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Feedback #9516

Wheel Collider Offset for individual wheels

Added by Angel-125 almost 8 years ago. Updated almost 8 years ago.

Status:
Needs Clarification
Severity:
Normal
Assignee:
-
Category:
Parts
Target version:
-
Version:
Platform:
Windows
Expansion:
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

With KSP 1.1's changes to wheels, there are cases where wheels will collide with parts around them and report that they are blocked. Sometimes though, the blocked state doesn't make sense. For instance, here is one example of a custom wheel I made where visually the wheel is not blocked but the game is reporting it as blocked. First, here is the Unity asset:

As you can see the wheel collider is nearly the size of the wheel itself. Both in Unity and in the config file, its wheel radius is 0.4.
Here is an image of the wheel in use:

In this view, the front wheels are blocked even though visually they aren't.
One solution to this problem is to change these variables in settings.cfg:
WHEEL_CLIP_OFFSET = 0
WHEEL_CLIP_RANGE = 1
WHEEL_CLIP_MULTIPLIER = 1.05
While technically that would work, it would affect all wheels. If clip offset, range, and multiplier does not currently exist in the ModuleWheel... part modules, it would benefit modders to have these fields available in order to customize modded wheels without affecting every wheel in the game.

Thanks for creating such a great game and making it readily moddable. :)

History

#1 Updated by Arsonide almost 8 years ago

Please use the forum for modding support. You need to set the non-wheel colliders on your model to the WheelCollidersIgnore layer. This will make wheels and wheel block checks pass through them, but make them solid to other parts.

#2 Updated by Angel-125 almost 8 years ago

Arsonide wrote:

Please use the forum for modding support. You need to set the non-wheel colliders on your model to the WheelCollidersIgnore layer. This will make wheels and wheel block checks pass through them, but make them solid to other parts.

Thanks for your reply. :) I've actually done that with the modded wheel. The issue is that the cab has colliders on it that results in the wheel considering that it is blocked. I can duplicate the issue with stock parts as well, like so:

To me, the wheels should not be blocked but they are. This stock configuration is quite similar to my modded parts. The only workaround I've found is to set the colliders on the crew cab (the equivalent would be the girder laying cross-wise) to WheelCollidersIgnore. However, that prevents crew transfers from occurring via the CrewTransfer button if the part can be crewed.
Hope that helps. :)

#3 Updated by TriggerAu almost 8 years ago

  • Status changed from New to Needs Clarification

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