The legendary Baserunner was first developed in 2332 by Attorn Industries. A complex and expensive manufacturing process meant that it was a commercial failure at first. But when the colony wars began, demand surged, and thousands of Baserunners began rolling off the production lines. Its versatility enabled hundreds of variants to be produced. They served on every planet of the war and participated in almost every ground battle. It was the Baserunner that proudly led the victory parade to celebrate the war's end. [Applause] But most of them were simply left behind. In the decade since the war, these abandoned Baserunners lived on. Colonists refurbished them and put them back to work. It seemed as if the legendary Baserunner would live out its final years rebuilding the broken colonies. Then there was a discovery: a new planet held the prospect of a new life, new riches, and new opportunities. A planet so rugged and demanding that only one workhorse would do, the Baserunner, a legend reborn on LM twenty-seven.
I know you already gave a shot to the suspension mechanism for the HAVw A6 Juggernaut, which was beautiful, btw. But looking at that vehicle's design, it seem to have what looks like pistons in a very peculiarly similar position to these suspensions shown in the video... I never though about it much, how it possibly worked, until I saw this. The Juggernaut likely had a similar suspension layout for it's 10 wheels like this, except more tightly packed together or larger wheels or something... Anyways. Once again, a magnificent suspension set-up. ^^
very much a posibiity, my biggest issues when creating a suspensions like the HAVw, is that any angular motion like the one in this build, isnt a perfect vertical up/down motion, it goes horizontal and vertical at the same time. While on say the HAVw, you would need to have vertical movement going in a straight line, with no horizontal flex, at the same time as you have the angular movement. I guess i probably could do it, but the complexity.... oh god the complexity... This would all be solved if springs were a thing in SE
If you play on console, you can bind the wheel group to your hotbar/dpad if you cant run scripts Example on Dpad: left = increase steering override left up or down = reset steering override right = increase steering override right Tap left or right to increment Steering amount/angle, press up or down to reset to 0 degrees (you may need to reverse steering on some wheels in order to make it steer correct) You dont get the auto alignement on the slave rotors by the wheels without script, so i reccomend you manually adjust it to the most fitting angle for your use, or set 4 event controllers, 1 for each rotor to automatically reverse them once they reach 20% angle change
@treyclyn9184 maybe it's time to get a pc, if you love the game and spend hours and hours on it, it might be worth it, you can also connect your computer to the TV like a console and the controller aswell
@@treyclyn9184 you can now do this using event controllers to detect thrust inputs from a few tiny thrusters on your main grid and making the output trigger your wheels, if you want true analog outputs you'll need to use a lot of seperate event controllers for each step in power but having just 1 for each direction works fine imo
The mk-1 uses a script from whiplash to align the rotors on the wheels to the rotors on the body. the mk-2 uses a control rod using several subgrids to do the same thing mechanically.
@@Kennet0508 Ah, so the mk2 basically uses a parallelogram for each wheel's suspension, with one arm just being modelled huge as an aesthetic choice, so to speak?
@cy-one almost. The arm conceals the parallelogram "and" is used as the fixed point the parallelogram rotates around. So the parallelogram is fixed to a subgrid to the rover base by two small rotors And to the end-piece of the arm via hinges, where the end-piece of the arm is two small 3x3 rotors with attachments to the large grid arm and the suspension piece via large grid rotor heads. It does make the entire solution weaker due to the introduction of a small grid coupling between the arm and suspension pieces.
Subgrid wheel controller script. If you play on console, you can bind the wheel group to your hotbar/dpad if you cant run scripts Example on Dpad: left = increase steering override left up or down = reset steering override right = increase steering override right Tap left or right to increment Steering amount/angle, press up or down to reset to 0 degrees (you may need to reverse steering on some wheels in order to make it steer correct) You dont get the auto alignement on the slave rotors by the wheels without script, so i reccomend you manually adjust it to the most fitting angle for your use or use the MK-2 base. You could conceivably turn down friction, slap on a ton of gyroscopes and solve it that way This should also be in the description on steam
The legendary Baserunner was first developed in 2332 by Attorn Industries.
A complex and expensive manufacturing process meant that it was a commercial failure at first.
But when the colony wars began, demand surged, and thousands of Baserunners began rolling off the production lines.
Its versatility enabled hundreds of variants to be produced.
They served on every planet of the war and participated in almost every ground battle.
