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Everything posted by lo-fi
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Have a nose through the Skylon dev thread, and maybe ask Captain Kipard. He had the same requirement and found a cunning way to get around it, but I can't remember what that was
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I'm afraid Spanner has not been seen for some time. I believe all the parts are driven with stock or IR modules, so no mod specific source to be played with. Best bet if you want to make the forklift work (IIRC, Sirkut changed the orientation of some joints in the later releases) is just to remodel it. HTH?
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Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
lo-fi replied to electronicfox's topic in KSP1 Mod Development
Please see posts above ^ Parts are now available in Kerbal Foundries -
All done. That ought to stop some of it, at least. Though I'd rather it was people putting stuff upside down, or running a texture meddling mod that have issues than there being actual problems with the parts! Not bad going, I'd say If it settles down for two weeks, I'd be tempted to do a full release. Though I'm still leaning toward keeping Google style perpetual beta. It's not like any of us get paid any more for hitting a download target, after all!
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Actually dude, you're pretty much there. A few things: The two body colliders do not want to be in the WheelCollidersIgnore layer. It prevents them being used as normal colliders for picking up the part in the VAB. The config was incorrect, and you had a capital W in wheelColliderName. The suspensionTransform should be StrutR, not StrutRAnimator. This is probably the most common mistake when making wheels too. What you had was the object that the wheel collider was a child of being moved by the module. So when the suspension was being compressed, the wheel collider got moved. got compressed again, WC got moved more, so as the WC doesn't have a fixed position to do its job, it can't exert any force. MODULE { name = ModuleLandingLeg animationName = Scene wheelColliderName = wheelCollider suspensionTransformName = StrutR suspensionUpperLimit =0.5 impactTolerance = 150 suspensionSpring = 2 suspensionDamper = 1 } Just change the layer for the two large colliders back to default and you're good to go. It's just tweaking from here on in
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Cheers dude, that sounds brilliant! Screen shots and videos always welcome here! - - - Updated - - - Two options: Either wait it out (it hasn't crashed, but will take a while) or delete the rover body. I put the larger textures on it, which ATM takes ages to process. Second load will be faster once it has done so, though. Depends if you want to use that part.
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I'm a bit surprised, upside down wheels is just as much of a problem with some of the stock wheels and lots of other mod wheels. I have the same issue with the rollcage ones myself, and quickly figured out they were upside down. Hey-ho! KAS does some clever fixing stuff, but I gather it has kraken issues. Like you say, having lots of things hitched together could be a disaster! I've got several ideas: 1) Try and keep everything in place during time warp. 2) Force docking when entering warp, undock on exit. 3) See if I can remove the flight integrator stuff from the trailers and parent it to the hitch. I've no idea whether any of these are practical. For the hitch it's not the biggest deal, but I'd like to make the tie downs that attach rovers to a carrier or launcher without being docked. Maybe it's worth messing with the docking module and letting KSP do the work, then over-riding some stuff. In any case, I'm full of man flu and sort of idly tinkering/musing. Would be a great problem to crack, though
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A couple of things that are probably holding you up: Scales are all over the place. Is there any way in Blender to normalise them back to 1.0? I'm not 100% but pretty sure this is causing the weird motion. A quick and dirty way to fix this might be to add some empty GO's for ModuleLandingGear to move about and have the mesh as child objects. You've got mesh collider added to colliderbase and colliderspike, but no mesh filter. This definitely needs fixing, and may explain the collider error. You just need to remove the mesh renderer component to stop them appearing. If the above doesn't get you a bit further, bundle it up as a .unitypackage I'll take a look at exporting it into game myself, see what I can find EDIT: Just seen your latest post. That's to do with wheel collider placement. You need the tail of the wheel collider, which represents the suspension travel pointing out beyond the bottom of the foot. At the moment, it's resting on the capsule collider, I believe, and the wheel collider is doing nothing. I'll take a peek at the BD video and double check what he did with his demo. Yeah, it just creates a little package of stuff which includes all the metadata so it can be transferred into another Unity project with all the links intact. Nothing to do with the KSP export, it just makes life easier sending stuff back an forth in Unity.
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Best thing to do if sending stuff out of Unity is right click on the scene, model, texture, material etc. associated with the part, right click and select Export Package. This will bundle everything up into a .unitpackage which preserves links between what's in the scene and the blender file, otherwise all you get is empty game objects with no mesh and have to manually go through picking which bits in the blender file. Neat little tip that isn't immediately obvious. From the YouTube, I'd say you've got a scale issue on some of the GameObjects - that's a very strange problem. I'll take a look over what you've posted when I have a few minutes. Odd that you get the collider poly warning, though. Maybe another part?
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I'm a sandbox mode player too, I guess that comes through in the mod. I had a few minutes to dabble with the hitch in orbit and under time acceleration. It's hilarious! A couple of seconds and the two vessels drift apart significantly, then snap back together violently at the return to normal time. I'm not sure this is fixable.
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You've applied a mesh collider to your visible mesh (I suspect), which is very bad practice. The warning is telling you that your collision mesh is more than the 255 polygon limit for a mesh collider, so I imagine that's why it's not working and the part is not selectable. Lack of collider on parts with wheels causes the kind of sinking issues you're seeing too. If you _must_ use a mesh collider not a primitive (box, sphere, capsule), model a very simple mesh for the collider that approximates the shape of the part. The less polygons the better. To stop it appearing as a visible object, remove the mesh renderer component for that object. Should fix all your issues, I believe
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That module is really simple, so not too much to wade through. The slider is easy, just look at the source for anything that uses one. The code for finding the animation and stepping it to a specific point is all in that module, so adapting it to accept the value from a slider will be easy enough. Good luck!
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[WIP] Mining and Processing Extension [KIMP] resumed
lo-fi replied to riocrokite's topic in KSP1 Mod Development
Looking awesome, one of the best upcoming parts packs imho! -
Kerbal Foundries is screwing up badly.
lo-fi replied to WARodst10175's topic in KSP1 Technical Support (PC, modded installs)
Usual procedure is to post in the thread for the mod concerned. Which I see you already did, along with PMing me. Please calm down and learn a little forum etiquette. Thank you.