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nli2work

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  1. I've been doing some propeller engines and was wondering how best to create the colliders on them to be compatible with FAR/NEAR. capsule colliders for individual blades? large disc that covers the blade's rotation space? no colliders at all? so far I've tried a large disc, tested in latest FAR, doesn't seem to create the enormous drag I observe on other flat objects in previous versions of FAR. are engines treated differently from other parts? for future reference, what other things should I keep in mind when creating parts for FAR/NEAR? Engines or otherwise... Thanks!
  2. Means it's getting close to lunch time, cafeteria is about to open
  3. "node_attach" is surface attach, the object you drag will slide along the surface of another part and attach where you click. "node_stack_" are the green balls you see in Editor mode. parts will snap together when their two green spheres get close together. they can be named anything from what I can tell. as long as you feed the correct name to the modules that requests a node for reference. e.g. the docking port module.
  4. stephm, truth is I don't know. That's why I'm eager to get in and see this twitch session. I'm not too worried about the constraint FX modules, I expect they will work similar to any kind of rigging in a 3d app, as long as you got the target and parent objects pointed at the right direction things would work, they are largely cosmetic. the real heart of the whole wheel thing is the wheelcollider. as for layers, I was just going by BahamutoD's lander leg tutorial, everything worked, suspension worked, no errors. so I figured that's probably the right procedure for all cases where wheel colliders are involved.
  5. I don't remember ever seeing that image with the explanations. only one I saw was that landing gear with no text. a little text goes a long way. Thanks for adding that stephm! but from building lander legs with suspension; which uses WheelColliders as well... WheelCollider should be set to WheelCollider layer; any other colliders the WheelCollider has to pass through during animation should be set to WheelCollider_Ignore layer.
  6. yeah same behavior here. the more I zoom into the cloud, the slower things get. very similar to EVE's volumetric cloud. but yeah, anything that's reasonable the old prefab fx_ performs quite well. interesting to note is smoketrail_medium has a very long particle growth and life span. New particles will destroy the older particles early and frame rate drop is less of an issue. but if you run the engine, accumulate some smoke, then stop the engine and allow the smoke to expand, you can get pretty severe frame rate drop until the smoke particles die off.
  7. easy to test it quickly, just replicate the exhaustFlame_ and smokeTrail_ particle lines in any engine a bunch of times and you can see what kind of performance cost there is. for anything reasonable amount of emitters it's a non-issue. any graphics card will get frame rate drops when there are a lot of particles. You'd have to use hundreds of emitters simultaneously in KSP to get that many particles at once, total overkill. All the flame effects are additive, so after 2 or 3; it's gonig to be completely white, not all that interesting to look at. With smoke trails, too many emitters will give you pretty bad z-fighting flickers, this will most likely affect any KSP emitter since it's a Unity thing, plugin or not. and yeah you are right, the fxOffset overrides the position parameters in fx definition. no rotation controls. so multiple fx attached to a single thrustTransform will all emit from the same point. Multiple thrustTransforms is the way to go if you want to thicken up the flames or have engine clusters. here's a small stress test; total of 70 emitters. on my GTS450, at worst the frame rate was around ~15fps, pretty acceptable. on newer graphics cards this would probably be nothing. Only the particles on screen matters; so if the view changed and the smoke cloud is no longer visible, the frame rate comes back to normal. http://i.imgur.com/WlgHQ75.png the FX def block; just paste this into any stock pre-ARM engine fx_exhaustFlame_blue = 0, -10, 0.0, 0.0, 1, 0, running fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout the newer EFFECT{} and plugins offer much more customization. but you also have to do a lot more setup work with config files. for that reason I almost prefer this simpler system. Want MOAR? Just duplicate the fx and add more thrust transforms!. and if you want that engine, just grab the Karbonite mod.
