Jump to content

[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


Recommended Posts

Yes indeed the animated 250ms Barge is one of the 200 plus unreleased things, well spotted lofi :P A perfect example of what really works in KSP's ocean substitute. plus it sounds so cool.

These are a few of my transport-designs over time, incl the latest with HL Airships.

I mainly design to be able to handle and move MKS-modules around (mostly empty shells for construction tho.

Old winch utility truck: http://i.imgur.com/kCAZpEr.png

Old crane-arm-dock truck: http://i.imgur.com/AlA5mlZ.png

MKS Single module low-crawner with crane: http://i.imgur.com/c3LsgmU.png (so you can help lift heavy module to back in under it).

2-part POC mover with docks: http://i.imgur.com/p34oJsb.png Also includes a rotator for sloped installations.

VTOL wip: http://i.imgur.com/ahnU3Ns.png Ramps for loading (problem with stability and balance tho).

VTOL/Airsip: http://i.imgur.com/9RbSQUD.png With ramp. Lifts 60t, *WAY* to many parts (165) and cannot use timewarp as it disintegrates.

I'm currently planning a few mks-bases on kerbin, one on southpole, northpole and possibly a floating one ("oilrig" type).

It's mostly cuz it's relatively easy to set on up on low-gravity planets, and most try and go to space instead of exploring home.

Lacking boatparts :/

/Rikard

Link to comment
Share on other sites

Some cool designs. I quite like exploring Kerbin too, that's why I wanted wheels that worked!

Rover bodies... Sort of what I'm working on, but designed to work with stock command pods (or anything you like, really) as I don't really fancy making IVA's myself. Have to admit, that large rover from Prometheus is nice, though. I did mess about with a tiny repulsor bike thing too, but it wasn't really stable enough to be practical. The little tracked bike from Prometheus might be quite cool once I get hold of the small track models and it would work well with the external command seat. And thanks :)

Link to comment
Share on other sites

The repulsors have a working TS config:


MODULE
{
name = TweakScale
type = surface
}

I don't think there should be anything in the parts which should prevent TS from working, so give that a go? I have seen some weird wheel float issues with TS on parts with wheelcolliders, which isn't a problem for repulsors, but really annoying with wheels. I've not had a chance to play myself, so be interested to know how you get on.

Link to comment
Share on other sites

I had a little mess-about with one of my rover body concepts:

Very rough POC. Don't pay too much attention to shape and modelling details (or lack thereof), I just wanted to see how it would work in game. The annwer is: very well :)

Link to comment
Share on other sites

The repulsors have a working TS config:


MODULE
{
name = TweakScale
type = surface
}

I don't think there should be anything in the parts which should prevent TS from working, so give that a go? I have seen some weird wheel float issues with TS on parts with wheelcolliders, which isn't a problem for repulsors, but really annoying with wheels. I've not had a chance to play myself, so be interested to know how you get on.

I tried using type = surface that the repulsors use by default {i always edit the repulsors to use type = free}, same problem, the tweakscale option just isn't showing up in the right click menu.

Here's the cfg with tweakscale added:

PART
{
name = RBIInvertingTrack
module = Part
author = Lo-Fi

mesh = RBIInvertingTrack.mu


node_attach = 0.6, 0.0, 0.0, 1.0, 0.0, 0.0

TechRequired = advancedMotors
entryCost = 6000

cost = 580
category = Utility
subcategory = 0
title = RBI Inverting Track unit
manufacturer = Kerbal Foundries & RBI
description = A useful, heavy-duty track unit

attachRules = 0,1,0,1,0

mass = 0.5
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 1
maxTemp = 3600

crashTolerance =3000
breakingForce = 3000
breakingTorque = 3000



MODULE
{
name = AlphaTrackWheel
wheelName = SprocketF
colliderName = WC1
sustravName = joint1
isIdler = false
isSprocket = true
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel2
colliderName = WC2
sustravName = joint2
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel3
colliderName = WC3
sustravName = joint3
isIdler = false
isSprocket = false
}

MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel4
colliderName = WC4
sustravName = joint4
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel5
colliderName = WC5
sustravName = joint5
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel6
colliderName = WC6
sustravName = joint6
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel7
colliderName = WC7
sustravName = joint7
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel8
colliderName = WC8
sustravName = joint8
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel9
colliderName = WC9
sustravName = joint9
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = SprocketR
colliderName = WC10
sustravName = joint10
isIdler = false
isSprocket = true
}


MODULE
{
name = AlphaModuleTrack
trackLength = 14
raycastError = 0.035
springRate = 0.8
damperRate = 0.05
torqueCurve
{
key = 0 100 0 0
key = 10 100 0 0
key = 15 75 0 0
key = 30 50 0 0
key = 50 00 0 0
}
steeringCurve
{
key = 0 85 0 0
key = 10 0 0 0
}
brakeSteeringCurve
{
key = -25 -320 0 0
key = -10 -160 0 0
key = 0 0 0 0
key = 10 160 0 0
key = 25 320 0 0
}
brakingTorque = 150
)

MODULE
{
name = TweakScale
type = surface
}

}

That rover body looks awesome btw, can't wait to strap some tracks to it.

Link to comment
Share on other sites

lo-fi: That is EXACTLY the rover body I need...

:D I'll get it released soon as I can, though will be likely untextured. Nothing really special about it, so no real testing required before it goes out.

I tried using type = surface that the repulsors use by default {i always edit the repulsors to use type = free}, same problem, the tweakscale option just isn't showing up in the right click menu.

