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    The 'Wheel Collider' guy

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  1. Ah, thanks. Missed that! Loving the behaviour of the wheels, you've really nailed it. Donuts are finally possible!! Thought I'd have a poke about just for old times sake Also, thanks for the warm welcome back, @Shadowmage and @Stone Blue!
  2. Hello, thought I'd check in and see what's new. Had a play with the lastest version and had some ideas for a few bits I'd like to re-impliment, but I don't seem to be able to access the source for the project. The "source" zip link from GitHub just gives the the compiled mod again, Is there another location I can get the source from? I can't find it in GitHub generally (though admittedly I'm a little rusty with dev stuff). Thanks!
  3. Awww shucks! It was worth losing a year to KSP modding, I still get a kick out of seeing stuff I had a hand in creating getting used and enjoyed. Big thanks to @Shadowmage as ever for picking up the torch. Doing great thanks, working with wheels in the real world leading a team overhauling a steam locomotive. Keeps me just as busy!
  4. Damn that's cool! Glad my old ramblings are still helping people out :)
  5. I'm great thank you, busy building real stuff with wheels! I'm about to lead a team to restore a steam locomotive, which should keep me busy for the next five years or so. Love seeing the mod still going with Shadowmage at the helm, and long may it continue. Seems half a lifetime away since I was burning hours making models and bashing code...
  6. Just thought I'd pop in and see how it's all going. Love the repulsor effects! New tyres looks great too.
  7. Loving your texture work I'd forgotten quite how mad my wheel designs were! Too many late nights hacking code had clearly addled my brain You should find a "high def" version of the large wheel that you might like to play with, by the way. I modelled it with tread like the floatation tyres you see on monster trucks.
  8. I drop by now and then, it's nice to see it still going. I must fire KSP up and have a play with all the latest goodies, it's literally been years now. Keep up the great work :)
  9. Thought I'd sent it all over to you. Shout if you need a hand untangling anything. Yep, I always had more ideas than I had time to complete
  10. Track tutorial here: Hope it's going well guys, still looks like there's some excellent stuff going on
  11. If you look in KFSuspension, you'll find I had a cunning method to handle multiple colliders, which also enabled swinging beam suspension with clever use of a dummy object and LookAt. @Shadowmage
  12. It's still knocking around somewhere on my pc... I never got to fixing the persistence issues. Other than that, it worked well.
  13. From experience, modeling with the rigging in mind is a HUGE advantage. Get the orientations, hierarchy, pivots and positions right, THEN send it over to unity is the way to retain your sanity...I could rig a set or tracks in minutes with my workflow, and if you don't break the prefab connection, updating is so simple. I even used to export dummy objects with the models! Sadly, it was a frame-rate munching monstrosity. The best place for it would probably be in the Kerbal Terrain System... Code is all in the old KF dev branch, though The handler was probably more relevant to KF, I think:
  14. Looking great. Do shout if I can help with track/suspension rigging, and I'll try and remember to get those zips over to you some point soon.
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