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Also, it is funny that one of your comments is pending approval since Jan 31st. RIP.
There are some wasteland-specific .sbc files that I haven't edited at this point which is rather odd. Anyway, if something dosn't work, let me know and I'll look into it.
A big change is that the mod now increases torque and rotational speed of rotors. There are other mods that do similar things, but there were a few minor things about those that I dislike which is why I included them into this pack. If this produces issues, let me know and I will upload a second version without this.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1865885986
They are supposed to lift the truck, but are kept from doing so by the min/max level settings. If the force applied to the rotor exceeds it's 'lifting force' it'l travel backwards. At that point the dampening effect comes into play.
The system isn't perfect by any means and requires rather specific figures for any setup (which means lots of testing). Over- or undercompensation might still happen even then with certain terrain shapes. As far as I can tell the only way to improve the system further is to use programing (for force and min/max settings). I won't be commiting to that one any time soon though.
also are the rotors always on set to try lifting the truck but being unable to lift the weight of the truck its just keeping it at a set height ?
Also needed; 1x1
Is it possible to scale up just the X and the Z axis, but keep the thickness of the wheel (Y) unchanged? And would such a re-scaling need a 3D editor, or can that be done by defining scaling values to the text file of a mod?
And there is one type of wheel that I want to suggest to you for a new mod. All regular wheels with a middle axis have necessarily a low ground clearance. There is a new type of wheel that was developed by NASA and is in discussion for planetary rovers. It has no middle axis but a mechanism along the upper area of the inner wheel frame that holds and propulses the wheel. Is there any way to have you look on a graphic that illustrates that mechanism?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1544667486
The new version of the Baserunner is finally ready. The Functional Wheels mod received it's update as well.
Thx again for all the input!
I am a terrible driver so my experiments are.... flawed....
If you want to use the suspension system for something new, I highly recommend looking into the blueprint collection I uploaded. It contains all the pieces with preset rotor settings for something the size and mass distribution of the baserunner. It allows you to copy/paste it onto whatever you want and modify it as you want.
The mod now also increases the breaking resistance of rotors by A LOT (something like x1000; not kidding). This had to be done, because I ran into some brand new bugs with the wheels... sight...
They sometimes phase into solid ground and get stuck in that position. As your vehicle keeps pushing, there will be an imense buildup in pressure throught the entire structure. If you don't stop the vehicle imediately, it may cause a critical failure at the weakest point (usually the rotor that goes kablam). This should give you some more time to take actions and occasionally might even allow the vehicle to push through with brute force.
Thanks for the suggestions, unfortunately none give the grip was hoping for. doubling the wheels seemed to be worse for some reason, atleast on very rough terrain. Could be to do with the type of suspension I'm using though, as the wheels are on pivots. I ended up just whacking some rockets on to add grip, feels like I'm cheating alittle though. Like you say, at that point why not build a rocket.
really great way fo solving the steering issue on your baserunner btw, works fantastically!
Heres the vehical if you would like to check it out, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=839296295
I tried finding a way to fix that issue as well, but wasn't lucky. I'm not even sure how exactly friction works and where the files (and more importantly the values) are located.
Some gameplay stuff tha might help you:
-getting as many wheels on the ground as possbile (preferably all; the baserunner is pretty good at that one btw)
-using 'double wheels' and more of them
-more weight (though that one, only works with slopes of less than 45°; if you want to go even steeper, why not build a rocket? :P )
Though it's a shame that the devs still haven't fixed basic wheels themselves...
At least the beta update didn't seem to have broken this one.
And without this mod it wouldn't be possible at all either(the wheels just break off randomly without it lol).
I just enjoy building that kind of stuff. The more complex the better (or just until my game crashes... again) :P
Cheers for the info tho man, really great to see how much time and effort into your builds and how much extra you are willing to help others to achieve the space engineers master degree.
Hats off to you sir!
It helps, if you decrease the torque on the other wheels (otherwise they will move their part of the vehicle upwards and thus apply even more force to the stressed out suspension units).
You rly want to distribute a somewhat equal force to all wheels under mos circumstances. This kind of fine tuning takes a lot of time (took dozens of hours with the baserunner).
Rear wheels and rotors work fine so looks like there is no front sus :(
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=655948251
But if you don't like it that way, there's also a mod to reset specific keys to action groups.
Congrats! Do you have any pictures? :)
Works all well now tho :)
You had a good idea to make this concept more accesible for everyone. That's a top priority for me.
I still have a looong list of projekts for SE though... and there's moding as well...