaalidas : huh: the wonders of KSP! Did sorting out that line help at all? Looks like a model load error, rather than a config fubar, though I can't figure out why. There aren't any animations or anything in that model for it to get upset about, and I'm not using picky MODEL{} nodes.

I'll let you know later when I get done trolling for new mod updates and funky craft designs to torture my machine with.

"Picky" MODEL nodes? at least they let you control exactly what you're getting. just defining a mesh and hoping for the best is a recipe for disaster. I had to convert some of the stock parts in the .25 update to use MODEL because I was getting errors that the model, located in a folder that doesn't exist (I checked) could not be located even though you've specified that the mesh is in the same folder as the config by using a "mesh" parameter. Okay, so I added a bit to that error, but it really is nuts that it would look for a model from the "mesh" parameter in a config located in, say, "squad/parts/engine/engine1/" and error out by saying the model could not be located in "squad/parts/engine/engine1/engine/engine1/bigfreakinengine/" when that folder, even when you factor in the internal referencing process which does include the config file name and the part-name in the path, never existed in the first place and was not even defined.

I'm not bitter, honest!

Gotta say this: This mod is awesome! I never would've thought I'd have problems flipping a vehicle in KSP!!....Still don't have too much of a problem...it just takes more effort now to kill kerbals on rovers k_tongue.gif

Great Mod, keep up the awesome work! Hope to see some more stuff soonâ„¢!! k_smiley.gif

I was showing off the wheels and the anti-roll system to a friend the other day during a break in my SQL class. It's pretty bleepin' hard to even get one side of the wheels off the ground. It's beautiful, really. I cant wait to see how they respond to slightly less gravity though. I have no illusions that it'll be smooth on the Mun, but Duna shouldn't pose too much trouble.

Edited by Gaalidas
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Tracks are the daddy in low grav if you're not going for repulsors. They always steer by braking the inside track, so as the rover rolls, it unloads the inside and becomes less effective. Negative feedback at its finest :)

No active anti roll at the moment, btw ;) I'll revisit at some point now I know more.

I do need to move to model nodes because I want to do some shared texture atlases. Did you get the repulsors to load properly in the end? Gotta love a bit of random KSP behavior..

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Yeah, just tried it and everything is good to go. Can't explain it.

Hey, there might not be any active anti-roll but just the awesome suspension of the wheels makes all the difference. Where stock would send you flipping, with yours we just get a smooth leaning of the craft while all the wheels maintain contact with the ground.

EDIT: Just remember, if you're going to do texture aliases you'll need to eliminate those spaces in the texture names, and update the models to match.

Edited by Gaalidas
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...

I was showing off the wheels and the anti-roll system to a friend the other day during a break in my SQL class. It's pretty bleepin' hard to even get one side of the wheels off the ground. It's beautiful, really. I cant wait to see how they respond to slightly less gravity though. I have no illusions that it'll be smooth on the Mun, but Duna shouldn't pose too much trouble.

I got it to flip at the KSC, but it took an arm, leg, and some really questionable designing!! Oh and hitting the pipes at KSC's launchpad, some of those are tricky to go over correctly, and at the right speed :P

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I got it to flip at the KSC, but it took an arm, leg, and some really questionable designing!! Oh and hitting the pipes at KSC's launchpad, some of those are tricky to go over correctly, and at the right speed :P

You're going to fit right in here ;)

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Yep, those pipes are a right royal pain.

Spent a while tracing bugs in the water hovering code last night. Still can't get it to behave perfectly and had some rather amusing side effects.

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I really need to get back into trying to outright break the repulsors with strange crafts that shouldn't move.

Granted, hiding repulsors in the wheel arches of Jeb's truck was amusingly fun. Suddenly taking to the sky in Jeb's mighty monster truck after making a flying leap off of a cliff without fear of the landing is so much fun. Adding Firespitter's floatation module to the monster wheels and giving them propeller modules made for an amusing way to cross water. I'd had some experience pulling that trick with the small tracks, and wanted to just go big. Plus, it's just like Jeb to say, "Walk on water? I can drive on water."

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And to think it was working just fine before you started reinventing the wheel... literally.

Typical programming nerd. If it's not broken, you're not trying hard enough.

I should know, I'm one of them.

EDIT: Hah! Jebediah would try to one-up Jesus wouldn't he? Isn't adding the floatation module and the propeller module a bit redundant? I thought the propeller module was supposed to have a floatation function integrated so that it could be used to make the hypnodrive floatable.

Edited by Gaalidas
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I really need to get back into trying to outright break the repulsors with strange crafts that shouldn't move.

Granted, hiding repulsors in the wheel arches of Jeb's truck was amusingly fun. Suddenly taking to the sky in Jeb's mighty monster truck after making a flying leap off of a cliff without fear of the landing is so much fun. Adding Firespitter's floatation module to the monster wheels and giving them propeller modules made for an amusing way to cross water. I'd had some experience pulling that trick with the small tracks, and wanted to just go big. Plus, it's just like Jeb to say, "Walk on water? I can drive on water."

Post some screen grabs, dude!

And to think it was working just fine before you started reinventing the wheel... literally.

Typical programming nerd. If it's not broken, you're not trying hard enough.

I should know, I'm one of them.

EDIT: Hah! Jebediah would try to one-up Jesus wouldn't he? Isn't adding the floatation module and the propeller module a bit redundant? I thought the propeller module was supposed to have a floatation function integrated so that it could be used to make the hypnodrive floatable.

Jeb? one-upmanship? Noooooo. I won't believe it.

It was working. Working fine... It worked fine for some things. Other it wouldn't let land, and sometimes it would randomly tip the world sideways and all hell would break loose. I might get it working properly one day. Maybe.

The props just provide propulsion, I've not tackled buoyancy yet. FS seems to do that rather well, so I'll probably just leave that well alone!

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Sadly yes. Though I've gotten a little distracted by actually getting the .mu importer to work! I now have the models for the remaining RBI tracks available :D Got the tiny set working in-game...

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Hey was just testing some screwy things and the context window is not showing current draw, probably not important for many but it is something i use when setting up , so any chance it could be added, it's especially useful in conjunction with alt as it allows me to set a specific consumption rate, without it it's back to pathetic maths skills and guesstimates.

Cheers

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Love it! Seriously, seriously cool! Cheers for the props in the credits, and the out-takes are BRILLIANT! :D What a way to show off parts :)

Not anywhere near as impressive, but I'm sure some people will want to see this:

Yep, they're back

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