-
Posts
2,419 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lo-fi
-
elements of a part disappear when zooming in
lo-fi replied to riocrokite's topic in KSP1 Modelling and Texturing Discussion
Ah, you're using a skinned mesh? KSP has a big bug with bounds detection on skinned meshes. This leads to incorrect size calculation of the craft in career, as well as the editor icons being tiny. Not directly related, and you may be aware, but fyi if that's not the case. Could be what's really causing it do disappear as the bounds may stretch behind the camera when up close -
I can't remember if the stock legs animate extension in the same way as you're trying? Good thing to do would be to use the blender .mu importer and have a peek at the stock leg hierarchy. Compare that to the config and you should get some answers
-
Yes, the new config is accurate. The modules that run the tracks and wheels have a lot to do and store a lot of variables. If you're close to the limit, actually having wheels on a vessel may just tip things over the edge. The log says you ran out of memory, and there's an end to it, really. It's not just about textures - the plugin will consume memory when doing its job too, so its entirely plausible that actually running some wheels might tip thing over the edge, where just having them loaded won't.
-
It's one of the harder things to get to grips with, I'm afraid. Doesn't help that MLL has its quirks, and I'm afraid I've not had time to do much investigation myself. You may find it easier to understand what's going on by making a wheel. Doesn't have to be a fancy textured model, just simple, untextured primitives will do. You'll find a tutorial YouTube I made in the mode dev links sticky. MLL seems to share a lot in common with ModuleWheel, so it may give you some insights. I have a slightly deeper understanding having written my own wheel module that runs my tracks, wheels and just about everything else, so extrapolating what the stock modules do is a lot easier. Like I said, I think the root cause of the problems you're having is with the leg extension part of the retract animation. Because of the way the MLL is set up, the WC and the suspension transform have to be set in the same place. Moving a wheel collider with an animation is a very bad idea, because this happens in a non-kinematic way. To cut a long story short, the WC doesn't really know what on earth it's doing when it's moved - as far as it's concerned - magically outside what the physics engine is doing by the animation. This seems to make it unreliable. TL;DR - It probably can't be made to work reliably the way you're trying. Use the rig I provided and remove the animation keys from the "lower" transform. You'll get a working leg, it just won't be as compact when retracted. Beyond that, you'll need a custom module.
-
0.20 - PartTools, GameDatabase and new features
lo-fi replied to Mu.'s topic in KSP1 Mod Development
Just grab the .23 version. All you have to do is unzip it into the assets folder inside your Unity project. Simple as that. The .20 version came as a .unitypackage which did so automatically when you double clicked it. No need to install that first. And Unity 4.2.2 is best, btw. Anything later will give funny issues with animations for KSP. -
multi-subobject material
lo-fi replied to Ricardo79's topic in KSP1 Modelling and Texturing Discussion
Your only option there is to split it into separate meshes, I'm afraid. Which actually shouldnt be the end of the world, just a little different from how you're trying to work, I guess. -
Beautiful! Really looking forward to seeing those finished. I just about get by with my texturing, I know it's not the best. Thanks, glad you're having fun with it Perfect, thank you for all the detail, that's very helpful when trying to hunt down something weird like this. I'll have a good look through the logs later to try and get a starting point before I try to replicate.
-
I'm afraid this is a KSP bug - the same thing that makes the editor icons tiny. It's to do with the bounds detection on the skinned mesh of the tracks, and I'm afraid not something I can fix. Wow, that's something I'd not seen. Could I get a full output_log please? I'll have to try and figure out what EPL actually does to make it throw an exception when starting the coroutines, though hopefully it shouldn't be too hard to fix once I do.
-
Indeed, it keeps things interesting. I throw these little things in to see if you're paying attention... "Can you remove the markers" is a feature request. To which the answer in no. "The wheels don't work" is a bug, even though it might be user related when fitted upside down. I know which one I'd rather be getting!
-
Oh. I see what's going on. It doesn't seem to like the animated leg extension for some reason. Sometimes it's OK, others not. MLL is a fickle beast! I'll have a play around with it, but I've seen people struggle with this before...
-
Hmmmm, now that's very weird! Anything in the log? Using 32 bit KSP 0.90? Give me a moment, I'll show you how it should look...
-
Nope, something very wrong there. This is as it should be. Looks like you've updated the config, but not re-exported the part using the updated scene?
-
No worries. I realised I forgot to resave the scene before exporting, so download the updated copy. Best thing to do is rename the existing scene and double click the package to import. It doesn't import any existing assets.
-
There you go. Key things are: Wheel collider needed to be child of lower. suspensionTransformName = Libra_Leg_A_Lower_Libra_Leg_A_Lower_auv Colliders needed to be set to layer 26 WheelCollidersIgnore or the wheel collider hits them rather than anything else. I've play with the size and placement of the lower collider. Set it too low, and it hits the ground rather than the WC which will stop the suspension working and make them stick. It's presence is desirable because it helps place the craft of launched with landing gear extended. I've updated the suspension and grip settings to something that seems appropriate to their size as well, and they seem to work nicely in game. Updated config: PART { name = Libra_Leg_A module = Part author = Beale MODEL { model = Tantares/Parts/LK/LK_Leg_A } scale=1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = landing entryCost = 2200 cost = 200 category = Utility subcategory = 0 title = LT-5 Micro Landing Strut manufacturer = Moving Parts Experts Group description = A small landing leg designed for space probes or lightweight landers. Basically made of toothpicks... erm, Space-grade toothpicks mind you, but be careful with them anyway. attachRules = 0,1,0,0,0 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2900 explosionPotential = 0 MODULE { name = ModuleLandingLeg animationName = Libra_Leg_A_Deploy wheelColliderName = wheelCollider suspensionTransformName = Libra_Leg_A_Lower_Libra_Leg_A_Lower_auv suspensionUpperLimit = 1 //play with this until you reach a setting you like. impactTolerance = 150 suspensionSpring = 0.1 suspensionDamper = 0.01 } }
-
Huge mistake? Most of the common ones, actually, but it's easily fixed If you're happy to, bundle it up as a .unitypackage (in Unity, select the scene, model, texture and anything else that belongs to that part, right click and select export), send over and I'll rejig, then post back the fixed model with explanations.