It was the Baserunner that proudly led the victory parade to celebrate the war's end. [Applause]
But most of them were simply left behind. In the decade since the war, these abandoned Baserunners lived on.
Colonists refurbished them and put them back to work.
It seemed as if the legendary Baserunner would live out its final years rebuilding the broken colonies.
Then there was a discovery: a new planet held the prospect of a new life, new riches, and new opportunities.
A planet so rugged and demanding that only one workhorse would do, the Baserunner, a legend reborn on LM twenty-seven.
gotta find yourself a desert now
Petram
I know you already gave a shot to the suspension mechanism for the HAVw A6 Juggernaut, which was beautiful, btw. But looking at that vehicle's design, it seem to have what looks like pistons in a very peculiarly similar position to these suspensions shown in the video... I never though about it much, how it possibly worked, until I saw this. The Juggernaut likely had a similar suspension layout for it's 10 wheels like this, except more tightly packed together or larger wheels or something... Anyways. Once again, a magnificent suspension set-up. ^^
very much a posibiity, my biggest issues when creating a suspensions like the HAVw, is that any angular motion like the one in this build, isnt a perfect vertical up/down motion, it goes horizontal and vertical at the same time.
While on say the HAVw, you would need to have vertical movement going in a straight line, with no horizontal flex, at the same time as you have the angular movement.
I guess i probably could do it, but the complexity.... oh god the complexity...
This would all be solved if springs were a thing in SE
you've been hit by
A SMOOTH CRIMINAL
tun tun tun tun tun tun
Aw!
I need to learn suspension.
Got plenty of things to look at for inspiration! :D
use Star System Generator to create a Pertam with 1000km diameter and DRIVE
ohhh that sounds crazy
I wish there was a vanilla subgrid controller for Xbox 😢
If you play on console, you can bind the wheel group to your hotbar/dpad if you cant run scripts
Example on Dpad:
left = increase steering override left
up or down = reset steering override
right = increase steering override right
Tap left or right to increment Steering amount/angle, press up or down to reset to 0 degrees
(you may need to reverse steering on some wheels in order to make it steer correct)
You dont get the auto alignement on the slave rotors by the wheels without script, so i reccomend you manually adjust it to the most fitting angle for your use, or set 4 event controllers, 1 for each rotor to automatically reverse them once they reach 20% angle change
@@Kennet0508 yes I’ve used this method but it doesn’t beat joystick control
@treyclyn9184 maybe it's time to get a pc, if you love the game and spend hours and hours on it, it might be worth it, you can also connect your computer to the TV like a console and the controller aswell
I’m broke
@@treyclyn9184 you can now do this using event controllers to detect thrust inputs from a few tiny thrusters on your main grid and making the output trigger your wheels, if you want true analog outputs you'll need to use a lot of seperate event controllers for each step in power but having just 1 for each direction works fine imo
How do the wheel suspensions _on the subgrids_ stay perpendicular to the ground?
The mk-1 uses a script from whiplash to align the rotors on the wheels to the rotors on the body. the mk-2 uses a control rod using several subgrids to do the same thing mechanically.
@@Kennet0508 Ah, so the mk2 basically uses a parallelogram for each wheel's suspension, with one arm just being modelled huge as an aesthetic choice, so to speak?
@cy-one almost. The arm conceals the parallelogram "and" is used as the fixed point the parallelogram rotates around.
So the parallelogram is fixed to a subgrid to the rover base by two small rotors
And to the end-piece of the arm via hinges, where the end-piece of the arm is two small 3x3 rotors with attachments to the large grid arm and the suspension piece via large grid rotor heads.
It does make the entire solution weaker due to the introduction of a small grid coupling between the arm and suspension pieces.
@@Kennet0508 Just checked it out ingame. Neat! Very neat!
@@cy-one thank you, it was quite the head scratcher to get working 😂
But how does it steer?
Subgrid wheel controller script.
If you play on console, you can bind the wheel group to your hotbar/dpad if you cant run scripts
Example on Dpad:
left = increase steering override left
up or down = reset steering override
right = increase steering override right
Tap left or right to increment Steering amount/angle, press up or down to reset to 0 degrees
(you may need to reverse steering on some wheels in order to make it steer correct)
You dont get the auto alignement on the slave rotors by the wheels without script, so i reccomend you manually adjust it to the most fitting angle for your use or use the MK-2 base.
You could conceivably turn down friction, slap on a ton of gyroscopes and solve it that way
This should also be in the description on steam