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TouhouTorpedo

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Everything posted by TouhouTorpedo

  1. Tried using search and google for an answer and not having any luck. Does anyone know what causes this mod to spam the debug log? I was pressing keys trying to find something and think I accidently activated a debug log feature in this mod, now it's lagging the game up. There's no red errors or anything, it's just raw data. I have the same thing in my mods but I activate it via tweakables, and I've no idea how this one does it. Tried pressing every key and I'm not getting there. Ideas? Or is this maybe a bug?
  2. Was really interested in this mod since I can't stand the new MK1 fuselage models (the texture stretch on the UV maps and style are just terrible imo) and was thinking i'd just update the files to work in 0.25 myself. Thing is... Why have you packaged the mod the way you have? It's currently set up to overwrite the Squad folder and assets, which is fine in itself, I've done that. What I don't get is why you've packaged ModuleManager with it which is for making it so you don't have have to do that? If you are going to include ModuleManager, do actually use it so we don't have to back up the Squad folder. that's what its for.
  3. I think they should just bite the bullet and go procedural on wings and payload fairings, ie buy the existing ones codes and work off those. lego wings are garbage that you just can't go back to even if the graphics are nice once you've gone to pwing.
  4. The engines are still powered by the stock engine module, and the only one at all that alters engine output is the scorpion engine. All the others use it as is. I'd suggest reporting it to the mechjeb thread as this most likely occurs for other reasons and probably with other mods. If you wanted to figure out why more precisely, I'd check if it occurs on the Pegasus (uses two instead of one thrust transforms, though some stock engines use up to four now so seems unlikely as a cause) or the Scorpion (modifies stock engine thrust-limiter on the fly) or if this occurs on all engines, but ultimately this is still a mechjeb issue to me, so feedback on which one went wrong and why should go to the mechjeb thread.
  5. Yeah the wheels do seem to smoke easier than they used to. Not sure if the grip in general has been reduced since earlier KSP versions or something. I might look into altering the threshold, or making it vary to the wheel chosen.
  6. If that's Fineprint / Mission controller then I think they would have to do some kind of change themselves to support it. This mod has no relation to stock wheels at all so thats probably why it isn't detecting them. Thanks for clearing up that's what happens though, I was curious about that myself...
  7. Tweakable brakes is an interesting idea. I was thinking next release I'd look at making the brakes rely on mass the same engine power does (fix for unity's naff wheel colliders) but making it tweakable too sounds like a good idea.
  8. Had a roll through the source as I've wanted to know how Unity intercollider stuff works for a long time. From that what I've learned there I'd say yes, this is possible to do. It's just a matter of telling every collider in the cargo bay to collide with every collider thats not part of it and setting it up via partmodules rather than in the global manner it is now. I would also consider telling it not to collide with the colliders of the parts on the node infront and behind. This Ferram would be a lot more useful implementation of your mod. Turning all collisions on is just resource hogging and would break other parts designed for clipping.
  9. When you say won't collide with themselves, are you literally talking collisions only within the part, or are you preventing collisions between parts which are parent/child to one another? Some parts like B9's landing gear for instance are designed to be embedded into other parent parts. I can see this being useful for carriers with internal docking, but otherwise I'm not sure whats being achieved here though. If someone doesn't want part clipping in their game, they just won't use part clipping tricks. They won't need a mod for it.
  10. Yup. Because I honestly don't know how to enable/disable tweakables on a part by part basis, so all the options are visible whether or not they work. I could set it up so if tweakables are disabled they automatically flip back to off/on though. Basically it let me keep back compatability with older multiwheels, as I didn't really have the time to regenerate all of them yet.
  11. No, this definitely won't happen. I don't think Squad should be encouraged to not do the job properly and leave things to modders so it gets done for free. So if there isn't an IVA for the new mk3, then there isn't (unless someone else does it...). Maybe' I'll rerelease the original mk3 iva at some point, but most likely after 0.25. So it'll be with the original mk3 cockpit and equipment. I've done too many original mk3 based mods to have to scrap them all for the new standard. (mk3 expansion and mk3 embedded bays) EDIT : hold on I misread this, I thought you were asking if I was going to make a new IVA for the new cockpit, which I definately won't be doing. Far as a new crewcabin goes don't know, I'll see how I feel when we get there.
  12. Think I can see what would cause that. I've added symmetry functions to change throttle mode which was intended for when right clicking. I think when using action groups the opposing wheels are being told to switch and then are telling their symmetrical partner to switch, effectively cancelling out the control. Right click should work though in the meantime. (but yeah, a pain for a lot of wheels....)
