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Hi everyone!
I am trying to figure out how to animate a chain of linked treads (yes, as in, tank treads) so that they work as wheels on SimObjects. Even simple SimObjects can have the wheels rigged so that they move properly, depending on speed. I want them implemented on my Crawler Transporter (CT), which is a SimObject in my KSC Scenery, carrying a platform and a shuttle to the launch pad (as in the pic attached).
After initially thinking "all I need to do is animate them and give them a perimeter size, and they will follow the ground precisely", I am now realizing it is not that simple. First of all, the SDK animates wheels using 5 frames, where each frame rotates 90 degrees. This is all that is needed for circular wheels, but my treads are obviously not moving in a circle, but in a specific path, for which I need far more than 5 frames.
Then, I was thinking to animate it as a "standard", looping animation. In that case, it would work, however, the treads would keep looping even when the CT is stopped, which would be annoying. For that, I'd need to find a way to stop and start them on demand, and I suppose I can do that using an LVAR that I can set from either from WASM or XML. but I have to do a bit of research on how to conditionally start/stop an animation on SimObject (I saw a hangar door tutorial somewhere here and on YT so I guess I can look into that). As for speed, luckily, CT has only 2 speeds: loaded and empty, and mine is moving on a slower speed, around 3.7 km/h because it is always loaded. So, for speed, I can time my animation to 3.7 km/h.
Finally, I was thinking about the Sim "wheel" approach again, but this time perhaps fine tune my animation so that it is indeed only 5 frames. Since the tread chain is composed of identical links (cleats), the 5 frames would be between the two adjacent cleats, where rear cleat falls precisely into the position of the front cleat on 5th frame, thus creating a seamless sequence of the whole chain. Then, I would have to calculate the circumference of my tread so that the sim ties the animation speed to the object speed. However, I am not sure how the internal FS calculations are done on the wheels. I may have to do a simple experiment on this before I commit to the whole thing
Can anyone share some advice or experience on the above?
I am trying to figure out how to animate a chain of linked treads (yes, as in, tank treads) so that they work as wheels on SimObjects. Even simple SimObjects can have the wheels rigged so that they move properly, depending on speed. I want them implemented on my Crawler Transporter (CT), which is a SimObject in my KSC Scenery, carrying a platform and a shuttle to the launch pad (as in the pic attached).
After initially thinking "all I need to do is animate them and give them a perimeter size, and they will follow the ground precisely", I am now realizing it is not that simple. First of all, the SDK animates wheels using 5 frames, where each frame rotates 90 degrees. This is all that is needed for circular wheels, but my treads are obviously not moving in a circle, but in a specific path, for which I need far more than 5 frames.
Then, I was thinking to animate it as a "standard", looping animation. In that case, it would work, however, the treads would keep looping even when the CT is stopped, which would be annoying. For that, I'd need to find a way to stop and start them on demand, and I suppose I can do that using an LVAR that I can set from either from WASM or XML. but I have to do a bit of research on how to conditionally start/stop an animation on SimObject (I saw a hangar door tutorial somewhere here and on YT so I guess I can look into that). As for speed, luckily, CT has only 2 speeds: loaded and empty, and mine is moving on a slower speed, around 3.7 km/h because it is always loaded. So, for speed, I can time my animation to 3.7 km/h.
Finally, I was thinking about the Sim "wheel" approach again, but this time perhaps fine tune my animation so that it is indeed only 5 frames. Since the tread chain is composed of identical links (cleats), the 5 frames would be between the two adjacent cleats, where rear cleat falls precisely into the position of the front cleat on 5th frame, thus creating a seamless sequence of the whole chain. Then, I would have to calculate the circumference of my tread so that the sim ties the animation speed to the object speed. However, I am not sure how the internal FS calculations are done on the wheels. I may have to do a simple experiment on this before I commit to the whole thing
Can anyone share some advice or experience on the above?



