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Gaalidas

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Everything posted by Gaalidas

  1. Deployability is one thing that never really worked well with the KF modules. An example of this is the ASET wheels for his ERS rover. With some work, lo-fi got a deploy/retract state that could be set, and the module detected and hooked into the stock animation module, but there were still some oddities with having retracted, yet still drive-enabled, wheels on launch even when "start deployed" was set. I started a mini project to make a KF-friendly animation and deploy/retract module but, due to time constraints and the passing of the torch from lo-fi to me, I never took it beyond a basic animation implementation. Come to think of it, I uninstalled all your frame parts a while back and I don't remember why. I need to grab those again. Are those wheels KF-enabled, or are you sticking with the stock modules still? EDIT: In brainstorming with myself, and thinking as a plugin author here, I'd think that a retracted, and thus disabled as well, state could be achieved simply by adding a new boolean check to all the methods that handle the wheel's functionality that, when false (retracted), simply skips all of those functions. Then the animation class would simply update that boolean to match the state of the wheel. Hmm... I need to dive back into the code now... I might be on to something....
  2. That's... a lot of crazy in there. I'm glad you can make sense of it, cause it makes my head hurt.
  3. Now if we could just get this combined with the mod it was built from we'd have a grand all-in-one space-plane autopilot.
  4. That weightless cat movie never stops being amusing. I love how those little things actually look like sheep too.
  5. Why do I hear jacksepticeye's voice saying "stickybot!" in the same fashion as the he would with his stickybombs in GTA5? This is a sad day.
  6. Honestly, I didn't even notice the three wheeled rover once the blue kerbal came into view. All I could think was "Holy [bleep] there's a blue kerbal in there!"
  7. DustFX, and the mod it came from (CollisionFX) will definitely be maintained to the best of my (and the original mod's author pizza... whatever his name is... I'm bad with names sometimes) ability. That ability really stinks right now, but I'm not gonna quit just yet. As for the wheels, I have no clue. I can't make sense of most of what lo-fi wrote into this code, so I'm less likely to even be able to adapt very well. I'm waiting to see how the stock wheels will interact with the world, and how they overcome the Unity 5 issues. My hope is that they overcome the issues in a way that allows the same information to be sent out from the stock code. If that is the case, we may not have to adjust much of anything. If, however, they have to rewrite everything and the output is in a completely different format, then KF will be pretty much screwed. Even if that turns out to be the case, I'll be seeing what I can do to make the wheel models work in stock (worst case scenario here). The repulsors would likely be history though, at least in their current format. In theory the repulsor could just be a wheel without a wheel model, but we'd loose out on the sideways friction-less action that we have. I'm going to simply wait and see what happens, and hope for the best. I'm gonna hope really hard.
  8. The header links are correct for that version of the mod. I have not released the continued version yet, so any other links would be incorrect. I will post them under a new KS release when I feel the time is right. I also have no clue what an epoch is in this context, nor do I have any clue how it has anything to do with this. As I have stated in my last update to the OP, I have no interest in fixing something so that people can feel good about CKAN again. The only installation method I will support, and diagnose any problems with, is the standard installation that has been done for the last year or more (I forget how long KSP has been amongst the public) which is to drag the folder over (copy/paste, use of a custom batch file, whatever floats your boat). CKAN has been known to mess up mod installations in several occasions and I simply don't have the time, energy, or will to try and figure out what it's doing. In this I am no different than the original author of Kerbal Foundries, lo-fi, who also didn't feel it was worth the time and effort to try and fix whatever was happening with his mod and CKAN, a program he didn't even use. I really don't think I'm out of line here. With the number of people who publish only to github, or those who use dropbox exclusively, I'd say you're lucky we're on KerbalStuff at all. I'm beginning to see why lo-fi got so burnt out on KSP modding. It's a full time job trying to keep the masses from trying to dictate everything you do. Eesh.