  13. This is pretty cool. Good to see you're making use of the skidding to your advantage. I can't see how this would fail. This is literally the steering calculation code. steer = (float)(-FlightInputHandler.state.wheelSteer * maxSteer / (1f + (vel * steerFalloff))); so with steerFalloff set to zero the calculation for steering angle is literally the steering control input (A or D key) * maximum steering angle.
  14. It's more or less SAS for rovers. Turn on SAS and it'll keep a heading and speed.
  15. Either: Turn off the driveshaft on the steering wheels as connectioning that increases steering fall off rate to compensate; or go to steeringfalloff property in the cfg if I remember right and decrease the value.
  16. if you have 80 power units and 8 powered wheels each would get 10. If only 4 were of powered type, 20 each. though the actual calc is more complex to account for how bad unity wheel colliders are.
  17. Okay! New version 0.7.1 Changelog: Fixed bug that caused mass changes to be far larger than they were supposed to be when using tweakables. Thank you cremasterstroke. From now on I'm keeping a copy of Kerbal Engineer in my test install. I'd seen the CoM moving and mass was returning to normal in any condition including copies after disabling tweakable options, so I thought I'd covered everything. I was a little suspicious of how much the CoM was moving though, just hadn't thought anything of it... Thanks! EDIT: Version 0.7.2 annnnd another version. Not critical, just realised I actually hadn't included the RoverPilot mod as I said I'd had, so thats included now.
  18. Thanks for the bug report. Think I found the problem just testing it and I'll get a hotfix out shortly if it's done the trick.
  19. It is an entirely new system. I started building the original Multiwheels code (MMW 0.6 if I remember was when I released it) before stock wheels were released. It has no relation to the stock wheel system whatsoever and was made from the ground up. That's why its able to behave so differently. What it has stock rovers don't - Wheels need an Engine to work, these engines can be placed anywhere and can use electricity, RCS, or air and liquidfuel to run and come in numerous sizes. - Wheels have steering or driveshaft applied using tweakables in the VAB/SPH to connect to your engines. Adding these will incur a mass penalty which you can see in the right click more info menu in the parts catalogue. - Wheels slide and skid, significantly reducing rollover probability. A really unstable design or a massive skid might still see you roll but generally you'll survive journeys and mistakes that stock wheels never could. also makes cool smoke when skidding sufficiently. - Theres an Omni wheel which is unlike anything else available in KSP right now. It doesn't use engines (not in this version, might do later) and is intended to base building. It drives in whatever direction you press the RCS translation keys. It also raises and lowers the wheels on throttle control, and they are locked in position by action groups. These are made for building bases and servicing in tight spaces. - Two truck cabs included, fairly lightweight for the crew capacity but have no SAS capability and very little electric charge, no monoprop. And unlike older versions of my mods this just goes in Gamedata like everything else.
  20. Yup. Back for now. http://forum.kerbalspaceprogram.com/threads/93205-0-24-2-TT-s-Modular-MultiWheels-7?p=1400805#post1400805 Still not happy how Squad has treated modders or the community as a whole, though the majority don't seem to care anyway. I wanted to work on my mod and update it, so cracked and did anyway. I've not decided to upload anything else yet though. It's really just a trail run for now.
