Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That's definitely more than I hoped for. Hope you like it : )
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1865885986
Thx for sharing this!
Step 1: Realise there's a visual editor and I should look at that before delving into C#.
I'm pretty close to releasing a 3.0 version of this. The next version makes use of the Faster and Stronger Rotors! mod from the workshop which drastically increases the speed of the vehicle. I reworked the Functional Wheels! mod and will probably release both in tandem in about a week or so. The changes make it faster and a heck of a lot more stable. Up to 20rpm seems perfectly safe in heavy terrain now. And for wide open areas with only minor obstacles, up to 100 rpm seems safe enough (which equals about 100km/h).
This time around the mod also covers rotors (makes them stupidly resistant which has become necessary with higher speeds). I used the visual script builder to create some very basic scripts (an automated 'go slow' when driving into a deep trench + differential like speed adjustments for turning quicker, which rly payed off).
I'm currently finishing a a small version of the suspension and a basic vehicle that goes with it. If all goes well, that one will also be part of 3.0.
@Gejaheline, if you've got a script for the suspension or are working on one please let me know.
Other input is just as welcome of course ; )
The Functional Wheels! mod is still pretty much mandatory, but the recent-ish changes to reduce Clang and self-damage make this vehicle's moving parts pretty robust overall, so I'm hoping it serves long into the future!
Nice to hear that this one's still out there and rolling. I hope it works as intended!
Multiplying the torque value with the planet's gravity should give you the necessary numbers. The SE-wiki says that mars has 0.9g instead of 1g (could be outdated), so you multiply the original torque value with 0.9 (if that's still correct) and insert that number as the new torque.
The functionality of most aspects in the game has changed drastically over the years. Something like 100 patches could've dropped since a workshop entry was published. And most of them are just not optimized for the current versions of the game.
It would honestly be a huge task to do that since with the high frequency of incoming patches.
In case of the Baserunner however there's an easy fix. Add this mod and it should work just fine: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=633061554
(Even in older versions of the game the primary limit of this vehicle was the resistance of the wheels. Wheels have been borderline-broken for what feels like ages and the devs just don't seem to care at all. I created a mod to fix that, because I just got so frustrated with it.)
Some people use thrusters as a workaround. Artificial masses can help as well as they will help to push the wheels into the ground, but you'd need to deactivate those later on (and I'm not even sure those work on planet surfaces).
Anyway, driving diagonally can work as well. Instead of taking the shortest route, drive like your on a serpentine road. This will decrease the angle the vehicle has to overcome. If that doesn't work either, you can only try to get yourself up to a higher speed before driving up that hill (though the forces on the suspension might be a problem here).
The chassis and suspension is already complete and it gets through heavy terrain very smoothly. But for now at least, the game's performance isn't quite where I need it to make it practical.
To make it stop, hit 4 and 5 a couple of times (each hit will decrease the movement speed slightly until the vehicle moves backwards).
Btw, thx for the compliment ; )
Guess I overlooked that one
Thx for the compliments btw! Make sure to hit me with a message or comment once your vehicle is done. I would love to see different applications for this. Inspiration is always great.
Btw, assembling this on a planet has always been rather tricky anyway.
I was also planing to publish an upgraded version anyway. So I used this opportunity to just do that. Have fun!
Atm I'm working on a small block version of the suspension and due to the non-existence of small catwalks I'm using armored slopes. It's actually only slightly bigger that way. Full blocks of armor would again make it a little bigger.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=621733778
In this version the vehicle is already spawned and ready to go (it's my testing area).
Links in the description, but for everyone's convenience here you go again: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=633061554
"I made a mod to fix that kind of issues"
Can you share link for this pls? Thx
Either way, this a rly big vehicle and it's pretty much right on the edge of what you can do with the vanilla version of non-suspended 5x5 wheels. 2 or 3 wheels can hardly carry the vehicle without breaking. Add a little speed to that (since it spawns in mid air) and you'll exceed the crash resistance easily (thank the devs. they screwed up basic wheels).
Again, I made a mod to fix that kind of issues.
Did you actually use the rotor head from a placed rotor after deleting the base? If you use the rotor head part from the menu it won't work either.
Lastly, did you place the steering wheel on a station (fixed position)? Could cause this as well.
Hope that helps.