  8. yeah frame drop is just due to the amount of particles. better graphics card will be able to handle it. the stock fx_ parameters works same as the other stuff. 6 numbers defining position XYZ and rotation XYZ. they do work, at least in 0.24.2. they are in their own local coordinates, +Y being the direction of emitter will shoot particles. "fxOffset" in the ModuleEngines{} though, I'm not sure. it never seemed to do anything that I could see. "fxOffset" is in local coordinate to relative to the thrustTransform. Don't recall if the same parameter worked in ModuleEnginesFX{}, it available in the newer engine module as well. the last string is the engine state that will trigger the defined fx. running flameout power engage disengage engage/disengage I only see being used with sounds, but don't think it's restricted to just sound. "power" state appears to be tied to "useEngineResponseTime" but I dont really see much of a visual difference between "running" and "power" state with the stock jet engines.
  9. man I've completely forgotten how to play this game.
  10. it could be you are flying over a dry area. The stuff is all over the place and technically you can land anywhere and pull it out of the ground, it's just that at the hotspots, the concentration is much higher. they show up as orange spheres in map view and normal flight view.
  11. is it me or is it exceptionally difficult to build a flyable plane with the prop and radial turbofan? by flyable I mean getting past mid point of the runway
  12. Ok. a little more on stock FX use. you can do quite alot with just the old built-in fx that uses ModuleEngines{} by using multiple thrustTransforms. Take care to make sure they are all pointed in the same direction or you might get pushed in directions other than the one you want. You can try offsetting by rotating the transforms in opposing directions, but it's tricky to get it right if you decide to use alot of transforms. The engine's max thrust is not multiplied, an engine with 1 thrustTransform will put out same thrust as an engine with 5, or more presumably. There is a frame cost if you go crazy with # of transforms and FX, obviously. You can also stack fx on a single thrustTransform by defining them with the same engine state. most relevant ones being "running" and "flameout" example here... Identical engines in all respects. The left image has 1 thrustTransform with 3FX attached; the right image has 5 thrustTransforms, each with 4FX attached. see FX definitions below image. Left engine's FX definition; 3 simultaneous fx emitters fx_exhaustFlame_yellow = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = 0.0, -3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout Right engine's FX definition; total of 20 simultaneous fx emitters. noticeble frame rate drop after the smoke have accumulated, but nothing unplayable. fx_exhaustFlame_yellow = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = 0.0, -1, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = 0.0, -3, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout haven't tested, but I expect you can achieve the same effect by defining more fx for the single thrustTransform and positioning them in the fx parameters, instead of using multiple thrust transforms. no plugins, just some config edits.
  13. I imagine once you understand rover wheels, landing gears won't be hard to figure out. they work the same pretty much. landing gears probably just need some colliders set to Wheelcollider_ignore like lander legs.
  14. yeah, that's because they're technically not lander legs as far as KSP is concerned. For now they do the job of keeping the vessel from hitting the ground. We'll get around to doing lander leg part eventually.
  15. ok I figured out why the rocket engines weren't keen on sharing textures. will send you update on those two later today
  16. KSPI had them about right. Current real life best thrust is 0.3N/kW; current KSP ion drive is ~110N/kW. assuming KSP 1EC = 1kW. To get any real useful thrust out of a plasma drive you need a lot more than 10 solar panels. :/
  17. The thrust should be closer to the Turbofan. I'm not sure why I was thinking of them as turboprop when they actually are closer to turbofans. morning brain fart I suppose. I figure the PropFan should have a little less thrust than Turbofan, but about 30% better ISP. 550kN for PropFan and 599 for Turbofan.
  18. very strange. I've got no ideas... shots in the dark: maybe try childing the Light to Body? from the NullRef looks like the Light isn't being written out to the MU. could also try renaming the Light to spotlight, shouldn't make any difference, but who knows. both buttons being visible in Editor usually mean the Module's loaded correctly, but it doesn't have to correct parameters to work with. and in this instance, the only one is Light. it could be that you supplied animationName in config, the module is looking for an animation in the MU but not finding one. I'd start with trying the simplest config and add to it bit by bit till it stops working MODULE { name = ModuleLight lightName = spotlight //name of the light you added in Unity resourceAmount = 0.04 //amount of EC consumed per second useResources = true // set to false of you don't want light to consume EC }
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