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lo-fi

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Posts posted by lo-fi

  1. 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!

  2. On 12/13/2019 at 1:33 PM, Dundrogen said:

    @Shadowmage you did say my imagination was the limit to wheel rigs lol

    just to give you some context of why i was asking to alternate wheel rotation positions earlier. quite self explanatory from the rig. i realised during testing that steering changes the esthetic rpm so just turning the wheel changed its' rotational position to make the rig more believable. God damn i love KSPwheel.

     

    Damn that's cool! 

    Glad my old ramblings are still helping people out :) 

  3. On 10/2/2018 at 12:31 AM, Shadowmage said:

    managed to locate some (most? all?) of the original authors' project files that he had passed on to me at some point (including what appear to be quite a few dev projects / unfinished / prototype / unreleased parts),

    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 :)

  4. On 27/02/2017 at 10:26 PM, Shadowmage said:

    @SpannerMonkey(smce)

    I'll be rigging them with a single wheel collider as there is no way to use two WC's on a single suspension rigging.  As it is only a single wheel-collider, it will use only a single motor, steering, brakes, damage, etc. modules.

    If your wheel part contains the wheels from both left and right sides (a dual-dually set), as long as they have independent suspension you should be able to use a single base-module with multiple wheel collider definitions (one collider for each side).

    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

  5. On 2/13/2017 at 6:39 PM, Shadowmage said:

    No real rigging or coding knowledge necessary,

    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!

    1 hour ago, XOC2008 said:

    There was a dozer blade lo-fi was working on

    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:

     

  6. 2 hours ago, Shadowmage said:

    That would be an interesting effect, though I'm not sure how to setup the parts in any sort of lego-like way; it seems any hovercraft skirt would have to be a single-piece with a pre-set shape (e.g. pre-built fuselage piece).

    If nobody else takes you up on that offer, I just might (in a few weeks=\).  I really would like to have some more 'hover-craft' style parts available (something a bit more realistic than repulsors :) ).

    Please feel free to :) Yes, a limitation might be that you have fixed configuration part like the tracks. Hovercraft parts would fit well in the mod, though.

    And very cool that the new colliders don't need the water slider any more - that thing was a pain at times!!

  7. Wow, stuff has happened while I've been away! I've skim read, but will get up to speed when I have time. @Shadowmage, regarding your question about the KF plugin referencing the Unity WheelCollider class, it wasn't difficult to change it up to reference your code. I made a few little tweaks so some of the property names in SLWheelCollider matched the Unity version, and changed the KF plugin accordingly. I'll grab your latest work and see how it goes.

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