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Everything posted by lo-fi
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Indeed; as Zodius points out, the stack nodes as they are have symmetry issues. Sadly, to fix this minor bug, I'd have to do a deal of messing with the orientation detection in the code, as well as breaking every save using the parts. The stock wheels aren't hard to figure out, I just used the blender importer to find the names of various things and popped them into the config for the kf plugin. The tricky part was sorting out the grip and suspension settings, as this required actually moving the wheel collider transform and overriding the settings in the model. Both of which I write a custom module for. You can do the same for any wheel that's set up for stock or FS originally if you follow that method. It's probably a little easier for me, as I have a fairly in depth knowledge of the inner workings, but by no means impossible for someone else to pick up. I know it ought to write some documentation, but it's boring, and been weeks since I even messed with a model, let alone some code..
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I guess you've managed to assign a different material to that part of the mesh in blender, then. I'm not entirely sure how blender works (is anybody??), but has the edge split modifier done what it says on the tin, and do you need to apply materials after that point in the stack? Is there a way to collapse the modifier stack, and does that help?
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"Baking" mesh animation based on hooks/constraints?
lo-fi replied to Orum's topic in KSP1 Modelling and Texturing Discussion
You're way over thinking this, I think. Does it really matter if the collider doesn't perfectly match the panel for the whole extension animation? I understand your reasoning, but really an approximation is fine, and nobody is going to notice a small difference while playing the game. -
"Baking" mesh animation based on hooks/constraints?
lo-fi replied to Orum's topic in KSP1 Modelling and Texturing Discussion
Can't you just animate the vertexes movement directly in blender to enlarge the box as the panel deploys? I use 3D studio myself, but that would be my approach. You could set up a skinned mesh, of course, but I can't think of a way to make that work in Unity. -
ConfigNode - Brain is not cooperating...
lo-fi replied to Gaalidas's topic in KSP1 C# Plugin Development Help and Support
Have you installed the full (extended) .net package? IIRC, there were several different versions. Or just install VS Express and it'll all work right out of the box. -
At the moment they're just comand seats, but integrated into the cage, Darren. When I've got the design a little more fleshed out I'll do a proper IVA with JSI transparent pod so it can be crewed at launch, driven IVA, have props and all that shenanigans. Slow paced as I'm just dabbling and tinkering, but I think it'll turn into something quite cool. Inspiration is the tracked quad from Prometheus What is going wrong when trying to target .net 3.5? Do you have the full (extended) framework installed? The alternative is just install VS Express, I guess.
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That sounds interesting, Gaalidas. Actually, if you want to play around with ABS, it's trivial to read the slip data from the wheel colliders. Look in the bulldozer blade class for how I access it. It's from the excellent little Space Tug by nli2work, ThorBeorn: https://kerbalstuff.com/mod/408/Space%20Tug Could do with a tweak to the hatch placement to work perfectly with the rover body, but I think it makes a great rover cockpit. Glad you're having fun! I'm messing about in an idle few minutes and came up with this, which I think is kinda cute:
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It's tricky. The problem really stems from the poor grip model on the wheel colliders. It's not too bad in what one might consider normal gravity, and you can sort of hack around the deficiencies, but up the grip in low gravity and all you'll get is rovers flipping over, which is frustrating and boring. That being said, the problem is often torque rather than grip. Due to the digital nature of controls in the game, it is somewhat low to prevent disaster the first time you hit a key. Try increasing the torque slider and using the precision control mode - this will probably help far more than messing with the grip.
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elements of a part disappear when zooming in
lo-fi replied to riocrokite's topic in KSP1 Modelling and Texturing Discussion
Yeah, it will apply skinned mesh to objects with bones. Why are you using bones for non kinematic animations though? -
Normal maps giving me grief
lo-fi replied to TiktaalikDreaming's topic in KSP1 Modelling and Texturing Discussion
Better yet is to tell Unity not to import materials. The UV placement is still imported, buf you won't get any funnies from Blender carried through. After that, create a new material in Unity with one of the KSP shaders and add in your maps. -
My opinion has always been that stock wheels had too much grip - which is why stock rovers flip over so readily - so I designed for what I felt was a reasonable amount of grip on Kerbin. Now, put the wheels on a very low gravity body like Mun and they'll slide, which is technically correct. At this point, people normally say "yes, but NASA made their moon buggy work in low gravity", to which the answer is "but they didnt expect it to do 80 mph - more like 10 - which feels painfully slow in game". The grip model on Unity wheel colliders is poor to say the least, I'm afraid, which really does not help. I may have messed up the grip of the mole track, which I'll look at, but I'm afraid there's no provision for modifying the grip either in game or config. Use the repulsors for low gravity, they're a far better option
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elements of a part disappear when zooming in
lo-fi replied to riocrokite's topic in KSP1 Modelling and Texturing Discussion
I suspect that's there in error, in that case. FYI, the tracks use skinned mesh for the deformation as the suspension moves. Plain old animated objects won't need it, so try removing it and replace with standard mesh renderer. Skinned meshes are normally used in character animation binding a mesh to bones, They can be a great tool if you want to model things like deformable pipes or something similar that you can't animate with rotations and transforms, but there's a bit of an art to setting them up just so.