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lo-fi

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Everything posted by lo-fi

  1. Hmmm. I'm trying to recall how KSP implements rigid body. I seem to recall each part having its own - it has to for joints to work - but had a feeling it did some weird reparenting shenanigans inside the vessel. Let's hope all is not lost. Besides, it hasn't happened yet, and the wheel colliders may be a lot better!
  2. Excellent, haven't had a chance to have a proper look yet. EDIT: Looks great, thank you so much! Ought to look at power, braking and steering too I guess! Agreed, the wheel limit is ridiculous. I don't think Squad will have much of a say. It's not even a Unity thing as far as I can see: it's a physx thing. Possible we will still be able to use legacy colliders, though. I hold out hope!
  3. I missed this somehow. Thanks for the heads up, I'll have to see what happens when they release it. Could be good! UPDATE: Unity 5 will limit to 20 wheel colliders per rigidbody (vessel). Not good :/ The long tracks, for example, use 9 wheel colliders each, so adding more than two units per vessel will no longer be possible and will probably just lead to random failure of some of the wheels. $%&£
  4. Thanks guys Wasn't quite sure about them, but I had fun making the effects and glad you're liking the new repulsors. Cockpit is from nli2work's Space Tug. The IVA is not complete yet as far as I know, but it's awesome anyway.
  5. They _always_ repulse towards the planet. Doesn't matter what angle you're trying to lithobrake at, they'll do their best to save your Kerbals asses Nothing on the hitch I'm afraid; I got stuck on the persistence and time warp issues. May need some serious help with that if it's ever going to get solved.
  6. So, I've been playing with another repulsor design. These ones are truly omni-directional: Gaalidas, over to you with the dust effects configs
  7. Ah, no. The retract isn't animation based as it is... Sorry, remembered you asked in pm, and I forgot to reply. I need to do a quick check on some other stuff, but I think its good to go apart from that.
  8. I can answer this one. I grabbed Unity 4.3 when I first started, having missed the requirement for Unity 4.2.2 for animations etc. I ended up abandoning everything and starting again and re-rigging every part in 4.2.2 when I realised my mistake, because the 4.3 project wasn't backwards compatible. I use a separate scene for each part, so using the method Sumghai would have saved me considerable work if I'd known about it. We've seen a lot of this lately: "I'm using Unity 5 and I've got this issue". We all know what the answer boils down to, so this is a valuable resource to be able to point those people to.
  9. Yeah, I've got that nailed. Make sure unit setup is set to generic units, model to ten times scale, then export at 1 unit = .1 meters. Requires a tiny but of thought whije modeking, but it's not a huge sacrifice to make.
  10. Ah, the wheel tread pattern swap. I need to look into that. And the left/right thing is just me configuring the side swap wrong. Invert the names in the .cfg and it'll be fixed. You don't need JSI installed Retract is on the list for when I tackle landing gear. I'll probably write my own animation module. Awesome, I'll take a look later. Off to see Mad Max shortly
  11. The part failed to export correctly. Always check the console log in Unity!!!! File error: Load(Model): VramJet/Parts/Engine/ramJet/ramJet (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Model load error in 'C:\KSP_win\GameData\VramJet\Parts\Engine\ramJet\ramJet.mu' This means that the .mu file ended before KSP expected it to - it's incomplete. Which in turn means that PartTools bombed out before it finished writing the file. It's often caused by having a mesh collider, mesh renderer or similar assigned to a GO without a mesh filter. Borked animations can also cause this, but check for rogue GO's first. As LordPrometheus pointed out, it can also be a material that hasn't had a shader properly assigned. Either way, something is stopping PartTools from exporting it correctly.
  12. Not sure yet. There seem to be quite a few people who would like some insight into how to the tracks are made. It's a hell of a process, and took me months to perfect, so this is about the only way to pass the info on in a concise fashion. I have yet to tackle landing gear - my plugin needs an animation update to get that going really, but I do kinda have an eye on it. Probably not this time! Yes, I'll record and post Excellent, thank you! If Zodius is around, I'll try and spend a few minutes at the end going through the plugin stuff in-depth for you guys too. - - - Updated - - - Yeah, I got it nailed to do the second stream and the YT And nobody needs to see that
  13. Newbie modding tutorial. Mostly covering Unity. Initial setup, part tools, model import, materials, common problems, troubleshooting, maybe a little animation. All welcome! http://www.twitch.tv/kerbalfoundries
  14. Thanks for the updates, Gaalidas. No need to work over the "experimental" modules, though. They tend to change fast, so unused bits don't always stay that way for long. Great stuff keeping up with TS; I'm well out of touch with that. Will look at your DustFX when I get a few minutes next. Stock wheel configs are up to date, thought the S2 seems to have a "stick in the runway" bug I can't narrow down yet. Was also a "dual scaletype" sort of TS error in the log, though my dev install is probably a little all over the place and it may just be my copy.
  15. The other thing I make use of from time to time is the script mentioned in this excellent tutorial: http://www.neilblevins.com/cg_education/vertex_map_wear/vertex_map_wear.htm I know the thread isn't about tutorials, but the script on its own without any frame of reference is a little meaningless. It can be tough to get the settings just right, but for quickly producing edge-wear on small detail pieces it can be really useful.
  16. I make use of http://max.klanky.com/plugins.htm quite a bit. Not really for low poly models directly, but it's great for proceduraly generating details for textures when rendered out to 2D on a flat plane.
  17. I'll make sure the stock configs are up to date - they probably aren't. Interested in feedback on the ASET wheel.
  18. Just modify the steeringCurve values in the config. For each key, the first value represents speed in m/s, the second is the torque applied. Up the second value and more steering torque is available. Simple
  19. Ah, skinned mesh always makes them tiny for me
  20. Thanks D, that plays into my hands for what I'm doing, but great to have noted down for future reference.
  21. I think I've had that when I've forgotten colliders..
  22. There's a public repo called wheelconfigs And you MUST have the latest version of the kf plugin from dev for it to work.
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