  21. Added license, source and some pictures to the OP. Gonna start a new game using these and see how I get on. So far tried the truck wheels at the start of career, and it's a great way to pick up science driving around local to KSC and grabbing samples. If anyone's got any good creations on the go they've made for trying these out, post up, I'd love to see what you're making. edit: start tech science gathering roadster. Got me a crisp 50 science without leaving the ground and wasn't being that thorough... (i broke a wheel off being stupid)
  22. 0.7 has a bug in the mass calculation. Get 0.7.1 to resolve the issue from either KerbalStuff OR download the replacement dll only here : http://www./download/1jbyijd7eahalto/Multiwheels7.dll Okay, so I disagreed pretty strongly with the Spaceport shutdown, and I intended to hold to my plan. But I had a few weekends where I really needed something else to do, and this jumped back out at me. So, why not I thought. So, yes, I updated MMW and right now it's up on KerbalStuff. Click the image below or the link to get it! https://beta.kerbalstuff.com/mod/151/Modular%20MultiWheels Modular MultiWheels adds in a new rover mechanic with new tweakable wheels and placeable engines with multiple fuel types to power those wheels. The techtree implementation starts with simple heavy truck parts being available right away, leading up to lightweight car size wheels and an advanced omnidirectional 360° wheel controlled via RCS translation keys ideally suited to base construction. The wheels also have dynamic friction and will slide to reduce the probability of rollover when driving at high speeds, unlike stock wheels which will typically see you dead in the same scenario. There are also two new capsules (truck cabs!) to use. Some pictures: *I'll get better ones later, these are from in development Tweakables in action. The mass will also change with each button press, so try this with the CoM indicator on! Roverpilot trying to clear a mountain after I left it for a while. Drifting sideways around it at 40 m/s. think you can do this stock without rolling into an explosion? Doubt it! (p.s it will sometimes roll over but it'll take more than just trying to turn at speed to make that happen....) Omniwheels fitted to a base building machine. They can be raised or lowered using the throttle and locked in place using action groups. the fixes in 7 mean using these for basebuilding is feasible now without the horrible bugs it used to get on docking. Changelog 0.6 to 0.7 Rebalanced cost and mass on everything, added science, it's all in PART{} now. Integrated Roverpilot as it never got many downloads anyway and is only Multiwheels compatible. Updated the code on this as some older legacy code from KSP it used has actually vanished. Added Tweakability - even parts which are retained from original multiwheels have gained tweakability. All parts ride height can be adjusted Some parts can have driveshaft added Some parts can have steering added Adding or removing parts will alter the mass of the part. If the part has an engine built in, removing the driveshaft removes that engine. Added ability for wheels to reference to the current navball. Changing the "control from here" will now make the wheels think that direction is the forward direction. Fixed bug where after docking omniwheels or car wheels would sometimes get confused. Fixed bug where wheels suddenly apply all torque and snap vehicle in half. Throttle now applies gradually which prevents this. The transforms are entirely definable in the cfg. This should make it possible if you know the transforms of another wheel mod to actually highjack it and make it Multiwheels compatible yourself. Added Tweakable Car Wheel Added Tweakable Truck Wheel Added Tweakable Landing Gears Added Halfcab without the big radial nose front. Still can attach radially but doesn't have the dragging on the ground problem. REMOVED all original car wheels - now represented in above part REMOVED both steering truck axles as represented in above part REMOVED all other variants of landing gears, not needed License: Please do NOT upload this mod pack in any collections, and do not upload any modification of this mod pack. You are free to upload new texture packs if you credit this mod and myself as the maker, and provide a link to the original upload thread/spaceport upload. Feel free to fiddle with the CFG or try unusual placements, If you have any suggestions or improvements let me know on the forum and I'll see it gets into the next version if I like it. You can make new mods that use this plugin, but please credit me as the plugin creator and do -not- reupload the plugin files, as these will be continually updated. Source: http://www./download/cfv4y1g9sct18e1/TTModularWheel+0.7+R1+source.zip
  23. My point is consistency. The Space port by bac9 is highly detailed, and this model uses bac9's space port texture atlas so it's obviously intended to blend with them. Points 1 & 2 are related. Firstly the model appears to have smoothed edges on all but one side, implying it is supposed to be a round shape and that one edge is mistakenly not smoothed. It may just be a trick of the light in the screenshots given, but looking at the screenshot again and the back especially for comparison, it seems to be the case that it should be smooth all around. Check the screenshot carefully. the building shading shows it is supposed to be all round except on the joint of all the faces on one edge. It's an error. An easily fixed one too if using 3Dsmax or Blender, literally few clicks to solve. Also "2: The object here is to look convincing... does it accomplish this? absolutely." to quote your reply to the 4th : "pure conjecture,opinion." and the reason is: "3: The overall look of the building seems to have enough depth to get the job done." This model will stand with other models which have much higher detail applied to them than this one. Go explore the space centre buildings and check the detail on them, then see if you can honestly say the depth is sufficient.
  24. Some advice on the model: 1. 20 polys round for an object that large is far too few. 2. One whole edge of the building has broken vertex normals facing the camera and these should be easy to fix. (if those are still broken in the game release that'd be inexcusable, this is immensely easy in both Blender and 3Dsmax to solve) fixing this would also make the window on that edge not look quite so awkward. 3. Some building features look a bit too "flat" imo, like the big glass front with the door, and I think the buildings edges could do with some feature interest (like flashing panels or a lip) but that depends how hard you're budgeting the polygons here. 4. The stairwell looks kinda awkward. Shape seems odd to me, that and it being next to a window (though if the stairs are a free floating frame inside I guess that could explain it from an architecture standpoint.) building models surprisingly aren't easy tbf, mainly what stalled me doing the same so much. But these are definitely things that could be addressed.
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