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Everything posted by lo-fi
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All except the surface track, which steers like a wheel. http://www.dailymotion.com/video/x28x1gu_01-thunderbirds-trapped-in-the-sky_shortfilms Well before our time, but boy did that guy have an imagination!! Fast forward to around 45:00 Oh, by the way, I seem to have got the hitch working in time warp. Still a lot of bugs to iron out to make it properly usable, but I think this one is feasible. As will tie downs for undocked rovers.
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The arrows on the hitch are a hangover from some debugging stuff. Since gone, but the rest is so broken, I haven't even released it to you guys. I've got a lead on the time warp problem, but with the Krakensbane stuff it's a snake pit of positions and velocities. Not easy. The small track is missing a module to remove the arrows in flight - I must have missed it. You mean like landing FireFlash in Trapped in the Sky? That would be hilarious and damn near impossible
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Teleport active vessel to another vessel
lo-fi replied to whoshotdk's topic in KSP1 C# Plugin Development Help and Support
I'm really interested to see your source, as I think it'll solve a few problems for a project of mine. Looking forward to the link Thanks for posting what you have already! -
Cool, you're using them as landing gear! Actually, that's my fault. Kinda technical, but to do with the infuriating way Unity wheel colliders default to the fully compressed position when they aren't in contact with anything. I fixed it once, then redid the suspension code and was too lazy/forgot to fix it in the new code. They should come back to life when you land? I'll revisit that, it does need fixing.
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Ah, wouldn't surprise me if the sound stuff is causing an issue. I was worried that lots of wheel colliders would be a problem (there are nine on each of those track units in your screen grab), but they appear to be very slick, and that's actually the first report of a performance problem I've had reported. Keep me posted!
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Me either, just idle musing of a bored modder. Can't wait! That's an interesting one... We did do some soak testing, but never managed to get anything to slow down appreciably. Unless it's maybe a sound channel overload! Try deleting the sounds, I believe it'll just stop bothering to try playing them, but keep an eye in the log for other funnies.
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It's a little bit more than a rehash by some modders, it's the original guys with original art They even got the old voice actors in. I can't tell explain how much I've been looking forward to it, I loved the originals, and they're still my favourite games of all time. This is well worth a watch: http://m.ign.com/videos/2015/01/26/homeworld-remastered-37-minutes-of-gorgeous-hd-gameplay-pax-south-2015
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Nope, afraid not. 1.8d is just a texture update and adding the orientation markers for those that couldn't mount the wheels the correct way up. Unless I get a major second wind, that's probably all that'll get released - the rest is experimental or not up to standard and I lack the motivation to mess with any more. Besides, Homeworld gets released next week, and I intend to spend a lot of time enjoying playing through it all over again
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Things are always going to die down while I'm not actually doing any development... I guess it's a sign of a job well done that most people seem to be getting on fine with the mod and stuff is working as it should! The arrows are on the hitch because it needs to be in a specific oriention to couple, and the models don't give you that on their own. Very much a proof of concept. The latest version is truly game breaking because I was idly messing trying to solve the time warp problem.
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Problem Rotating an Animation?
lo-fi replied to Quiznos323's topic in KSP1 Modelling and Texturing Discussion
Rotate it 90 degrees in Unity before writing? Keep the GO with part tools applied in the default orientation, child your mesh to it and rotate. -
Editing .MBM with alpha?
lo-fi replied to Quiznos323's topic in KSP1 Modelling and Texturing Discussion
Me either! Shhh, Porkjet