  9. Physics is just a really good suggestion that the universe throws at us. The only problem with not following the physics suggestion is that we are really bad at fooling it. The question is not if Jool will fit inside the VAB... the real question is whether or not we can shove hard enough to fit Jool into the VAB. After all, if you push hard enough you can fit anything into anything else... well, either that or one of the two objects will rupture and catastrophically collapse. On the up side, I don't think the plan was ever to make a sculpture of the Kerbol system that functioned like the actual system in space. If that was the goal, however, I could see something being put together with a whole freaking lot of IR joints.
  10. That's some really insane stuff there. But... it's also the logical next step. After that, I say it's time to make it fly. Seriously... how hard could it be?
  11. I don't know if it's because I'm tired and still stuck with several hours of class left, but that made me laugh. I'm not sure what's so funny though...
  12. Holy Jebediah... that makes much more sense now.
  13. That's all a great idea, except for one problem. I am only a co-author and thus do not have control over the title of the mod. When school issues give me a break I intend to republish this mod to KerbalStuff to properly update things. I also wasn't even aware I'd advanced us that far in one version of the mod. That's weird. I'll look into fixing that entry. Be aware, however, that KerbalFoundries has never actually officially come with support for CKAN and it's presence in that program is simply due to the partnership it has with KerbalStuff. I really don't have the time to figure out what CKAN is doing and how to fix it for this mod, especially considering CKAN is not my project and thus not my problem. So, when it comes down to it, my highest priority is not to fix CKAN. CKAN can be fixed by the CKAN people. I can only change an errant version around which would affect more than just CKAN. In my experience, relying on CKAN to install everything correctly is a good way to get your GameData screwed up horribly. I remember when CKAN was just an idea on the drawing board, and installing mods hasn't grown any more difficult that the easy drag and drop that it was back then, so I honestly don't think that the modern users of mods are unable to install anything on their own. CKAN is simply a luxury for those who won't learn how to do it the old fashioned way. My stance on this subject may not mesh well with some of you, but that's how it is. I don't like CKAN, use CKAN, or care what CKAN does with this mod. My concern is the mod itself and how it is affecting the program it was made for. CKAN simply isn't that program, KSP is. I'm not necessarily bashing CKAN, nor saying that CKAN is a fault program, I am simply saying that my experience has been poor and I do not have the time to keep track of any problems with it managing this mod. if you install KF the way it was meant to be installed, then you won't have any trouble with it being installed correctly. EDIT: By the way, I just looked at KerbalStuff and I haven't done anything wrong with the latest version number. Our last few versions have been labelled 1.9, 1.9a, 1.0b, 1.9c, etc. all the way to my latest of 1.9g. There was no jump from 0.9f to 1.9g because the previous number was actually 1.9f and not 0.9f. I have noticed that misplaced decimal though, and that was back before I had access to this mod on KerbalStuff and lo-fi was in control of everything. I'll try to fix it. EDIT2: I could not edit the version number for that errant item, so I'm deleting it from the change logs on KerbalStuff in the hopes that that will fix things.
  14. The plan to is make it a lot easier in the future to convert wheels using the stock modules to use the KF modules. That will have to wait until we find out if KF will even be possible in U5 though.
  15. I'd say the quality level is looking good for those things. It's more than I was expecting actually, considering they look rather detailed.
  16. Now just need an interior and a transparent pod setup and we're good to go.
  17. Would be interesting to look into integrating the auto-balancing landing legs mod with these legs. On another note, I finally managed to get a Karibou wheel to function... sorta... using the KFModuleWheel & KFWheel modules. That is to say, I got the wheel to not act like a black of cement. That said, it doesn't really act like a wheel either. I had little trouble figuring out how to convert other wheels over, but these Karibou wheels have a bit of a confusing hierarchy to their make up. It's really throwing my brain into loops.
