View Poll Results: What to work on next?

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  • More wheels

    73 9.49%
  • More tracks

    256 33.29%
  • Rover bodies

    163 21.20%
  • Landing gear

    97 12.61%
  • Landing legs

    73 9.49%
  • Something completely different

    107 13.91%
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Thread: (On Hiatus) [1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks

  1. #1

    (On Hiatus) [1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks

    BETA 1.9 (LAST BETA!) release here: KerbalStuff WARNING: This update may break saves with craft in-flight using KF parts, as well as saved craft using them.

    1.9 Changelog:

    New parts:


    Giballed repulsor. Less crashy-crashy-boom-boom.
    Simple track (quite small)
    More to follow shortly when textures/IVA's have been finished!!


    New features/enhancements:


    DustFX! This is similar to the CollisionFX mod, but totally re-purposed specifically for wheels
    Dust colour can either be updated by biome information, or in realtime by sampling the ground colour.
    Repulsor effects. They throw dust too, as well as creating eerie blue light... New animated texture as well.
    Gui: you can toggle various things like the repulsor lights, dust, VAB/SPH orientation marker from the simple GUI
    Wheel acceleration is now affected by vessel mass. Bet you never noticed it wasn't before
    Control input improvements. Hopefully you'll feel rovers are a little less.... arcade-ish.
    APU now has configurable target battery state. Sound has been improved too.
    Memory footprint reduction. It's about 40M. Less that a third of the previous release.
    Various performance improvements, which I won't bore you with.
    You may notice that the simple track is not an asymmetric part, which is not common in KSP. More like this will follow now the plugin stuff is in place to enable this.
    Logging has been improved to show KF related things clearly.
    TweakScale support has been vastly improved. Everything that should, I believe, now scales with the parts
    Rebalance of cost/weight/speed/tech node (Community Tech Tree too) for all parts. This may need some more work.
    Support for alternate resources added.
    Information, description, EC usage is all now displayed in editor
    Icon size fixes for the tracks is bow built in
    Tracks no longer make the craft appear larger than it really is in the engineers report.
    Track textures flip over to create symmetrical track patterns on opposite sides. Neat, huh?
    Probably a bunch of stuff I've forgotten too, as well as stuff that enables forthcoming parts....

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    Install Instructions:

    Delete existing 'Kerbal Foundries' folder. Unzip new version into KSP folder. You will end up with GameData\KerbalFoundries. Enjoy the Kerbal mobility goodness

    Optional:

    TweakScale: No further explanation should be required. Nothing bad will happen if you don't have it.

    FAQ & Troubleshooting:

    This mod crashes my game. There are a few possibilities:
    You're running KSP Win64. DON'T. It doesn't work correctly, Squad don't support it and neither do I. Some people manage; bad luck if you're not one of those.
    You're running active texture management. It hasn't crashed, be patient while it compresses the textures for the first time. Startup will be quicker subsequently.
    You're running too many mods and you're out of memory. Trim down your install, force OpenGL or run Active Texture Management (or similar).

    I've yet to run into anything that isn't caused by one of those things listed about. Crashing is usually memory related.

    The wheels don't work and sink into the ground:
    You've put them upside down. Download 1,8d and you'll have nice orientation markers.

    The repulsors behave a little quirky:
    They're anti-gravity devices, what do you expect

    Filing bug reports:

    If you run into trouble, please do the following: Post an output_log. This can be found in the KSP_Data directory. Preferably stuffed into dropbox or similar, rather than pasted into the thread (between SPOILER tags please, if you must) as they can get quite lengthy. Screen grabs are helpful, as are craft if they're mostly stock apart from KSP parts. A detailed description of the problem too, please. Just saying 'hey, (whatever part) isn't working' is not helpful.
    If you have an issue with odd behaviour, rather than something that's likely to be revealed by a log file, please post screen shots, KSP version & platform and KF version, along with as much info as you can give.

    General release notes:

    AGAIN!! Everything has changed. I've completely ditched the stock wheel module in favour of my own home-grown alternative. Some might say this is a bold move, and rightly so. There will be bugs, there will be certain situations where the wheels behave a little differently to stock. If you don't want to deal with that and file sensible bug reports should you run into something strange, please don't update for the moment. The new plugin is mostly helpful because it greatly simplifies creating new parts, as the stock modules are rather fussy. However, subtle differences do exist and you should find that the dynamics are much better now. Parts have all received a CoG tweak which has also helped.

