Curiosity got the best of me and forced me to try the pre-release version of 1.1. The new wheel physics model does a lot to keep rovers upright. My bulky top heavy rover/lander/interplanetary vessel could drive almost unattended on Ike at 15m/s. I haven't used rovers much in 1.05, but I vaguely remember that Ike was very cruel to anything with more than 0 wheels.
Kerbal Space Program - Page 46
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stenole
Norway867 Posts
Curiosity got the best of me and forced me to try the pre-release version of 1.1. The new wheel physics model does a lot to keep rovers upright. My bulky top heavy rover/lander/interplanetary vessel could drive almost unattended on Ike at 15m/s. I haven't used rovers much in 1.05, but I vaguely remember that Ike was very cruel to anything with more than 0 wheels. | ||
Cyro
United Kingdom20149 Posts
I did some quick performance testing here - https://www.reddit.com/r/KerbalSpaceProgram/comments/4dxjnr/some_ksp_11_multicore_scaling_testing/ | ||
m4ini
4215 Posts
On April 10 2016 19:51 Cyro wrote: I still can't figure out rovers at all. I built one for a test and even though it was very basic in design, the wheels kept getting destroyed with small impacts. Drove one of the stock ones around, same thing. It was way too fragile to be fun but i'm not sure if i'm missing anything with the designs I did some quick performance testing here - https://www.reddit.com/r/KerbalSpaceProgram/comments/4dxjnr/some_ksp_11_multicore_scaling_testing/ Not enough wheels. They're actually working as intended now (apparently there was a bug with collisions/impact damage). Meaning, weight distribution and wheelslip can and will break wheels. Impact damage is currently kind of buggy, and we are looking into it. Deflection stress (pressure) is still working, as well as slip stress. In all fairness, i didn't try it yet. Maybe i should, but i always were more interested in "hoppers" than in rovers, mainly because a rover is rather boring to chuck around on a surface. And you can't quicksave while moving, which is the biggest reason. edit: what wheels are we talking here? TR-2L seem to work fine? edit2: well, on slopes it's rather.. interesting. Tested with a PPD-12, orange tank and big ore container (all loaded) - and 8 wheels. Works fine as long as you don't hit a slope too fast (<10m/s). Haven't tried the big wheels yet. edit: same. All fine and dandy, until you hit something with 10m/s. Which is 36km/h to be fair, so things should break. Only tested on kerbin, not on lower gravity bodies. last edit: the bug with impact damage could also play into that, i assume that "hitting a slope" counts as impact. If that's buggy, it would explain why wheels blow up. | ||
Cyro
United Kingdom20149 Posts
Not enough wheels. They're actually working as intended now (apparently there was a bug with collisions/impact damage). Meaning, weight distribution and wheelslip can and will break wheels. I made a little car with basically no weight (structural fuselage, 4 wheels) but when i drove off the little hill next to the launchpad at a slow speed (like 5m/s) it would accelerate enough to break the front wheels on the bottom of the hill. Easy enough for unmanned to be a nightmare and annoying even with an engineer kerbal to fix Otherwise was fine driving around around 30m/s+ IIRC but i'd like a design that works alright on off-road terrain | ||
m4ini
4215 Posts
I personally tested with the slope on the runway, i guess that's where the 10m/s come from (not as steep). And yeah, especially since KSP is really not that realistic (who would've thought) when it comes to a broken wheel, with bubblegum joints. No fun at all, given up on rovers long ago. | ||
Salazarz
Korea (South)2388 Posts
On April 10 2016 22:23 m4ini wrote:No fun at all, given up on rovers long ago. Rovers are a pain to get working and spamming quicksave while using one is nearly mandatory, but I get such a kick out of just cruising over various planets, even if there isn't all that much to see most of the time and graphics aren't exactly candy to look at either. Add in the fun of having a pair of rocket engines strapped on at the back and... whooooooooooa! | ||
m4ini
4215 Posts
On April 11 2016 05:21 Salazarz wrote: Rovers are a pain to get working and spamming quicksave while using one is nearly mandatory, but I get such a kick out of just cruising over various planets, even if there isn't all that much to see most of the time and graphics aren't exactly candy to look at either. Add in the fun of having a pair of rocket engines strapped on at the back and... whooooooooooa! Playing with EVE, Scatterer, SVE, Planetshine - rockets definitely have the better view compared to a stinky rover. But yeah, i know what you mean. And it's not that i think rovers aren't fun (i had my share of weird hopping RCS rovers going 100m/s across the mun), it's just not worth the effort. To me, anyway. Dicking around with them, sure - but that's where my rover-journey ends. The spamming quicksave is btw what annoys me the most. Because you have to stop the rover for that, and that can be a real pain on mun, or even worse, minmus. | ||
Cyro
United Kingdom20149 Posts
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m4ini
4215 Posts
I find that rather impressive (RSS). | ||
Cyro
United Kingdom20149 Posts
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m4ini
4215 Posts
I like his Marslander though, might even be possible(ish) with stock parts now. Apart from the life support stuff obviously. edit: maybe i need to try RSS again, the last time i did somehow it didn't really work out, constant artifacts and graphic glitches. | ||
Cyro
United Kingdom20149 Posts
The game needs to be changed to allow for caching more data now that there's way more memory headroom and hopefully non-shit asset management. The texture quality is poor til you get too close to stuff and then it stutters loading in alright-quality stuff | ||
Epoxide
Magic Woods9326 Posts
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m4ini
4215 Posts
On April 12 2016 02:43 Epoxide wrote: maccollo's videos are great, sick sound effects + music + editing I'd love for rockets to actually sound like that. I mean, i have yet to listen to an actual big booster going off (only heard mediumrange-artillery rockets, they sound different) in real life - but the KSP sounds in that regard are really lackluster. | ||
Cyro
United Kingdom20149 Posts
lovely sounds | ||
m4ini
4215 Posts
Now the 3-4 week waiting period for all the mods to update has begun. ._. edit: second video, the launch abort - that sound i've heard in real life way too often. Every time we trained with artillery rocket launchers (MARS), pretty much. For that reason, not too fond of that :D | ||
Epoxide
Magic Woods9326 Posts
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Mordanis
United States893 Posts
On April 21 2016 00:27 Epoxide wrote: can't wait to play RSS with lots of mods and visual effects! Yeah but until RSS is compatible with 1.1, the game is basically broken as far as I'm concerned. Ah well, it'll be worth the wait | ||
shin ken
Germany612 Posts
I flew to the mun, but I didn't had enough battery to properly navigate back (and probably not enough fuel as well) The rescue mission was more complicated than everything I have done so far in the game, but now I really know how to do maneuvers in space (it was more like guessing before) and I have a much better rocket that can maybe even fly to the minmus! | ||
nimbim
Germany976 Posts
On May 23 2016 22:27 shin ken wrote: Ksp is awesome when you keep trying until you get it done I flew to the mun, but I didn't had enough battery to properly navigate back (and probably not enough fuel as well) The rescue mission was more complicated than everything I have done so far in the game, but now I really know how to do maneuvers in space (it was more like guessing before) and I have a much better rocket that can maybe even fly to the minmus! If it can get to the Mun and back, it can do the same for Minmus. Minmus is actually the easy target for new players, you just need to make the rendezvous. | ||
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