-
Posts
2,419 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lo-fi
-
The new wheel colliders will break the mod for certain. The new modules need to be written for the stock game, but it looks like writing a custom module like KF that will handle the more esoteric parts is not so much of an option. I certainly can't afford to buy a license for Edy's code, and it sounds like it would be quite a task recreating all that work myself. There's a slim chance the new stock modules will have the feature set I've built into KF (and possibly more), though whether they're flexible enough to deal with the range of part styles remains to be seen.
-
Hiding an animation when it stops (?)
lo-fi replied to MOARdV's topic in KSP1 C# Plugin Development Help and Support
No, what xEvilReeperx means is to have two separate animation clips. One with your loop and the light on, the other simply with the light off - can be single keyframe. Using animation.blend, rather than play, you can set it to blend over right to the animation with the off state. It's rather cunning! Shout if that doesn't make sense, though -
[Tutorial] Animated Landing Leg w/ Suspension
lo-fi replied to BahamutoD's topic in KSP1 Mod Development
That's another major gotcha with wheels as well if I recall correctly. The setup and config for legs is very similar to wheels, a tutorial for which can be found . Same goes for landing gear. Probably goes through some of the common mistakes in there, so worth a watch. The bit about colliders (not wheel colliders) in the wheel applies to colliders in feet just the same, and IIRC, it goes through placement of the wheel colliders and other GameObjects like suspension, which applies equally to the piston in a landing leg. -
Well, not directly. The textures are tga, and after all the FUD about tga texture not loading correctly, I never saw the problem or had a single bug report. As usual with these things, the truth lies buried somewhere beneath, and it appears that the tga bug only happens when using MODEL nodes. I'll swap to png and see how it goes. DDS can do one, it looks terrible.
-
Yeah, it wouldn't be impossible to add a toggle in the editor. Won't help kronal, though! Well, unless using an earlier version of the parts that don't have the arrows, like the early 1.8 releases. No idea what's up with the texture loading. One load its fine, the next none of the tracks in the single folder have any textures. I tried adding texture = lines to the model nodes too, but that results in a loader crash. Incredibly frustrating! The github stuff takes up a whole bunch of space, don't forget. Think it's about 80 with released parts? Still a very worthwhile saving with the texture sharing. Can you post an example config for the long tracks?
-
Ah ha! That'll do it, Madrias Doh, keep forgetting to add you in as contrib. Will fix shortly. Errr. No way I can think of to remove the arrows. They got added because I got fed up with "wheels no work" when people kept putting them upside down. Funnily enough i havent had a single issue since! How does vessel viewer deal with engine shrouds though? Does it show them?
-
[Tutorial] Animated Landing Leg w/ Suspension
lo-fi replied to BahamutoD's topic in KSP1 Mod Development
Yeah, the modules are very similar, which isn't that surprising given that they're wheel collider related. I guess an FOG (Frequently Occurring Gotchyas) list would be helpful in lieu of a full tutorial. -
You're right, we could do with some beauty shots, and if you get round to getting a few that'd be fantastic, Tyren. Not that concerned though - I don't get paid any more if more people do download nearly 100k seems like quite a lot already! Nah, won't register as splashed. You could check if what they're colliding with is called "ModuleWaterSlider.Collider", though. That ought to be pretty robust: if (string.Equals("ModuleWaterSlider.Collider", col.gameObject.name)) { //do some stuff } I think the repulsor dustfx and normal dustfx could probably be amalgamated, along with a few checks to see what modules are running on the part. Would save a hell of a lot of duplicate code! There's about a ton of stuff that can be stripped out too. It might even be worth stripping down the DustFX stuff to some static methods that get fired by collider collision info being handled by KFModuleWheel and KFRepulsor, which both hold lists of wheel colliders themselves and grab hit info anyway (or should in the case of KFRepulsor). Another thought I had for effects on the tracks is use the list of colliders to set limits for random number generation and have a wheel collider in multi-collider parts (tracks, repulsors etc) get randomly selected to spawn the particles from its collision location. That way it certainly won't overload and would give a nicely spread effect. Don't want to do too much while you're messing around yourself, though, or we'll end up committing changes to the same file and GitHub will complain bitterly. - - - Updated - - - It's broadly similar to the dust thrown up from CollisionFX by PizzaOverlord, except we're trying to do something more specific with it. Assuming that's what you're on about?
-
[Tutorial] Animated Landing Leg w/ Suspension
lo-fi replied to BahamutoD's topic in KSP1 Mod Development
I've not done too much myself, but having messed about with the wheels which are similar I have a rough idea what's going on. Maybe time for another tutorial with some of the common mistakes covered! -
[Tutorial] Animated Landing Leg w/ Suspension
lo-fi replied to BahamutoD's topic in KSP1 Mod Development
I would, but it's not my tutorial Baha is a little busy these days, so I try to keep an eye. Glad you got it sorted - the origin (I'm guessing that's Blender-speak for pivot) seems to trip a few people up. Something I tend to forget because cause I've dealt with this stuff so many times. Good practice to have the animation component somewhere near the root of the hierarchy, as you seem to have found.