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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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I love this mod so much, this is a must-have for me now! Thanks lo-fi! :)

Edit: Oh did not realize there is a team, sorry, thanks to the whole team of course :-)

Edited by DaniDE
omg its a team :D
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Haha, that's the most common problem with wheels. I now have a "this way up" indicator for the editor, will be in the next incremental update ;)

Thanks, on behalf of the whole team, for the kind comments from everyone.

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KF Meduim Track spams a lot of errors both in VAB/SPH & deployed. And doesn't work at all.

KF RBI Inverting Track unit does work, but also spams errors like:

[Error]: Wheel ColliderWC102 (UnityEngine.WheelCollider) not found. Disabling module

and

[Error]: Already configured - skipping

and

[Error]: WheelCollider requires an attached Rigidbody to function.

Also, seems to me that some wheels are not really balance from the point of power consumption - a pair of RBI Mole tracks consume less than 1ec/s for a 10ton payload... while 4 RBI Tiny Track units consume about 4.5ec/s for the same payload. Moreover, RBI Mole tracks consumption does not depend on torque used. I mean once you started throttling - the consumption is at permanent value.

Edited by Horus
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Working on that, seems to be a corrupt export. Weird issues with that part, so rebuilding from the ground up. Also minor bug with the plugin error logging that I've now fixed.

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A question regarding APU. Just for fun installed 4 APUs on a test vehicle. Setting Throttle value to 100 for each of them, however only one of the 4 started producing EC at 0.25 ec/s rate. The rest 3 are at 0.03ec/s no matter what. Shutting down engines in various orders didn't help. Noticed that fuel flow varies for them... while one is at, say, 0.00001U, the rest are at 0,0000U.

UPD: disregard this for now. Investigating.

UPD2: Sorry, I just messed up with AG & modes for APUs. They work fine. With only 1 small remark: from visual & audio point of view APU is for atmospheric usage only, however, it still works in vacuum of space :) So, it's a cheaty part for now - placing it on any satellite with a small tank of fuel makes it even better than RTG (if the later has a decay option) :)

Speed decay for wheels also seems to be quite low.

Edited by Horus
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The inverting track unit is especially useful for rovers that work any side up.

When flipping over is not even annoying anymore:

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Armored against impact on any ground obstacle using structural panels as casing while keeping the overall inner casing profile low enough to never extend over the track unit´s boundaries. This (subassembly) version leaves a hole in the top to be attached and deployed using a KAS winch. But even flipped over, the stack connector is usually too deep inside to be hit by obstacles.

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Agreed, the APU needs some config love. Fuel switch to mono would be good, and it desperately needs better sound and effects. The adaptive controller will do interesting things with multiple APU's on a ship, which I quite like.

Thats pretty cool, DaniDE. What's it rendered in, not seen parts viewed quite like that before?

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Thats pretty cool, DaniDE. What's it rendered in, not seen parts viewed quite like that before?

:-) - that is done using Kronal Vessel Viewer:

https://github.com/bigorangemachine/ksp-kronalutils/releases or https://kerbalstuff.com/mod/211/Kronal%20Vessel%20Viewer%20%28KVV%29%20-%20Exploded%20%28Orthographic%29%20ship%20view

Have fun :D

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1.8b update just went live, fixes medium track.

I do really like that tank! I think a set of American style tracks are in order, and we may have to beg someone to make a vaguely Russian style turret for BDA ;)

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So, I have a feeling we could probably configure the CollisionFX to only add the effects we want. I'll have a closer look at it. I know that it's configurable enough to limit what sound effects are played, but I haven't seen the specific configuration option for what effects. That tank did look pretty sweet though, even with the sparks.

EDIT: Okay, so I looked into the source and made a few changes that I think could support separating the dust and the sparks into different fields that can be specified in a configuration. However, I lack access to a project file so that I can test the changes. So, I send pizza-whatever-his-name-is a private message and explained what I altered and what I think would happen. We'll see what he says. Looking at his code, there really needs to be an upgrade made to allow specifying now only separate effects, but he needs to take out the hard-coded color sets for the different biomes and/or materials and make it into a configurable node, much like the way DistantObjects or PlanetShine does it.

I'll keep you updated.

Edited by Gaalidas
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The dust and sounds are fantastic, pizza has done a cracking job there. I get why you'd want sparks for crashing over bits of the SC, they just don't seem to be right for when rolling over them with tracks. Be cool if it can be tweaked

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I'm not positive that this is related to this mod, but it only seems to happen when I'm controlling a vessel that has tracks from this mod on it. Anyway, when I control a vessle with tracks (tried both RBI Inverting Track unit and Long Track so far) I can no longer use F9 to reload a save, nor can I jump to the space center or switch to any other vessels I have in flight. I have to completely quit out of the game and reload in order to do anything. It's not that the game crashes because I can still do stuff with the active vessel. I just can't change to another vessel or return to the space center. Not positive the issue is related to this mod but it does only seem to happen with the vessels I have with tracks on them.

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Going to need at least an output_log to narrow something like that down, please. I've not done a lot of quick saving in my testing, but loads of vessel changes with the long tracks, which always worked fine.

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http://imgur.com/a/m0J03

First round of prototyping. It is too wide for the Mk 4 parts though, and setting the tracks underneath the rover frames makes the whole assembly unstable while turning. More testing and tweaking is needed.

I don't know if it'd work any better, but you might want to take a look at the big cargo bay from the OPT spaceplane parts.

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Going to need at least an output_log to narrow something like that down, please. I've not done a lot of quick saving in my testing, but loads of vessel changes with the long tracks, which always worked fine.

I'll see what I can get you, but like I said, the game itself hasn't really crashed when this happens.

And, of course, this morning it's not happening. Happened half a dozen times last night but now things seems to be working fine. If it happens again, I'll grab an output log.

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