Here's the cfg with tweakscale added:

PART
{
name = RBIInvertingTrack
module = Part
author = Lo-Fi

mesh = RBIInvertingTrack.mu


node_attach = 0.6, 0.0, 0.0, 1.0, 0.0, 0.0

TechRequired = advancedMotors
entryCost = 6000

cost = 580
category = Utility
subcategory = 0
title = RBI Inverting Track unit
manufacturer = Kerbal Foundries & RBI
description = A useful, heavy-duty track unit

attachRules = 0,1,0,1,0

mass = 0.5
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 1
maxTemp = 3600

crashTolerance =3000
breakingForce = 3000
breakingTorque = 3000



MODULE
{
name = AlphaTrackWheel
wheelName = SprocketF
colliderName = WC1
sustravName = joint1
isIdler = false
isSprocket = true
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel2
colliderName = WC2
sustravName = joint2
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel3
colliderName = WC3
sustravName = joint3
isIdler = false
isSprocket = false
}

MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel4
colliderName = WC4
sustravName = joint4
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel5
colliderName = WC5
sustravName = joint5
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel6
colliderName = WC6
sustravName = joint6
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel7
colliderName = WC7
sustravName = joint7
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel8
colliderName = WC8
sustravName = joint8
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = RoadWheel9
colliderName = WC9
sustravName = joint9
isIdler = false
isSprocket = false
}
MODULE
{
name = AlphaTrackWheel
wheelName = SprocketR
colliderName = WC10
sustravName = joint10
isIdler = false
isSprocket = true
}


MODULE
{
name = AlphaModuleTrack
trackLength = 14
raycastError = 0.035
springRate = 0.8
damperRate = 0.05
torqueCurve
{
key = 0 100 0 0
key = 10 100 0 0
key = 15 75 0 0
key = 30 50 0 0
key = 50 00 0 0
}
steeringCurve
{
key = 0 85 0 0
key = 10 0 0 0
}
brakeSteeringCurve
{
key = -25 -320 0 0
key = -10 -160 0 0
key = 0 0 0 0
key = 10 160 0 0
key = 25 320 0 0
}
brakingTorque = 150
)

MODULE
{
name = TweakScale
type = surface
}

}

It's time to place spot the non-curly brace!! Sorry, this is my fault. Note the end of ModuleTrack:


}
brakingTorque = 150
) <<<<HERE

Change it to the proper type of curly brace and all will work as it's supposed to :) I'd suggest putting it in the config above the first AlphaTrackWheel module, though. I haven't tested, but it may make a difference to how some of the transforms are moved. If you fancy giving it a try both ways and letting me know, that would be really helpful!

That rover body looks awesome btw, can't wait to strap some tracks to it.

Thanks, nice to know I'm heading in the right direction :D

Link to comment
Share on other sites

Ooohhhh.... I didn't even notice that errant brace there. This is exactly why I always run through the configs for any addon I install. I've saved myself some real problems many times by not only fixing errant braces but also catching missing closing-braces. I also have a few pet peeves in configs, such as when the minimum_drag is higher than the maximum_drag value. Most commonly it comes out to 0.02 max and 0.03 min. which seems a bit... shall we say... inverted? There's also that classic case of defining values twice such as crashtolerance equaling both 7 and 30 and they're only 3 lines apart! Most recently I've caught cases where the entire block of engine-related effects are defined under the assets block AND re-defined below the common part config block. Completely and utterly redundant.

Okay, so maybe I'm just a little bit obsessive-compulsive. Now I must go pull up notepad++ and do a blanket search over my gamedata folder for improper braces. It'll drive me nuts otherwise.

As for that rover body... yeah, i could see that working out pretty nice. I'm afraid I wasn't really looking at the rover body however... I still get those excited little shivers all over when I see those wheels with their individual suspensions and steering mechanics. It's just.... so beautiful!

Edited by Gaalidas
Link to comment
Share on other sites

It's something I caught recently, sadly all the tracks will be like that. It will be fixed in the next update, but there is the fix for anyone struggling to add TS, anyway :) I've found some shockers in configs too, I know exactly what you mean. That bracket is annoying, it doesn't show up very well with the default font and I totally missed it.

Haha. Thanks :D It still makes me smile too... I think we both need to get out more ;)

Link to comment
Share on other sites

I think Spanner might be having a well-deserved day or two off. I don't believe I've seen it in any of his release threads, so this is probably one of his 200 or so unreleased parts. Worth an ask, though.

Always up for a bit of help and collaboration, particularly texturing. My set of tracks could really do with the texturing doing properly, is that something you'd be interested in tackling? The rover body wont be long either, the last bits are to add RCS ports and see if my self-righting mechanism idea will work :)

Link to comment
Share on other sites

I think Spanner might be having a well-deserved day or two off. I don't believe I've seen it in any of his release threads, so this is probably one of his 200 or so unreleased parts. Worth an ask, though.

Always up for a bit of help and collaboration, particularly texturing. My set of tracks could really do with the texturing doing properly, is that something you'd be interested in tackling? The rover body wont be long either, the last bits are to add RCS ports and see if my self-righting mechanism idea will work :)

Sure, are they unwrapped already? Go ahead and send me a PM

Link to comment
Share on other sites

Hey, Just got the stuff from github, still got a brain filled with non sentient custard. Will make a start on it today, looking forward to the challenge

The big wheel was a moment of madness, it's all one part and has a glitch that prevents release. Although I'm really not bothered by how something looks it MUST work correctly.

Link to comment
Share on other sites

After playing with the reworked HelicalDrive for a little while I only have one thing to say, it should definitely be call the HypnoDrive. These have to be the best amphibious things ever created for ksp

I totally second this. In-fiction wise you could say "after staring at a test version of the so-called "Helical Drive" for a number of hours, a majority of staff instead named it the "HypnoDrive." Most kerbals will not answer as to why this is, they simply say HypnoDrive repeatedly until one stops asking..."

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...