  18. Actually, I've sorta figured out that the Tardis is not, as has been suggested, actually larger on the inside. You see, several seasons ago we witnessed that the interior of the tardis is, in fact, a simulation that can be saved and loaded at variable states. This, of course, allows each individual to create his/her own personalized interface in which to pilot the Tardis machine. Given these facts, I believe that the interior of the Tardis is exactly the size it appears to be from the outside and that all objects, organic or otherwise, entering the Tardis are then digitized (so to speak) and brought into the simulation. This creates the illusion of more space inside that outside. It's like how we can store tons of data on a tiny little memory stick that can fit inside out phones. You could argue that the memory stick is, in fact, bigger on the inside when the true fact is that the interior is simply compressed and organized in a more efficient manner.
  19. Once I'm further into this quarter of school and get financial aid to stop trying to screw me over, I'll update everything on the OP and get a fresh KerbalStuff entry put up with all my new developments for KF. That's probably another week away, roughly speaking. Today I was going to try and do some work on it, until I discovered that my financial aid had been dropped on me back in July and no one thought they should maybe tell me about it. I will point out that once I get a better understanding of the modules that lo-fi made to convert non-KF wheels to use KF, I would love to see what can be done about your awesome wheels that I just couldn't install because lo-fi ruined stock wheel modules for me when he created his new wheels that are oh so awesome with their suspension and stuff.
  20. It's only a representation really. Extra planets (or indeed a scaled set of all the planets/moons to set up somewhere in the KSC) is simply to provide a neat visual and a form of sculptured artwork. I'd simply set it up as a series of "Kerbal Konstructs" statics and find a pleasing spot to stick it. If a scaled Kerbol could be created with light emitters and whatnot, it would look awesome at night too. The next stage would be to find a way to import the entire construct into a single model with an animation that would slowly simulate the movement of the planets/moons in their orbits. But that's way out in the future.
  21. So, this is actually very easy to look up. You can open a .mu file with any text editor (the simpler the better, I use Notepad++) and at the very button on the file you will see the texture references. The file extension will usually not match quite right, but KSP doesn't bother with file extensions anyway. In any .mu file you look at, in this way, you will always find the texture references at the very button, with a lot of junk characters between them, but you'll notice them. For example: In MediumWheel.mu, on the button two lines when opened in Notepad++, you will likely see something like this: RepulsorWheel €? €? ÿÿÿÿ €? €? ? ? ? €? =RepulsorSurfaceTexture €? €? ÿÿÿÿ €? €? ? ? ? €? =GimbalInner €? €¿ µ´T?¢‰=¢‰= €?N R> €? €? ÃÂK? €? €? RepWheel-diffuse.png RepulsorSurfaceDiffuse.png electric.png Emissive.png Now, that looks like a lot of bovine excrement, am I right? Of course I am... Also the forum won't show the really funky characters, but you'll get the idea. What you do see are some textures: "Repwheel-diffuse.png", "RepulsorSurfaceDiffuse.png", "electro.png", "Emissive.png" The most important of those textures is "Repwheel-diffuse.png" since this is the only one you actually see, but it also has those others due to the fact that the same model was planned to be used for the transforming Repulsor-Wheel. If you don't mind "no texture found" errors in your log for this model, then you can stick with just that first texture and it should work okay. Alternatively, you could feed it some 1x1 pixel blank textures with the same name and it will simply use those, but use barely any ram space for them. I'd like to optimize all of that a lot more, but my hands are tied at the moment.
  22. Okay, turns out I'm more burnt out with this stuff than I thought. I continue to work on this, but getting things all sorted will take more time. It's always really bad when long-term KSP players feel that imminent "update day" looming on the horizon and, with it, all the issues that come with updating mods for compatibility. As for that DustFX error... I was sure we'd squashed that a long time ago. I'll look into it. Also, 1.9h is actually my internal version that I never released because it's just not really done yet. I'll update the thread to reflect that. When I do a release next, I'll probably just start fresh with version 2.0.
  23. That is awesome. Now make us portable versions of all the planets so we can make Kerbol system models to put up at the KSC.
  24. Nothing like a fresh, new, shiny, "relica" spacecraft.
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