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Posts posted by lo-fi
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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!
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Awww shucks! It was worth losing a year to KSP modding, I still get a kick out of seeing stuff I had a hand in creating getting used and enjoyed.
Big thanks to @Shadowmage as ever for picking up the torch.
Doing great thanks, working with wheels in the real world leading a team overhauling a steam locomotive. Keeps me just as busy!
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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 :)
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I'm great thank you, busy building real stuff with wheels! I'm about to lead a team to restore a steam locomotive, which should keep me busy for the next five years or so.
Love seeing the mod still going with Shadowmage at the helm, and long may it continue. Seems half a lifetime away since I was burning hours making models and bashing code...
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On 3/14/2019 at 11:57 PM, Shadowmage said:
Just thought I'd pop in and see how it's all going. Love the repulsor effects! New tyres looks great too.
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Loving your texture work
I'd forgotten quite how mad my wheel designs were! Too many late nights hacking code had clearly addled my brain
You should find a "high def" version of the large wheel that you might like to play with, by the way. I modelled it with tread like the floatation tyres you see on monster trucks.
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I drop by now and then, it's nice to see it still going. I must fire KSP up and have a play with all the latest goodies, it's literally been years now.
Keep up the great work :)
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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
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Track tutorial here:
Hope it's going well guys, still looks like there's some excellent stuff going on
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On 27/02/2017 at 10:26 PM, Shadowmage said:
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.
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It's still knocking around somewhere on my pc... I never got to fixing the persistence issues. Other than that, it worked well.
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T'ain't Kerbal unless it's 'splodin'
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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:
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Looking great. Do shout if I can help with track/suspension rigging, and I'll try and remember to get those zips over to you some point soon.
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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
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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!!
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Great to see this so active again
can't wait to see some hovercraft parts!
Also, if someone wants to make a nice model with rubber skirts, I'd be happy to lend a hand skinning them so they move when the load changes like the tracks.
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Cheers everyone, thanks for all the kind words. I'm off to go make a (real) jet engine, maybe help with work on an old tall ship, and see where else life takes me. Very grateful for all the support, laughs and help over the years. I'll drop in from time to time to see how you're getting on.
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7 hours ago, Shadowmage said:
My apologies if I stepped on any toes, was not the intention.
No no, not at all! I just don't have the motivation for a game I don't play any more. Likewise: been an absolute pleasure
Cheers guys, been a blast. hope it all goes well.
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Looks like ShadowMage has successfully picked this up, and is well on the way to making functional tracks. I grabbed a copy of the latest, but lost interest figuring out how to use it with KF.
Good luck, guys. Lo-Fi out.
Mods: Thread probably wants locking again please. Long live the Holy Mackerel of Antioch.
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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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Thanks guys. I hope so too - motivation has not been high
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Too busy getting stuff ready for holiday to mess with KSP.
Repulsors are in no better state than tracks or indeed wheels: Odd behaviour I've not narrowed down.
Back in a few weeks. TTFN!
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Not a lot going to happen in the next few weeks as I'm off on holiday fairly shortly. Will pick up upon my return.
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14 minutes ago, Mark Kerbin said:
1.2 ETA?
"NoTimeSoon" TM
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
in KSP1 Mod Releases
Posted · Edited by lo-fi
Ah, thanks. Missed that! Loving the behaviour of the wheels, you've really nailed it. Donuts are finally possible!!
Thought I'd have a poke about just for old times sake
Also, thanks for the warm welcome back, @Shadowmage and @Stone Blue!