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Everything posted by lo-fi
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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
Apologies to everyone that was planning to tune in. Real life has got in the way in rather a major way today, so I'm going to have to postpone provisionally, let's say next Wednesday. Sorry everyone, I was looking forward to doing this! -
Bad times ahead :/ I've run into that unity package during my own research - he does seem to know his stuff. The problem here will be that everything will get tied into the stock modules to implement the workarounds in that package. Now, I would either have to implement the same sort of fixes myself (if I'm even able) or just use the stock modules. Which means none of the more advanced KF features any more. Neither way will allow the tracks to survive Thanks for the info, I'll be keeping a close eye.
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I can't actually get the ERS wheel to work properly with the latest release. The orientation is all screwed up :/ The other wheel is from Wayland something - it was requested a few pages back. Quite a nice looking wheel. I know think there is a "this way up" on the inverting track. Adding a check seemed a bit redundant, as they work fine if attached to the craft the correct way up, then its flipped over. For a game about rockets, KSP has an interesting way of defining up
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Do you mean the RBI inverting tracks? In which case, try putting them the other way up. The tracks have two steering modes: low speed is handled by differential motor action, but this is ineffective at high speed, which is achieved by braking the inside track. Mounting the tracks upside down confuses the orientation routine and leads to what you're describing. Unless you're using something else, in which case it could be a bug. Yeah, thanks for that. I'll look at converting and exporting some models to see how it goes.
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Helwyr Replica Starships LTD (accepting Requests!)
lo-fi replied to Admiral-Helwyr's topic in KSP1 Mod Development
Is it a large texture? Unity defaults to down scaling everything to 1024, so check your exported textures. -
I'd look at extra planetary launch pads, it ought to point the way for you.
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Confused and just starting.
lo-fi replied to Caithloki's topic in KSP1 Modelling and Texturing Discussion
This ought to get you going: -
I've not really had any feedback yet, so thank you. I'll have a look at tweaking the settings; I have to do some crazy stuff in-game to make them behave nicely. Good point. It only disables tweakables and action groups for the parts you've set it on and I'll make sure they get forced to group zero, so will be unaffected by any settings changes actioned from other ordinary wheels
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These are the wheel configs you're looking for Just slap them somewhere inside GameData and you're good to go. There was a small bug with the small wheels, but I think I fixed that the other day. No overspeed or impact damage is currently modelled with KF, and you'll have no problems with the wheels sounds mod. You'll just need what's in the plugins and sounds directory (IIRC) and can remove all the directories containing parts. Have fun!
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Ah, I see. I've been doing some work with Riocrokite on implementing a rough rolling resistance model, which will be in the next incremental release. This means rolling resistance will vary depending on the parts design, size, load and speed. All will behave differently, which I think ought to be a nice differentiator to other mods. If you want to mess about with it now, there is a simple, constant rollingResistance config field you can play with.
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Animations in Unity, need help.
lo-fi replied to DV-13's topic in KSP1 Modelling and Texturing Discussion
IIRC, MAG will only play the first clip in an animation. Which explains what you're finding. What you'll need to do is set up animation components on each of the GO's you want to animate and have their own, single clip as a single element inside that. -
Animations in Unity, need help.
lo-fi replied to DV-13's topic in KSP1 Modelling and Texturing Discussion
You'll need to post your config too, at least, please. KSP does now support multiple animations, but I'm not sure if it does so as clips within a single animation component.