KSPWheel
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TODO -- KSPWheel Modules -- Stock replacement PartModules
TODO
General
- Figure out best default scaling powers for...everything...
- Investigate if wheels should be made a bit more configurable
- select 'light/med/heavy' structure
- adjust impact tolerance and stress tolerance
- effects part mass directly
- light and heavy both cost more, med uses default cost
- select 'spiked/soft/med/hard' wheel type
- adjusts friction output, max safe speed, and wheel persistent wear rate
- does not effect part mass or cost
- some other method to adjust max safe speed of the wheel, that comes with some other negative tradeoff (mass, cost, heat tolerance, ??)
- select 'light/med/heavy' structure
KSPWheelBase
- Add methods to disable/remove most/all colliders from the part, except those needed
- This is a workaround for some of the funny rigging that other mod parts use.
- check how 'manual suspension' effects various features -- do things still work with it enabled?
KSPWheelSuspension
KSPWheelSteering
KSPWheelMotor
- Add handling for motor response curve/throttle response/spool-up?
- When reversing motor at high rpm, should it put out more power?
- When integrating motor values -- only subtract brake torque from motor torque if they would act in opposite directions.
- Regenerative braking?
- Configurable regenerative efficiency factor
- Examine long force when motor not engaged, convert back to torque (or convert back into kw/kj/ec?)
KSPWheelBrakes
KSPWheelDamage
- Add flight-logging of break and repair events.
KSPWheelBogey
- handle lerp of bogey pre-retract animation being played (delay animation until retracted)
- no clue where to best handle this
KSPWheelDeployment
- Make sure 'lights' action group is enabled and/or light is enabled in the lights module before turning the actual light on and off.
KSPWheelTracks
- Overall traction on tracks seems rather low; hard to climb slopes. A very low powered 4x4 was climbing better than more powerful mole tracks. Could simply be unbalanced configs / unconfigured values.