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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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1. did some early test with updated dll and it's looking very promising :)

testing rig with uneven balance (changing mass dynamically with hyperedit):

Uqs6nNw.png

1) with uneven balance you have to correct your heading which is nice since tracks have uneven rolling resistance, it forces you to load cargos centrally on vehicle.

2) heavier weight impacts rolling resistance so it's great base for differentiating between small and large wheels/tracks.

2) the only thing it lacks IMHO now is inertia thing. So the heavier vehicle should have slower acceleration but also slower deceleration.

So inertia force :

F = weight of all vehicle (gravitational mass) x velocity

So the heavier stuff is much harder to accelerate but while moving it's slowing down much slower as this force counteract changes of speed.

I don't know how to implement it elegantly :/

edit: in the other news, are you guys going to implement collissionFX dust in different colors?

https://github.com/pizzaoverhead/CollisionFX/blob/master/CollisionFX/CollisionFX.cs#L449-500

@lo-fi, you want me to do a balance check regarding cost and tech or something else too?

Edited by riocrokite
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Very cool, glad you agree I'm on the right lines.

It will require careful tweaking of config values to get it workable. Testing with the medium wheel it was quite easy to load the wheel into total immobility. I may be able to add some code to prevent this, as even heavily over loaded they ought to do something..

The status display in the menu could do with a load indicator too, which would be nice.

Not sure what you mean about the inertia? The physics engine is responsible for that, and it does take more to stop a heavy vessel.

Tech, weight and cost would be fantastic thanks. Anything else you can think of? We can run through torque, brakes and power consumption when we've nailed down the rolling resistance finally.

Over to Gaalidas on the FX... You get that dust code into the plugin? Might as well go in there! Also really need better/more sounds.

Like what you're doing with the log stuff, by the way.

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Very cool, glad you agree I'm on the right lines.

It will require careful tweaking of config values to get it workable. Testing with the medium wheel it was quite easy to load the wheel into total immobility. I may be able to add some code to prevent this, as even heavily over loaded they ought to do something..

The status display in the menu could do with a load indicator too, which would be nice.

Not sure what you mean about the inertia? The physics engine is responsible for that, and it does take more to stop a heavy vessel.

Tech, weight and cost would be fantastic thanks. Anything else you can think of? We can run through torque, brakes and power consumption when we've nailed down the rolling resistance finally.

Over to Gaalidas on the FX... You get that dust code into the plugin? Might as well go in there! Also really need better/more sounds.

Like what you're doing with the log stuff, by the way.

Yah, I tested for inertia thing. With 20x bigger mass slowing down decreased only like 2 times (with very small resistance). Acceleration was invertely affected -> bigger mass = better acceleration (so weight increased mostly ground grip without increasing enough inertia counterforce) so I guess Unity inertia or wheels calculations are off? I don't know:/ Needs more testing.

I'll do tech, tech and weight for now. Behaviour configs I think need much more testing before reaching nice balance.

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Definitely! With so many configurable options, getting it all nicely polished will take some doing. Thanks for your help!

Thinking about braking: IRL, even very big heavy vehicles stop relatively quickly. Brake torque is constant, and huge, don't forget, so we're probably not far off.

Edited by lo-fi
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Hey Lo-fi would it be possible to release some more durable but slower tracks to complement the various new BDArmory mods that are being made specifically PrototypeTheta's Never Enuff Dakka as he is making tanks

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I've sort of got my plate full with other bits, and nothing like that in the pipeline, but wouldn't rule it out at some point.

As I've said before, though, if someone wants to model and texture something, I'm happy to skin and rig it up.

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I've sort of got my plate full with other bits, and nothing like that in the pipeline, but wouldn't rule it out at some point.

As I've said before, though, if someone wants to model and texture something, I'm happy to skin and rig it up.

