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Everything posted by lo-fi
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Funny you should mention that, nli2work did a cool POC of that, and was asking about syncing the legs. Sort of on the back burner until I have a flash of inspiration for how to do it I'd love to! I think it just uses one of the stock sounds. What I think would be percect is the lovely soft turbine sound from the drone at the start of Interstellar. Submissions welcomed with open arms for sound clips, though!
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Achieving Asymmetry on surface mounted parts
lo-fi replied to Udsahn's topic in KSP1 Modelling and Texturing Discussion
It's to do with how the part is oriented in Unity before export. There was a thread explaining this, but I can't find it right now Make sure that the parts forward axis is Y, and lateral axis is X. It should look in Unity as it does in the VAB. Hope that makes sense?- 1 reply
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As martinezfg11 said, just drop the unzipped parttools directory into the assets folder of your unity project.
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Either way would be cool I haven't even played much IVA myself, so I've not really got much idea what's available or how to set up. This will be a slow burn for me too, so no hurry this end! I'll get a WIP package posted so you can have a play around if you feel like it.
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Hi guys I haven't done much for a while, and have limited time these days, but this seemed like too cool a thing to be left in my imagination: Just a bit of fun, really! I can get the model finished and textured, but the IVA prop stuff is all new to me, so I was wondering if anyone with some experience fancies picking that part of the project up? As you can see, it's not an external command seat; I'm using JSITransparentPod. I've not seen much 'open cockpit' stuff done this way, so thought I'd give it a go. It can, of course, be easily configured as an external command seat for those that might want it to work that way. Thinking the back ought to be some kind of container or something.. General thoughts welcome!
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Ahhhh, mipmaps make perfect sense. Thank you! Yeah, I guessed the DDS loader mod is now obsolete (not that I ever used it). I'll do some further experimentation and benchmarking to see what the deal is. Hope you find something to do easy conversion. The comment was too genius to be left to be forgotten in an obscure forum post! Patience, my young padawan, patience...
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Yeah - it seems to spit out the texture the right orientation (I have a feeling it was dds loader that flipped them, but I could be wrong), but the quality is shocking after. I'll have to do a little research into what it's looking to be fed, as I'm sure it's my fault. Not blaming the tool at this stage!! In other news: Yeah, I couldn't stay away forever Progress will be slow, but bits and pieces will appear here and there eventually. That's a proper command pod using JSITransparent, by the way. Not an external command seat.
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Thanks dude, just got my first IVA working with transparent pod as well. Couldn't have done it without your tutorials
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[Answered]Stack Nodes refusing to connect
lo-fi replied to FreeThinker's topic in KSP1 C# Plugin Development Help and Support
In the few minutes I've spent messing with 1.0 so far, I realised they seem to have tightened up the stack orientation rules. For example, take the small octagonal probe core, and try attaching a truss. You used to be able to attach the truss to either node on the core, with one way clipping the core inside the truss. Not any more!! Check your node vectors, or use actual transforms and NODE definitions (IIRC). DDS is just the textures - I assume they've switched to this for speed an memory optimisation. I doubt very much it'll have anything to do with stack node issues. -
Now them there are crazy thoughts. The repulsor physics range thing is a pain, as is just about everything to do with vessel packing, start routines and all that shenanigans. Experience trying to get the hitch working taught me one thing about KSP, and the three letter W, T and F pretty much sum it up. Also, just seen the dds support in 1.0. Will look at converting textures as soon as I can.
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Cheers! No great secret - its just that I don't tend to use much of the KSP API, so when they change It, theres no impact No drama. I honestly have no idea what the stock modules do I'm afraid. The KF modules require far more information than stock, in that they need to know position in the vessel relative to each other as well as their orientation to enable the advanced steering features, groups etc. It's complicated trying to cover all the bases in a sandbox environment where just about anything is possible and nothing is fixed, though. I'll keep that particular situation in mind and see if I get any bright ideas. Thanks for the info, and a sensible bug report!
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Feel free to tinker! I'm just seeing if I can get 1.0 to download so I can see if I need to update. If I can remember how to code.. Cheers dude. You're right, I couldn't just leave it without checking in at least now and then Thanks for the info, that's really interesting. I'll get back to you when I've had a bit more time to absorb. Ahhh. So the wheels look at their orientation in relation to the craft at start of flight to determine which direction the motor needs to go, and their relative position for steering. I've not looked at the craft, but it sounds like you're foxing that with your retract/deploy method. I suspect a save/reload once deployed ought to fix as a workaround, but there's not a lot I can do apart from maybe adding a "reconfigure" button which would be of limited use to most people. Looking at 1.0 compatibility now...
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
lo-fi replied to riocrokite's topic in KSP1 Mod Releases
Loving the latest stuff! Really nice work. -
Comment blocks sound like a great idea! I did run through it with Zodius; that stupid attach node symmetry bug means I would either have to change the code and remodel all my parts (which will break every single game using the parts), create a fork just for his stuff, or recode things so the orientation is configurable. None of which I'm keen on doing, as that part of the code is like the gunnery from Nostalgia for Infinity (some may get this reference - I bet most won't). Yeah, feel free, Riocrokite! chargeConsumptionRate is indeed what you want. It's not specified explicitly in configs as it defaults to 1 in code. Non powered wheels are easy enough; I think there is even a config field for hasSteering and hasMotor, though it's months since I looked at my own code. If not, just set the curves to zero. Suspension stuff... Not sure there's an easy way to up that without other stuff. Could use the tweakscale field maybe? New stuff? Lacking time and motivation I'm afraid. V8 land rover project, new lady, summer horse stuff and a healthy business kinda get in the way of grinding KSP into submission :/ I may get a flash of inspiration at some point, but more likely come winter! Mostly, its more perspiration than inspiration at this point though, which is why I've moved on to other things I guess.
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Thanks guys. I suspect this is wrapped up in control theory. Welcome to the world of negative feedback, phase changes and control loop stability. I reckon I know what's going on (notice the kf wheels do not just snap left and right instantly? It'll cause a delay in mechjebs control loop. Too large a delay causes negative feedback to turn into positive), but it'll be a mechjeb fix if my theory is right. Might be best off asking over there. The hunting you describe is a dead giveaway, though.
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I'd suggest fixing the nulls refs from some other mod and see if it stops happening: UnityException: Input Key named: [] is unknown at (wrapper managed-to-native) UnityEngine.Input:GetKeyDownString (string) at UnityEngine.Input.GetKeyDown (System.String name) [0x00000] in <filename unknown>:0 at KAS.KASAddonControlKey.UpdateWinchCableControl () [0x00000] in <filename unknown>:0 at KAS.KASAddonControlKey.Update () [0x00000] in <filename unknown>:0 - - - Updated - - - And they're great looking wheel, Zodius!