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Everything posted by lo-fi
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Ahh, drag cubes. I haven't found the will to fight with those yet. Don't think the retract state would make any difference, but if I can define custom drag cubes it'll probably help. Still doesn't stop KSP thinking the parts are bigger than they really are for assembly building sizing. Nope, actually didn't get the reference?? I just thought it was hilarious. And if you google it now, it comes up with all my posts in this forum! Which is kinda cool, and very handy..
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Notice the PART { //name, etc } This is important, as it tells KSP that's what in this configuration file is information for a part, rather than an internalspace or prop. This was previously done by having them in those directories respectively. Wrap that around the stuff (remember to use curly brackets) in your config, move it to a folder in GameData and rejoice. EDIT: Ninja'd
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Yeah, quite a lot of thread to go through - thanks for trying! No impact damage or overspeed implemented yet. As they're not driven with the stock modules, it's not something they automatically inherit, unlike many other mod wheels. I think if I do, it'll be something like increasing the rolling resistance the more damage they take, rather than flat out breaking, sticking in the floor and flipping the whole rover over at the slightest hint of a bump. Or something like that anyway. Landing gear tracks are going to be awesome, electronicfox! I'm thinking about writing a plugin module to allow changing the angle they sit at, a little like Bahamuto's. The rest is all there ready to rock.
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Using the LookAt Constraint
lo-fi replied to Starbuckminsterfullerton's topic in KSP1 Modelling and Texturing Discussion
1) the local pivot of the named GO it's applied to 2) Z+ 3) it will rotate around the X axis. Put them facing each other, correctly aligned to start with. I've seen people align them to world Z, or something equally bizarre.. youtube runs through it toward the end if you need any further guidance.- 1 reply
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You guys crack me up. You're always welcome to plug your work, electronicfox Gaalidas, I'm going to rip the DustFX module apart and rebuild it. We can do even better. I'm going to make it superfabulous (man, that sounds really camp). Anyway, I've separated the plugin into its own GitHub repo - it will make things much easier going forwards. From now on, this is how I will distribute source, so no more SRC folder in the download.
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I guess you probably want a different type of rollcage for what you want to do, Madrias? Something that stacks would fit well with the stuff Electronicfox is about to release. That's a pain, Gaalidas. TS has been working fine for me, but I haven't updated in ages.. Best to consider the ERS wheel experimental at best. I'll have a look, and will fix the tread, but it's been behaving in my limited testing after fixing the plugin.
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Was actually referring to Tyren sounding like Gaalidas, but you ninja'd that post in ahead of mine Thanks, I'll stick some props in and see how it comes out. Will see what I can do about other parts to attach to it and making some sensible attachment points. Sounds like a lot of work configuring the MFD's, so I'll probably grab some default ones from something else. If I even use them. Maybe it might be better to keep this simple.. I have no idea either, but an educated guess and knowing what mathf.clamp() does, tells me that the code is telling that instance of the emitter to emit a certain amount of particles within limits. Always refer to the Unity docs, they're really good. That's pretty much how I've figured out how to do all the stuff I've coded. Don't worry about the test module! I never do. Just break stuff, and don't commit it if it's really broken. You've always got the last commit to fall back on if you get totally lost. Adding a slider is easy, just copy one the the fields from KFModuleWheel or something. That's what I did from the critter crawler when I was starting out - it's pretty self explanatory how it all works, and all it does is modify a value.
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Wheels, tracks and rolly-type things [IDEAS and INSPIRATION]
lo-fi replied to lo-fi's topic in KSP1 Mods Discussions
Deformable tyres would be really sweet, but also quite hard to do. Indeed, the mecanum wheels are looking really good! -
You sound frighteningly like Gaalidas. This worries me... - - - Updated - - - Yes, that occurred to me too about the front panel. Didn't see it until I drove IVA. Any hints on props? I guess I should RPM, as I'm using JSI transparent? Nli2work's video tutorials are awesome if it's something you feel like having a bash at? Lights. Yeah, that'd be cool! Good to hear from you, by the way!
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Yeah, it ought to be. Nice idea This is all new to us, so a bit of a learning curve. I love the effect, though. Surely this is where you want to be messing about for emission density? kfdustFx.particleEmitter.maxEnergy = speed / (maxDustEnergyDiv * correctionvalue); kfdustFx.particleEmitter.maxEmission = Mathf.Clamp((speed * (maxDustEmissionMult * correctionvalue)), minDustEmission, (maxDustEmission * correctionvalue)); kfdustFx.particleEmitter.Emit();
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I'll double check, but I think we're cool licensing. Once I'd worked out what was going on, I spotted what I could tweak. It wasn't a lot of work. The collision info has a list or array of hits, and Pizza was only using the first entry. We can still streamline it a lot, I think, but it works well in-game as it is. I was thinking, maybe there's a way to sample the colour of what the parts are colliding with by using a camera. That way you could ditch the biome stuff and have it all calculated realtime. Would be very cool, and we can crib some stuff from the reflective windows plugin for clues how to do it. I'm now quite happy with the LookAt, and I've improved the mirror code, so we're good to go with things like the BV and TT (Thunder Tank) tracks. I've decided on a consistent style I want to go with, so I'll complete those models as such. I'll also continue setting up the parts in on folder for texture sharing. It makes a lot of sense doing it that way. Any suggestions for what the collcage needs to complete it?
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FlightGlobals.ActiveVessel.mainBody.transform.position will give you the centre of the current celestial body. FlightGlobals.ActiveVessel.mainBody.transform.position - this.vessel.transform.position; ought to give you a vector pointing straight down. I think. Could be the other way around. Or you could do SomeTransformInYouPart.transform.LookAt(FlightGlobals.ActiveVessel.mainBody.transform.position); to make an object point down. And by down, I mean the centre of gravity in the current SOI HTH?
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I may have left the config option in by mistake... From memory, what it does is find the closest collision on a given part and emit from there. It doesn't actually do anything wheel collider specific, they just count as collisions. What I propose, is to use the list of wheel colliders exposed in KFModuleWheel - or generate another one - and use their groundhit info (as well as slip, speed, ground force etc.) to aggregate an average ground contact point from which to emit the effect. In other words, use wheel collider specific data - not as hard as it sounds. Going to be very cool. I'd *love* a way to make tyre/tread tracks get left on the ground too. EDIT: Crikey, this stuff is interesting. Needs a major overhaul for what I had in mind... EDIT2: Updated to produce the effect from an average position of the contact points. This pleases me. Also, do we have permission from PizzaOverlord to use/bastardise his code like this, and what license was it?
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Modding live stream - Thursday 30th July 21:00 BST
lo-fi replied to lo-fi's topic in KSP1 Mod Development
Cheers dude. Had to stop/start the stream to down the quality a little, which is why there are two -
Modding live stream - Thursday 30th July 21:00 BST
lo-fi replied to lo-fi's topic in KSP1 Mod Development
OK, no idea how many people were watching, but hope that was interesting/useful! Any questions, please feel free. -
Modding live stream - Thursday 30th July 21:00 BST
lo-fi replied to lo-fi's topic in KSP1 Mod Development
Running a little late! 21:15 -
Modding live stream - Thursday 30th July 21:00 BST
lo-fi replied to lo-fi's topic in KSP1 Mod Development
Excellent, be great to have you along. I think the oval track I just modified the config for, so yup, it's the same!