Mostly just a config edit is what I meant if you don't feel like that is a priority I fully understand. Would it be ok for me to rerelease a modified track set with full attribution to you of course

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Ive no fundamental objection at all, and the license allows that. But it is still in beta, and things are evolving, so you might be best served just providing alternative configs or MM patches, at least for the moment.

However! As you've maybe seen, we're in the middle of tweaking the dynamics, so you'll probably find things a good deal better after that anyway.

If at any point you do decide to redistribute, just treat it like FireSpitter please.

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Over to Gaalidas on the FX... You get that dust code into the plugin? Might as well go in there! Also really need better/more sounds.

Like what you're doing with the log stuff, by the way.

Alright, I'm going to add a new file to the source and start trying to make my recent ideas into a reality. Adding the DustFX spinoff into the KF plugin will be as easy as copy and paste really. It's pretty clean over all as far as code cleanliness considering it was mostly coded to fix my badly coded attempts by xEvilReaperx as I begged for help with my broken code. I'm still not sure exactly how he made that happen in the end, but it works.

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Isn't that just a stock model? You can find alternate configs for he stock wheels using the KF plugin here

It's doesn't have the Tweakscale config lines added, but this wouldn't take much.

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Isn't that just a stock model? You can find alternate configs for he stock wheels using the KF plugin here

It's doesn't have the Tweakscale config lines added, but this wouldn't take much.

If I recall correctly, at one time it actually used the stock model resized; some time ago however, it moved to a custom model designed to look like the stock model because of issues with it not quite working correctly.

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one think that in my opinion is missing os some "simple" weels early on in career mode (maby like when we getting first landing gear for planes? maby powered by liquid fuel?or even LFO?) so we can use some avesome weels to drive around space center and do SCIENCE

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Fuel-powered wheels, eh? I do remember there are some old, and quite dead, mods that implemented fuel usage for rover engines and such, but, as I said, they're quite dead now or in perpetual WIP status with no working releases. The simplest implementation would simply be to swap the electric charge resource in the configuration for the wheels with whatever other resource you want to use. I would also think that combustion-reaction propelled wheels would be a lot more responsive to input, but also a lot less controlled, and have a possible idling speed that could actually add more functional uses for the brakes. Possibly a throttle-based propulsion control? hmm... Interesting idea.

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one think that in my opinion is missing os some "simple" weels early on in career mode (maby like when we getting first landing gear for planes? maby powered by liquid fuel?or even LFO?) so we can use some avesome weels to drive around space center and do SCIENCE

There was a Muscle Car mod recently that had cars powered by liquid fuel. I don't think it's been updated for a few months. I'll try to track down the link and edit this post when I find it.

Found it: Muscle Car Parts mod

Edited by ultrasquid
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Do you not get batteries fairly early?

The tech/cost/weight all need looking at on the current parts, but I'm afraid ive got no new wheels in the pipeline at the moment. Fresh out of ideas!

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Do you not get batteries fairly early?

yeah batteries are in nodes for 45? i think so afairy early i just think abot weels on the same level as batteries...about so we won't be forced to use unpowered ones within rocket engines

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lo-fi, long time lurker here and i just had a thought. I love using this mod and one of my "must haves". For an "early" tech wheel what about a very small wheel like i bicycle wheel that requires not charge or fuel but has a top speed of only 5-7 m/s. That would give us early use of rovers without being too OP. Of course they would be very weak and only able to hold maybe 0.2 t. I would see this as a very Kerbal way of ground movement. I know you have other commitments but it was just a thought. If you or one of the other modders decide to make them, great. If not, no big loss to me. Keep up the good work man and i look forward to whatever you bring out next.

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Haha! Unpowered wheels with rocket engines sounds very Kerbal, no?

Cheers Lazarus. I never tend to be able to realise suggestions or requests as they are, but the ideas they generate always lead to something. Thank you, I do have one or two ideas now :)

Edited by lo-fi
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How about... unpowered wheels with rockets attached to them? Or better yet... unpowered wheels with tiny rockets attached in such a way that the wheel will be rotated by them! Now that would be Kerbal...

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