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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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Im still here :P haha, I want to launch a rover with repulsers to the Mun, but obviously my previous design with props wont function without air. Any suggestions for horizontal movement in a weightless or micro gravity environment?

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I tend to use mono engines with repulsor craft, and plenty of.

I've been quietly working on the repulsors and have a new version almost ready for testing. They now _always_ push against the ground, regardless of orientation. I've added some effects too... I'll update over the weekend.

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That's interesting. That should lower the issues people have with orientation and whatnot as far as the repulsors are concerned. Better keep a version of the repulsors which don't work like that available for those of us who use them as braking cushions and/or an alternative to the inflatable airbag landing system. Crashing a pod covered in repulsors is really quite hilarious.

- - - Updated - - -

Hi, registered purely to ask... how the heck do i remove the "this way up" arrow indicators? ive tried everything i can think of... simply wont go away even outside vab/sph.

Those indicators should remove themselves upon launching the craft. Still, a toggle function should be made into the editor's context menu in the future I'd think.

- - - Updated - - -

So, how's the Homeworld marathon going? I can't really afford to buy it again just yet, but I do eventually plan on doing so.

Edited by Gaalidas
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Hi, registered purely to ask... how the heck do i remove the "this way up" arrow indicators? ive tried everything i can think of... simply wont go away even outside vab/sph.

Indeed, they ought to be gone in flight. Could you post a log please, obviously something not right there.

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If anyone's interested, here's a radical simplification of the TweakScale stuff for KF wheels/tracks. It allows everything to be scaled from 0.2x to 10x its original size. Also compatible with the new way TweakScale 1.51 does things. You could fiddle with the values as you see fit, or make a non-freescaled flavor, I guess.

Really, every single TweakScale module in the individual part configs could be converted over to one single SCALETYPE type by doing something like this - something that would be made infinitely easier if TweakScale modules were not defined in individual part configs and added instead via MM config. Makes things much more accessible/moddable.

Setting the TWEAKSCALEEXPONENTS definitions as I have done allows you to define ANY range of scaleFactors for the parts while having the tweakScaleCorrector variable scale appropriately (it scales linearly anyway, so there's really no point in defining 2983590382059382523 values for it in individual SCALETYPEs - just set the upper and lower limits for your scaling, or if you really want a discrete-steps scaletype, you still don't have to define the individual steps for tweakScaleCorrector).


TWEAKSCALEEXPONENTS
{
name = KFModuleWheel
!tweakScaleCorrector = 1
}


SCALETYPE
{
name = KFScaleM
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}


SCALETYPE
{
name = KFScaleS
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}


SCALETYPE
{
name = KFScaleL
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}


SCALETYPE
{
name = KFTrack
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}


SCALETYPE
{
name = KFTrackSmall
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}


SCALETYPE
{
name = KFRepulsor
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}


SCALETYPE
{
name = KFMainGear
freeScale = true
minScale = 20
maxScale = 1000
defaultScale = 100
incrementLarge = 50
incrementSlide = 10
suffix = %
}

EDIT: I should have noted that this replaces the KFScaleType config in the KF directory.

Edited by AccidentalDisassembly
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Yeah, I've been looking at the new released of TweakScale and I definitely intend to look at making it more friendly towards free-scaling.

I will be updating the file eventually once I get some of the new stuff figured out and redetermine the logical limits to scaling the different parts.

Edited by Gaalidas
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Indeed, they ought to be gone in flight. Could you post a log please, obviously something not right there.

Log file uploaded here and shared

https://www.dropbox.com/sh/u44a7ftxtke13c6/AADRcWbiLBy__p5GRxSkMQEla?dl=0

(Having an option to toggle them off in vab/sph would be nice too, its a little offputting having the arrow there while trying to build)

Edited by TommyGunz
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Eesh! First they want to know why they can't place them "right-side-up" and now they want us to remove the arrows. Never happy! Gah!

Yes, that's meant to be humorous.

The possibility of you making a typo, lo-fi, is quite high. You made one in a config a while back and, despite letting you know about it and waiting several days, I had to go update the github myself just to get it fixed. At least you have a slightly OCD nutcase like me to look after your slip-ups.

Yes, I am that awesome.

Awesome rover by the way.

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