-
Posts
2,836 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by nli2work
-
-
Did a little testing, Increasing OFFSET seems to push clip detection in the direction of wheelCollider raycast, into the ground. Borderline cases where wheels are blocked but not visually can be solved by increasing offset just enough to clear the block. These setting doesn't allow actual clipping of wheels however. maybe except in the case where all other parts' colliders are set to layer 26.
-
que ominous music...
-
re wheel clipping, there are 3 values in the settings.cfg
WHEEL_CLIP_OFFSET = 0
WHEEL_CLIP_RANGE = 1
WHEEL_CLIP_MULTIPLIER = 1.05You can increase CLIP_OFFSET in small increments until the wheel is no longer blocked. This bypasses what Squad implemented and doesn't prevent the wheels from breaking when you actually clip through the wheelCollider. If your design has parts physically clipping through the wheel, the wheel will break whatever the values you change to. This is only good for borderline cases.
-
Other parts with transparent shader does the same thing. I think it's a Unity thing... using legacy shaders with PBR. Just have to wait till all the shaders are upgraded.
-
maintenance update for KSP 1.1
Adjusted Service Bay for more space.
Firespitter no longer required. Texture and fuel switch with ModuleManager.
Some additional surface attach area for Adaptor/Carrier -
yeah, still testing things in 1.1; let me know any specifics if possible.
-
fixed the annotation, the first part has targetPosition at 1, not 0.5
just saw these values in settings.cfg...
WHEEL_CLIP_OFFSET = 0
WHEEL_CLIP_RANGE = 1
WHEEL_CLIP_MULTIPLIER = 1.05I'm guessing offset is from wheelCollider center;
-
Clip sphere definitely looks to be based on wheel radius, with some padding, around 25%
-
closest thing I see are few new values in ModuleWheelBase, don't see any settings that change size of clipping sphere, maybe it's based on wheel radius?
blockedState = "No"
clipObject = string.Empty
debugClipSphere = true/falseblockedState is probably just status display... clipObject might be important, maybe test it by assigning a tiny collider... debugClipSphere doesn't seem to do anything true/True/false/False
okay, clip sphere seems to be based on wheelRadius, maybe padded by suspensionDistance??, presumably centered on the wheelCollider. but shrinking wheel radius isn't best option in most circumstances. For stock wheels that maybe the only option, but limited by the collision enhancer size usually slightly smaller than wheel radius.
can't make any sense of what clipObject is supposed to do... it seems to work like the old Bounds collider. gets destroyed when vessel is launched... but that's rather pointless... Maybe it's a helper object for VAB/SPH?
recorded some video, will upload with annotations after I eat.
-
yeah, any shader that doesnt' rely on alpha channel to control transparency/opacity should work. Or change the part texture so the alpha channel is mostly white, and use shader's specular color/gloss to adjust specular.
-
I dont' know much about it... but looks like there's some built-in support for head tracking. I don't know how well TrackIR works for HMDs, if at all. look for tab in the settings for TrackIR
-
did you all see the TrackIR settings in KSP 1.1?
-
interesting. I'll have to dig into the part module tonight see if I can find this setting.
-
set the shader to KSP/Bumped Specular; your texture's alpha channel (for specular control) is making them extra transparent. I haven't checked stock Service Bay's textures, but I suspect it has no alpha channel, or that is all white.
-
What you have should be good, the raycast has to be pointed at the ground otherwise the wheel won't work. have you tried Sarbian's DebugStuff utility? it displays object names and collider shapes in KSP, very useful. It's hard to do any kind of tweaks without knowing how wheelmodule is determining whether it's blocked or not.
The Wheel Blocked state is new in full 1.1 right? I don't remember seeing it in pre-1183
-
what is the default state of the hab when there's no animation? inflated or deflated? I don't mean the 1st frame of the animation clip, but the state of the model before animation is applied. maybe export the MU in deflated state as default and see if it blocks the wheels, if not, then add inflate animation. in other words the scale of collider is 1,1,1 in deflated state. instead of 1,1,1 in the inflated state.
-
no idea. haven't touched wheels on 1.1 actual yet. It would suck having to set all non-wheel colliders to layer 26 especially for the large part packs out there. It's hard to say without knowing where the actual colliders are for all those parts and the wheel. I assume the hab module blocks the wheel when fully inflated, the collider scale? What if you didn't change any colliders but just reduced the wheel radius in the config? There might be some collider adjustments needed but for the most part I say it's a matter players have to contend with. The wheels are working as designed really.. setting all other colliders to 26 would permit some really absurd builds.
-
couple of weeks at the most, usually. more complex mods that has parts and plugin may take longer. This time around it seems to be much quicker, thanks to Squad's pre-release.
-
11 hours ago, martinezfg11 said:
So I think the issue has to do with adding multiple Emissive Animations per part.. I don't understand how the compiler is supposed to work. I have two different animations that I want to play on different parts but the dark screen issue only happens if the part is the root part...
I'll give that a test tonight. I have multiple emissives on same part too, granted one is controlled by module light and not animate generic. Though Alexusta's rover part appears to have only 1 emissive animation, it still darkened the scene.
-
-
I don't know. not that I know of. Never had the issue. you have a sample part that produces the effect?
-
1.1 is built with 5.2.4; but there's nothing wrong with your unity asset. You're selecting the parent object, it has no Mesh Filter and Mesh Renderer component. The material is assigned to "default" object. the hierarchy setup varies depending on what how your scene is setup in the 3d app.
Unity works in components that control behavior of game objects. The most primitive game object has Transform component. You add other components to a game object to turn it into a light, camera, etc. A gameobject without material slot is perfectly normal.
-
6 way hub with 5 parts is easy, harder part is 2 docking port limit. just loaded the save, asteroid has texture, but much darker than in 1.0.5
-
1 hour ago, MasseFlieger said:
Thanks mate! From what I gather editing an MU file is not condoned by SQUAD, is that the case? If not, what tool/process can you point me at to edit it?
Many thanks again!!!
Does the camera box block interaction with props? I don't recall that being the case. You might not have to change the MU at all.
MU importer for Blender should work, be sure to get the latest version. you'll have to go through the Unity setup. Anything in Gamedata is fair game far as I know as long as you give proper credit to Squad.
Module manager exampels
in KSP1 Mod Development
Posted
where is "PHYSICSGLOBALS"? is that something from ModuleManager? or in KSP? I don't see it in settings.cfg
is it possible to manipulate values in settings.cfg with MM?