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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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Well, I do R/C Cars, and can apply a bit of suspension tuning theory to the KF Wheels using the Spring/Damper/Height adjustments to better utilize the high torque.

Would you care to recommend a simple guide to such things? Other than the torque setting, the rest are essentially a black box to me. I mean, I know what they do in mechanical terms but not how one uses them, just as a rocketry novice knows that a fin catches the air but not that you put them on the back to keep the rocket pointed where it should be. I have not been in a motor car for about a decade, let alone driven one, so there are things which are not obvious to me which might be obvious to others.

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In a nutshell:

Spring strength is just that: the ability of the suspension spring to resist being compressed. If your craft squashes your wheels to the limit of their travel, it's not strong enough. If the suspension doesn't compress a little with the weight of your craft applied on it, it's too strong. Ideally, the suspension ought to be about 50% compressed at rest.

The damper defines how quickly the suspension will deflect under changing load. Too low, and the suspension will oscillate up and down. Too high, and it will resist even slow changes. It affects the handling quite a bit, so play around.

Ride height is a bit disingenuous: it should be renamed "suspension travel". It's simply how long the maximum suspension travel is.

Experiment, you'll soon get a feel for it.

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Ride height is a bit disingenuous: it should be renamed "suspension travel". It's simply how long the maximum suspension travel is.

Experiment, you'll soon get a feel for it.

The issue with renaming that is that, essentially, it is ride height too. I use it often to lower my rovers down closer to the ground in order to load/unload kerbals.

I think I'm done with any polishing I need to do for TweakScale and DustFX for the time being. I'm sure some tweaking will need to be done over time, but it's as ready as it can be at this time. I did some testing last night before KSP crashed on me, and it's rather awesome to have the config GUI open and be able to turn off the camera/dust modes in real time. I didn't get a chance to test the per-wheel toggle, so that's next on my to-do list.

My own to-do list (for development) is going to include adding the ability to adjust more of how the base particle settings are handled, and perhaps adding a few more toggles (such as for the repulsor lights, and maybe for the light-type) but, for the time being, it's ready for the public to start messing with.

lo-fi, another thing to look at when updating configs would be the configs for the stock wheels.

Edited by Gaalidas
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In a nutshell:

Spring strength is just that: the ability of the suspension spring to resist being compressed. If your craft squashes your wheels to the limit of their travel, it's not strong enough. If the suspension doesn't compress a little with the weight of your craft applied on it, it's too strong. Ideally, the suspension ought to be about 50% compressed at rest.

The damper defines how quickly the suspension will deflect under changing load. Too low, and the suspension will oscillate up and down. Too high, and it will resist even slow changes. It affects the handling quite a bit, so play around.

Ride height is a bit disingenuous: it should be renamed "suspension travel". It's simply how long the maximum suspension travel is.

Experiment, you'll soon get a feel for it.

It would be nice if there was a simple formula for figuring what is needed for a given craft mass on a given body, and/or at a given landing speed. Been asking about this for awhile on landing gear. But so far the most that is known is a guestiment of what the numbers for the gear mean.

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The thought had occurred!

I will put it on the enhancements list, as I know this is something Squad are looking to do in their stock module for 1.1. At the moment, it is just feel and guesstimation.

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Alright, we've got two small milestones left to cover before pushing the release button :D

Plugin stuff, as far as I'm aware, is all done. I need to do a little texturing and config balance needs checking, but that's about it.

After that, I've got a few nice plugin features planned, but they're going to take some time to work through. And there's a ton of model finishing to be done! I really want to get some parts finished that I haven't managed to in time for the 1.9 release, and I have some truly insane ideas now I know how to mess with configurable joints effectively. One final issue to conquer with the hitch, and that may see the light of day too, which it itself I'm quite excited about, but will open to door to a stack of other cool stuff I've not even mentioned yet.

Big thanks to Aqua for stepping in and giving me a hand, along with the usual suspects.

SOONTM

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usual suspects.

Nah, I didn't do much. But it was fun! I'll continue to open lots of issues for bug reports, ideas etc. :D

I'm still impressed what you guys did there! There are a lot of places in the code where I think "Ah, so that's how it's work. Nifty!". And if I report a bug, a fix often appears within hours. That's impressive!

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I look forward to hearing about your various plans for the future, but lets get this baby shipped. I'm looking forward to seeing dust clouds in future videos and such. It's been a long road getting that stuff where it is now.

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Fixed your little booboo lo-fi. "axRPM" just ain't gonna cut it.

Just stick around Aqua. I'm still just a dabbler in these things, and lo-fi can't do everything himself.

Edited by Gaalidas
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I have to say I am eagerly awaiting this mod to be ready for release.

I have spent more time fiddling around with rovers and things with wheels (in a spacerocket game!? imagine that) and look forward to using these parts - if I run out of RAM for this one, I will be deleting some other part mods to make room for this one!

You guys put so much work into this and you all deserve some time in the spotlight.

Cheers,

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That looks handy, Aqua!

Cheers Frozenwatters :) doing our best to trim down the memory footprint, so fingers crossed you won't have to delete anything.

Plans.... Oh what plans! Muwahahaha!

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Do you think you will be providing your own .cfg for the community tech tree? To spread the parts around a bit more? I wrote my own cfg to put the repulsor stuff into ctt's experimental motors, but it would be nice to see where you think all the parts should be. Anyway, looking forward to release.

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I always delete the CTT configs, honestly. I play sandbox usually, so there's not much point in keeping them. If anyone has suggestions for tech nodes to use, I'll certainly look into it though.

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Playing at all has become a thing of the past since taking up modding more me. I intend to fix that as soon as we get this thing released and can relax a bit.

I nabbed a copy of the CTT mod is preparation for writing a config for it, so all I need is some direction on where to put them. I would have figured the CTT mod would still have nodes that correspond to the stock tech tree, making CTT integration a less urgent matter.

EDIT: in a moment of inspiration, I set up a preliminary config which really only modifies the repulsors and the APU. I figure other parts can simply unlock with whatever they unlock with now since, as far as I can see, CTT doesn't remove any nodes. It simply moves them around and spawns new ones. There's not even a plugin included.

Edited by Gaalidas
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