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My landing legs are so close to working, only one leg works at a time though.


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https://www.dropbox.com/sh/h1g1yb5t84ysc34/AABs0JY2dcyOGgSS3caarYfha?dl=0

All the parts, blender, fbx, unity scene, output mbm and model files.

The part as it sits, only one of the legs can work at a time. I've tried making two leg modules, but it doesn't work with two differently named wheelCollider objects (I couldn't get it to work at least).

Also, the animation only plays in one direction, and that out (the original animation basically). I was lead to believe that using a ModuleLandingLeg would allow it to play in both directions without anything extra needed.

I got that from this thread: http://forum.kerbalspaceprogram.com/threads/25135?p=551627&viewfull=1#post551627

I was following this tutorial: http://forum.kerbalspaceprogram.com/threads/77991 , but things got a bit wacked out, because mine has a different structure, and has a telescoping piece, and his doesn't.

Also, I removed the suspension component through the process of trying to trouble shoot it. Can that be put back in and function with the other leg, when I was testing it, it made one of the legs do something really weird.

Would it just be easier to make two separate parts instead of a double configuration, or is there a better way to do multiple legs?

And while I'm asking questions, is there a way to limit an engine's gimbal range to one specific axis, and then to specific +/- values (for example limiting it to +5 / -2 on the x axis only)?

Edited by Shryq
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landingleg module has to be one module per part I think. without plugins you can get multiple legs in a single part, but no suspension. it would just be simple generic animation clip.

stock gimbal module doesn't have axis separated. If you need separated axis gimbals, check B9's F119 engine for KMGimbal module settings.

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So, I separated them into two pieces, but now the bounce like crazy, with or without the suspension element. I even tried upping the mass of the part, to no avail. Animation and everything else is fine.

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Are you setting them up with wheel colliders (like in the Bahamuto tutorial)? If so, make sure any mesh/box/capsule/sphere colliders that intersect the wheel collider are set to layer 26 WheelCollidersIgnore. Pretty sure that's what will be wrong there - had it many times with wheels when I've forgotten.

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it applies to any colliders the wheelCollider raycast has to pass through. looking at the file, looks like you do need to set the main wing piece on WheelCollidersIgnore layer, you'll need to use a child object for the collider object, the mesh will be invisible when set to WheelCollidersIgnore layer. That's how it's supposed to work anyway. I've had some issues with it lately and ended up not having colliders in the path of the wheelCollider at all. not sure if it's something that changed in KSP or parttools or something I missed.

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