{"id":1451,"date":"2015-06-12T12:28:11","date_gmt":"2015-06-12T10:28:11","guid":{"rendered":"http:\/\/www.edy.es\/dev\/?p=1451"},"modified":"2017-02-16T10:53:16","modified_gmt":"2017-02-16T09:53:16","slug":"kerbal-space-program-will-use-vehicle-physics-pro","status":"publish","type":"post","link":"https:\/\/www.edy.es\/dev\/2015\/06\/kerbal-space-program-will-use-vehicle-physics-pro\/","title":{"rendered":"Kerbal Space Program to use Vehicle Physics Pro"},"content":{"rendered":"<p><a href=\"https:\/\/kerbalspaceprogram.com\/\">Kerbal Space Program (KSP)<\/a> will use <a href=\"http:\/\/vehiclephysics.com\">Vehicle Physics Pro<\/a> for their wheel and vehicle simulations in the upcoming Unity5-based\u00a0KSP release.<\/p>\n<p><a href=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/Junebug-I_cr.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1453 size-medium\" src=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/Junebug-I_cr-300x142.jpg\" alt=\"Kerbal Space Program will use Vehicle Physics Pro\" width=\"300\" height=\"142\" srcset=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/Junebug-I_cr-300x142.jpg 300w, https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/Junebug-I_cr-640x300.jpg 640w, https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/Junebug-I_cr.jpg 900w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>Felipe Falanghe\u00a0(HarvesteR) wrote in the <a href=\"http:\/\/kerbaldevteam.tumblr.com\/post\/119964546216\/devnote-tuesday-greener-pastures-mk2\">KSP development\u00a0blog<\/a> about the factors that led to the decision of using VPP. <em>&#8220;The new wheels in Unity5 apparently still have a few issues of their own, which makes them very much unsuitable for their job of being wheels\u2026 They become unstable if other rigidbodies are attached to the wheeled body, which in our case means the other 100+ parts that make up the ship. Needless to say, that was a problem.&#8221;<\/em><\/p>\n<p><a href=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Vehicle-Editor.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-1460\" src=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Vehicle-Editor-300x188.jpg\" alt=\"KSP-Vehicle-Editor\" width=\"300\" height=\"188\" srcset=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Vehicle-Editor-300x188.jpg 300w, https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Vehicle-Editor-1024x640.jpg 1024w, https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Vehicle-Editor.jpg 1200w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>He continues: <em>&#8220;If something doesn\u2019t fit your needs, there is in 99% of cases something you can get that will do the job as you need it done, and once more we turned to the Asset Store and found a very cool package <\/em>[<a href=\"https:\/\/www.assetstore.unity3d.com\/en\/#!\/content\/403\">Edy&#8217;s Vehicle Physics<\/a>]<em> that handles vehicle\/wheel physics in not only a very realistic way, but that is also module-based and fits right in with our own part modules scheme.&#8221;<\/em><\/p>\n<p>Later, after evaluating the documentation of\u00a0<a href=\"http:\/\/vehiclephysics.com\">Vehicle Physics Pro<\/a>, Felipe said: <em>&#8220;I&#8217;ve been having a look at the VPP here, and indeed it seems to be much more compatible with our existing setup for parts and modules. Even though it&#8217;s still WIP, the bits we really need seem to be all there already, plus, the modular design and realistic force model should go very well with the simulation in KSP.&#8221;<\/em><\/p>\n<p>I provided Felipe with a &#8220;kickstarter&#8221; script for implementing a generic wheel module in VPP that could be used extensively in KSP vehicles. The\u00a0VPP-based wheel module can be seamlessly attached to KSP vehicles in any number without any limit (not even the Unity5-imposed 20 wheels per vehicle limit), and wheels can be placed in any position and orientation. Wheels will provide all expected\u00a0realistic reactions on every situation, with or\u00a0without gravity.<\/p>\n<p><a href=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Lots-of-wheels.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-1459\" src=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Lots-of-wheels-300x225.jpg\" alt=\"KSP-Lots-of-wheels\" width=\"300\" height=\"225\" srcset=\"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Lots-of-wheels-300x225.jpg 300w, https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/KSP-Lots-of-wheels.jpg 800w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>I&#8217;m really\u00a0proud to see Vehicle Physics Pro considered\u00a0as the best solution for serious wheel and vehicle physics in Unity \ud83d\ude42 Can&#8217;t wait to try\u00a0the Unity 5 version of Kerbal Space Program!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Kerbal Space Program (KSP) will use Vehicle Physics Pro for their wheel and vehicle simulations in the upcoming Unity5-based\u00a0KSP release. Felipe Falanghe\u00a0(HarvesteR) wrote in the KSP development\u00a0blog about the factors that led to the decision of using VPP. &#8220;The new wheels in Unity5 apparently still have a few issues of their own, which makes them [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":1453,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":true,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"Kerbal Space Program will use Vehicle Physics Pro http:\/\/wp.me\/p1PjRF-np","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[11,17,4,5],"tags":[],"class_list":["post-1451","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blog","category-slideshow","category-unity","category-vehicle-physics"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/www.edy.es\/dev\/wp-content\/uploads\/2015\/06\/Junebug-I_cr.jpg","jetpack_shortlink":"https:\/\/wp.me\/p1PjRF-np","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/posts\/1451","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/comments?post=1451"}],"version-history":[{"count":11,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/posts\/1451\/revisions"}],"predecessor-version":[{"id":1675,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/posts\/1451\/revisions\/1675"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/media\/1453"}],"wp:attachment":[{"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/media?parent=1451"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/categories?post=1451"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.edy.es\/dev\/wp-json\/wp\/v2\/tags?post=1451"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}