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KSPWheel ‐ User Configuration

Kerbal Space Agency edited this page Jan 26, 2018 · 3 revisions

Parts using KSPWheel based colliders and modules have many runtime end-user configurable options. The exact options depend on the composition of modules on the part and their part config file setup. Not all parts will have all of the options available that are listed below.

General Usage Notes

Wheel Load

The 'max load' specified is the maximum a wheel can support before incurring damage. You will want your actual load to be far below this in order to accommodate any actual run-time stresses (suspension forces). You generally want your static load to be ~50% or less of the max load, otherwise even small bumps/hills/etc can cause breakage.

For a vehicle massing 32t, using 4 wheels, you would want each wheel to have a 'max load' of (32 / 4) * 2 = 16 tons on each wheel. With 100% equal mass distribution across the wheels, this should give you a nice ~50% load rating when resting on Kerbin/at 1g.

Wheel Attachment

Do you have wheels mounted to nice solid fuselage parts, or are they mounted to some i-beams or something less massive? (Unity joints are extremely touchy regarding the masses of the connected rigidbodies -- they should be within an order of magnitude of each other at most, and far closer for best stability). Generally any bouncing/jittering is caused by one thing -- Unity Joints and how they are used by KSP. Most often it can be alleviated by proper craft design that keeps in mind the limitations of the Unity Joints.

Don't forget you can attach wheels to a heavy part and then offset them to the proper position.

Base Functions

Anti-Roll

This feature is based on the concept of the Anti-roll bar found in cars, with implementation basically borrowed from Edy.

Motor Functions

Steering Functions

Brake Functions

Landing Leg Functions

Repulsor Functions (only available on parts intended as repulsors)

ALG-Functions (only available on parts specially rigged for use with the ALG modules)