    Apologies for breaking saves, I found that the old and new versions are simply not compatible and weird, weird bugs occurred. Forcing fresh craft files is about the only way to deal with this, so that's what I've done. If you want to re-use existing craft files, just remove KF parts and re-save before updating the mod, then add the new versions.

    [Spoiler: Part Notes]

    We could really use another hand with the texturing. Justin does a cracking job, but it's time consuming compared to everything else so there's now quite a backlog of untextured parts. Any offers greatly appreciated!



    CC-BY-NC-SA

    [Spoiler: legal stuff]
    Last edited by lo-fi; 26th August 2015 at 17:01.

  2. #2
    wow i want NOW but think we wont see this released before .24

    im also offering to help test it for you
    Last edited by BrutalRIP; 25th June 2014 at 13:40.

  3. #3
    So, I must say those wheels are really "purdy" and I really want them. The hover "wheels" are interesting. I worry about keeping the craft oriented properly for long-distance, but I sorta have an idea ofw hat you did there. I looks like something similar to the omni-wheel, but without the visual element and with your new suspensions. Even as it is now, you've definitely filled the bill for something I've been trying to do for quite some times using other hover-related mods... and failed miserably.

  4. #4
    Junior Rocket Scientist Neutrinovore's Avatar
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    Hmm, I like the look of what you're doing here. I'll be looking forward to this release.

    Edit: Thanks for fixing the spelling error. I don't like to be 'that guy', but it's simple things like that that can make the difference between a professional-looking presentation and an amateurish one.
    Last edited by Neutrinovore; 25th June 2014 at 17:31.

  5. #5
    Astromonkey YANFRET's Avatar
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    This looks great I'd like to test it out

  6. #6
    Thanks guys

    I've got a few things to work through, but I'll post links up (hopefully) later this eve. It's actually quite nerve-wracking setting something up for public release... about a million thoughts of 'what if someone does this, that or the other'... But, Squad do it, and having a few other bods trying trying to break stuff will actually save me some of the testing, so here goes... Let's do this Kerbal style! Watch this space.

    Thanks for the heads up on the spelling btw
    Kerbal Foundries: Wheels, tracks and anti-grav repulsors


    The real art in creating anything is keeping those who know a thing can't be done away from those who are doing it.

    "...
    and the battle of the lost staplers begins. Many deaths."

    -- Gaalidas on mod testing.

  7. #7
    Quixotic Defender of Fact Robotengineer's Avatar
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    These are really cool, especially the anti-grav repulsors. I would like to make some parts for this mod if that is all right.
    "Two things are infinite: the universe and human stupidity[1], and I'm not sure about the universe." — Albert Einstein

    PSA: This post may contain humor that has learned how not to be seen. Please be advised.

  8. #8
    Quote Originally Posted by Gaalidas View Post
    I worry about keeping the craft oriented properly for long-distance
    The joy of it is you don't have to keep the craft oriented! You can just have fun drifting around as you please, using tiny amounts of RCS. Private testing has been positive so far. I _never_ set out to create something like the repulsors; they're the result of a silly conversation, a 'hmm, what if' sort of idea, trailblazing through the KSP API while learning C# and abject abuse of Unity physics objects. I've loved every minute
    Kerbal Foundries: Wheels, tracks and anti-grav repulsors


    The real art in creating anything is keeping those who know a thing can't be done away from those who are doing it.

    "...
    and the battle of the lost staplers begins. Many deaths."

    -- Gaalidas on mod testing.

  9. #9
    Quote Originally Posted by Robotengineer View Post
    These are really cool, especially the anti-grav repulsors. I would like to make some parts for this mod if that is all right.
    Thanks

    If you've got some ideas, that would be awesome! The Unity hierarchy changes from standard wheels are significant, and I've written no documentation on my plugin yet, but I'm trying to put together a live stream tutorial on how it's all set up. Again, watch this space! I have to get some meshes sorted for texturing this eve, after that I'll try and martial everything together for a soft release.
    Kerbal Foundries: Wheels, tracks and anti-grav repulsors


    The real art in creating anything is keeping those who know a thing can't be done away from those who are doing it.

    "...
    and the battle of the lost staplers begins. Many deaths."

    -- Gaalidas on mod testing.

  10. #10

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