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lo-fi

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Everything posted by lo-fi

  1. Gaalidas, maybe one for you to pick up while I'm finishing models?
  2. I'd certainly welcome some suggestions! The stock tree doesn't really leave me anywhere to go.
  3. That looks handy, Aqua! Cheers Frozenwatters doing our best to trim down the memory footprint, so fingers crossed you won't have to delete anything. Plans.... Oh what plans! Muwahahaha!
  4. For future reference, I found why the write button was missing: If you have two copies of part tools in your assets folder, that happens. A nice gotcha if you import a package that includes part tools!
  5. Very kind of you! Bug reports are always welcome; I like knowing things are robust.
  6. Alright, we've got two small milestones left to cover before pushing the release button Plugin stuff, as far as I'm aware, is all done. I need to do a little texturing and config balance needs checking, but that's about it. After that, I've got a few nice plugin features planned, but they're going to take some time to work through. And there's a ton of model finishing to be done! I really want to get some parts finished that I haven't managed to in time for the 1.9 release, and I have some truly insane ideas now I know how to mess with configurable joints effectively. One final issue to conquer with the hitch, and that may see the light of day too, which it itself I'm quite excited about, but will open to door to a stack of other cool stuff I've not even mentioned yet. Big thanks to Aqua for stepping in and giving me a hand, along with the usual suspects. SOONTM
  7. The thought had occurred! I will put it on the enhancements list, as I know this is something Squad are looking to do in their stock module for 1.1. At the moment, it is just feel and guesstimation.
  8. You're very welcome with the logs complaining about config nodes, it had to be KSP related. Happy to help! If you look through KSP's log after it's loaded the parts you may even find the specfic culprit in that install. Part Tools' error handling isn't all that, so doesn't take much to make it say "no". Might just be an incorrectly formatted config file.
  9. Try pointing it to a fresh KSP install? Looks like it might be freaking out over a corrupt or incomplete config somewhere as it tries to pick up stuff in the database.
  10. In a nutshell: Spring strength is just that: the ability of the suspension spring to resist being compressed. If your craft squashes your wheels to the limit of their travel, it's not strong enough. If the suspension doesn't compress a little with the weight of your craft applied on it, it's too strong. Ideally, the suspension ought to be about 50% compressed at rest. The damper defines how quickly the suspension will deflect under changing load. Too low, and the suspension will oscillate up and down. Too high, and it will resist even slow changes. It affects the handling quite a bit, so play around. Ride height is a bit disingenuous: it should be renamed "suspension travel". It's simply how long the maximum suspension travel is. Experiment, you'll soon get a feel for it.
  11. Tricky when we have people from all over the planet in different time zones! It's always available for a little while after as a past broadcast on Twitch, but I usually get around to sticking up the YouTube sooner or later.
  12. Looking at the bug tracker, it's just a few config bits remaining to sort out. So yes!
  13. I've got to admit, I did have fun making monster truck type stuff when I first made those wheels. Long suspension travel was something of a revelation, as was a sensible grip level. Grab a vid if you can! EDIT: Haha! Yeah, was a bit of a fustercluck sorting textures after the DDS/revert debacle. Just sorting a few other bits...
  14. There two problems in KSP: Wheel colliders, by default, don't take any notice of the mass they're moving. Ever notice how a heavy rover accelerates at the same rate as a light one? Yup. The control method is digital. What happens with a powerful truck when you mash full throttle with instant torque available? See why dragsters need wheelie bars? That vessel is waaaaaay too light for big wheels at default torque. You've made the equivalent of a monster truck. Which is, to be fair, what they're mostly for. The next version includes some smoothing of control inputs. It also passes the correct weight of the vessel to the wheel colliders, which means there's a little bit more finesse to setting up the torque values. You ought to be happy with the forthcoming release: Not many new parts; lots of changes under the hood!
  15. Yeah, I never finished the alternate APU. Maybe I ought to pick that back up... Shiny parts do need fixing by generating spec maps. I'll look into the between size textures. I might be able to squeeze some stuff for the rollcages in some of the empty space of the rover body texture (they don't need much), so you get a decent amount of parts for a large-ish texture. The trouble is with the rover body, there's lots of part to cover, so you do actually need the pixels. There's not much of the rollcages, so they can fit in the gaps!!
  16. I believe there's a section in the mod dev links sticky that ought to be able to help with explaining the nodes. The first three sets of numbers are the position of the node, the second set are orientation. The last is the size of the node. For auto fairing, create a mesh as normal for it and tag it in Unity as Icon_Hidden. KSP will do the rest hiding as appropriate. Hopefully that'll get you going, but shout if you run into trouble.
  17. A screen grab in vab as well as config would be handy too. Probably node orientation
  18. Yeah, I always record them. Thanks, no idea how I got that wrong!!
  19. I've got an eye one it. Will try and pick up after next KF release is out. It's a good fit with the rover bodies, rollcages and structural parts I've got planned..
  20. Anyone up for some more? Thinking Thursday, 21:00 BST. Got some notes on covering basic unity stuff: initial setup, part tools install, importing, exporting, colliders, materials, export, common problems, troubleshooting. Might even get into a little animation. This will be a newbie friendly one, right from the start. YouTube from the last one is up, will post a link later.
  21. Nah, you just drag the unzipped contents of part tools .23 into the assets folder of your unity project. No need for .20 first. Mods, could we get a note in the OP of this thread to that effect please? This continues to cause confusion.
  22. Yeah, my bad. I was experimenting and left the wrong version on! Makes you wonder, yes... Spanner made the APU, so I hadn't noticed that. I expect that's just a place holder for a normal map he didn't get around to creating, so might as well squish it.
  23. Oh, I see! Some of the materials have the wrong normal maps selected, that's all then. Easily fixed.
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