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Everything posted by lo-fi
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Cool. Preliminary version now up, though I've only set up the config correctly for the medium track so far. Gaalidas, I'm really sorry. I was trying to merge the changes together, hit the Git console too hard, and it overwrote some of your optimisations. Thinking of splitting off the KF plugin into its own repo and taking the source out of the parts directory. Should make life a lot easier. Also, I should mention that the dev repulsors will probably be broken, and there are some new ones. Play at your peril: I can't remember where I left it all!
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[WIP] Never Enuff Dakka:- A BDArmory expansion [Release 3]
lo-fi replied to PrototypeTheta's topic in KSP1 Mod Development
Looks like you could use a rover body that's a little more tank-a-like... Nice work, anyway! -
Is it just me that finds the dds converted textures horribly ugly? I've tried lillieman's, as well as the Gimp plugin, and both produce textures that look like poor quality jpegs :/ Am I doing something wrong - I tried with and without mipmaps - or is this just something you have to put up with if you're going to go for DDS? I've also tried going back to the source xcf instead of the exported texture, but I just can't seem to get anything to look crisp as a compressed DDS. Also, thank you for the info either way!
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Balls. Appears Gaalidas did a load of source updates which I didn't sync while I was bashing things myself. Now trying to unwrangle the conflicted files :/ Once I've done that, you can have a play around with the new config options for rolling resistance, Riocrokite. I think you've got access to the dev stuff?
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Confirmed working perfectly in 1.0.x without recompile Grab it and enjoy.
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Ah, OK. That would make sense. What you'll need to do is look through the mm configs that come with them and work out what they replace the standard fuels with. This may well be documented. You can look through a save or persistence file too - you'll quickly find what fuels it's saving. Then you can config bash the KF configs to match, or write an MM patch. Pretty sure that'll sort it out
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Yes, that's because the rover body has some mono propellant. It's something to do with your install, so take a long look at what mods you're running, understand what they do, then we can maybe work out a way to bash the configs to the correct fuel types for whatever you're running. You're trying to make it waaaaaaay too complicated. Rolling resistance for a wheel is pretty much constant for a given load over normal speed range - that's all there is to it. Will rise as laden weight increases. Tracks are a little more complicated, though it just needs to increase with speed and not rise so much as weight is applied compared to a wheel. I'll just define the (currently over simple) rollingResistance constant as a floatcurve and add a coefficient multiplier for weight, which may also end up being a floatcurve. For wheels, you'll just config it flat, for tracks you can tweak the curve to suit the design. Likewise with the weight multiplier. There's not really any way to change things for different surfaces in KSP (other than biomes, I suppose), so that's a non starter.
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There appears to be an issue with one of those I'd say. Do any of them use MM configs to change fuel types for existing engines? The part load fails because LiquidFuel is not in the database - presumably because it's been removed by another mod to be replaced with something else. It's probably that, rather than effects.
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Well it gets generated the moment the game starts, not just when it crashes... Assuming you're using the windows build of KSP, it'll be in the ksp_data folder. - - - Updated - - - Perfect, thank you. Running any mods that mess about extra sounds, effects or fuels types? I get: PartLoader: Compiling Part 'KerbalFoundries/APU/LoFiAPUrevA/KF_AuxiliaryPowerUnit' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EffectList: Created 11 effect types
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Hello! Any chance you can bump this to 1.x please? Also, is it maybe possible to extend the trick to redo the bounding box with the part in game? We're getting issues now with SPH and runway sizes, as well as aero, shielding and heating problems because KSP thinks the tracks are far bigger than they actually are. I'll have a thumb through the code myself, but I'm a little out of my depth here. Thanks, as ever! Lo-Fi
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I think all your points are pretty neatly addressed by a rolling resistance constant. I say constant because for wheels, it doesn't change much with speed. Though as you point out, it needs to be correctly multiplied with laden weight. This would neatly nerf acceleration and top speed for heavily laden wheels and increase power usage. Tracks probably need a rolling resistance curve, but this is easy to roll into the same config fields as wheels. Tracks need a curve, wheels need a flat line. I'll work on something. The reason I went with LFO is it can then be used in any situation, not just planets with burnable atmosphere. Would be rather limiting otherwise!
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Good point, Gaalidas. Will need a log. That's a well known bug, Danet88. Bounds detection for the skinned mesh that the tracks use does not work correctly in KSP. It's something I'm afraid I can do nothing about, which is a pain because it's causing aero, shielding and hearing problems too. I'll log it with squad again as it's causing even more problems than before!
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Ive seen a lot of these type of threads come and go. Let me tell you how I started - and you can read the Kerbal Foundries thread to draw your own conclusions... I was unhappy with wheels. Particularly their lack of suspension adjustment. I searched high and low for mods that could rectify this, asked a few questions and met with answers like "oh, it's baked into the parts, you can't change it". Well, not to take anybody at their word, I started digging. I found the unity docs, which suggested otherwise, along with some outdated stuff on the wiki on how to make a KSP plugin. With little experience as a programmer and none making a game mod, I set about figuring out wheels in KSP. Along the way, people have decided they like what I'm doing and joined the project. Not because I asked them really, more because they liked what I've been doing and felt they could contribute. It's both awesome and humbling. 50k downloads and 300,000 thread views later, and I'm still gobsmacked by the support I've been offered on my incredible journey into game modding. But it wouldn't be here now if I hadn't picked up the tools and show people my vision - such as it was - for a KSP mod. So my point is this: if you've got a vision, pick up the tools and show it. Others will follow, assist and contribute if they share that vision.
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Indeed, I just bumped it. Hadn't even realised they'd released two patches! I see what you're getting at with the procedural, but if you saw what I have to rig up to make the tracks move like they do you'd probably have to lift your jaw back up, sit down and have a stiff drink Trust me, it ain't that easy! Maybe I ought to live stream some of my experimental work? I just peeked at the thread stats.. 300,000 views! Mental. DustFX sounds great! Is this something you've released?? If not, we ought to get on it. Also, considering taking the plunge and actually doing a full KF release. Need to have a crack at that repulsor bug and do a proper configuration balance, but apart from that I believe it's ready to go.
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Help with audio in part configs...
lo-fi replied to SkyWest1218's topic in KSP1 C# Plugin Development Help and Support
The first number is an arbitrary value that the part module controlling the sound sends the sound module. The second is the actual pitch or volume of the sound for that value that's sent. It interpolates the rest. So to make UT quieter at full volume, you'd change to: volume = 1.5 1.1 Similarly for the pitch, and all values in between are interpolated. Hope that makes sense? -
The way the skinned mesh and the texture rotation works means that's a big fat no I'm afraid. Being very clever about it, variable width has a slim chance of being feasible, but it's more than I'm up for tackling! They're probably some of the most technically complicated parts in the game, so messing with them at runtime is not so easy :/