-
Posts
2,419 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lo-fi
-
You've got the tiny wheels upside down I've added the editor orientation marker in the latest commit. The turning you're seeing will be SAS reaction wheels doing their thing. I realised I changed a module name which the TT and mecanum use, so I've just updated that too. What you're seeing (that you normally wouldn't) is that there are two parts inside that single track part. The module does some really clever stuff - update from Git and you'll see.
-
What do you mean by mirrored textures? The stuff that isn't working is highly experimental - I was messing about with some ideas basically. A few pages back there is an explanation in a conversation with Zodius about why the mecanums only work when driven by IR joints, I believe. Still an out of memory error. Right at the bottom of the log: d3d: failed to create 2D texture id=8693 w=2560 h=1600 mips=1 d3dfmt=22 [out of memory] d3d: failed to create 2D texture id=8721 w=2560 h=1600 mips=1 d3dfmt=21 [out of memory] Actually, I think it might be planetary rotation, but stuff will roll down the runway. I'm afraid the Unity stuff that drives the repulsors just doesn't work like that. Like I said in the OP, steering and propulsion are entirely up to you
-
Oh, however they come is fine What's on KerbalStuff is pretty much the latest now. Anything else is highly experimental, potentially unstable so its kept out of harms way. And how exactly do you propose I do that, and based on what information? Please read the OP bug reporting section. Seanathon424, thanks for posting the log. That kinda looks like a memory issue - maybe check your usage? I'm on mobile at the moment, will run through the log in a little more detail when I'm in front of a pc later. Haifi, it sounds like you're running the wrong version of the plugin - I think you've got an old version lurking in your install somewhere from the sound of that mirroring issue. Maybe delete all KF stuff and grab a fresh copy from Git? The log will tell you which assemblies (plugins) are loaded. The WCIgnore collision warning is perfectly normal, you'll find most wheels do that in KSP.
-
Sorry dude, duty calls elsewhere. I keep going back to it, and I wish I knew who to attribute the quote to, but the phrase "Do what you like and makes you happy" still rings round my head. I sorta ran of of stuff that does that for the moment, and the rest is plain old graft. I'll come back to it, but I've got a heap of other stuff I need to get done in the meantime. Is there NOOOOOOOOOO rule five? And is Gaalidas in charge of the sheep dip? (Python quote, apologies if you've no idea what I'm on about) Thanks for the heads up. Cheers dude, I'll have to look them up I believe the PQS check is there because the KSC has its own colliders, and is not considered part of the planet. I can't recall qhat PQS stands for, but I'm assuming Planetary Q.... System. Smoke trails would be pretty cool I'd say a memory issue tbh, though it sounds like the plugin isn't running. Sure you haven't got an old version kicking around? As stated in the OP, fault finding is hard without at least an output_log. Stable enough. I could release it fully, but it would no doubt end in more downloads and more work telling people to put the wheels up the right way! I'm taking the Google "perpetual beta" approach
-
It has been a blast and an absolute pleasure! I'm not leaving leaving, just taking an extended breather. I'm sure something will come along and spur me into action - just have to wait and see what that might be! I'm wondering, for the release thread, whether it's best to create a new forum account called KerbalFoundries, so it can be shared by those that manage it? Be better than messing about getting mods to poke the thread about or waiting for the OP to update. 6.forty, that makes me wonder if anyone has made signal flares or smoke canisters for acrobatics...
-
Right guys, I'm taking a step back for the foreseeable future. The beta is working and nothing pressing appears to be broken or need urgent attention. It's been fun, but I'm out of things that really interest and inspire me to work on now and the remaining challenges are plain old perspiration, so it's on to other projects. I'll keep an eye out and update where needed when Squad drop new versions on our heads. If I do get a flash of inspiration, I'll drop something in TTFN!
-
The GitHub stuff is out of date, but latest source is in the download for CollisionFX. Ideas always welcome! Thanks for open sourcing RBI, btw! You guys have inspired me to create a lot of crazy stuff. One step ahead of you; all parts will have an orientation marker in the editor fairly soon Indeed, if you have the wheels upside down they will not work. Press S once, having selected them to get the into the correct orientation. All parts start life in the editor with suspension compressed
-
[HELP] Animating Particle Effects.
lo-fi replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
What version of Unity are you using, and what can you see in the console in Unity when you hit write? -
That's brilliant, Space Scumbag! Thank you! I'm thinking the best way to tackle CollisionFX is to get it 100% sorted, then do a pull request. Watching that video made me realise that the effects for wheels should be scalable, as the smaller tracks and wheels produce far too much dust. I'll have another go at my version over the weekend. Dust colours for other planets sounds great, that's something I noticed myself. One thing that did occur me, was maybe it's possible to sample the actual colour of the terrain and make some assumptions based on that. I've not investigated that yet, though.
-
One thing that did occur to me was this method is absolutely fine for static stuff. Not sure how much call there is for fixed cranes and the like, though. It's literally just POC code, but I'll tidy a little and send over.
-
Well, it does work: Except because you have to use a non-kinematic rigidbody for the end effector GO that the joint gets created on, it produces no reaction force against the parts rigidbody and we're kinda breaking the laws of physics. This wasn't something I foresaw... Thoughts?
-
Cheers It's still an if at the moment, but while I've got all the joint stuff fresh in my head, now is the time to try! No worries about dirty code. There would still be some issues to tackle like leaving something attached to the arm then moving out of physics range or changing vessel. I think KAS has a way to tackle this, and I potentially need to build something for the hitch, so might as well pool the knowledge.
-
Yes, but this is tempting, low hanging fruit
-
Morning Sirkut. I've been playing with configurable joints a lot lately, think I may have a workable solution to the end effector problem. Any chance I can get hold of the arm to try it out? Also, if you have a few minutes, check out the KF thread for some trailer (and caravan) hitching joint shenanigans!
-
Try cranking the scale right up when generating the map, it'll give you a handle on whether it's really doing anything in KSP. Also, the lighting is weird in the editor, subtle stuff only seems to really show in flight. I know the default options for the gimp plugin with fine in KSP, I use it myself.
-
No, I played with the code. So far I just added a KSPField bool as an extra "do we want sparks in this part" and added an if() statement into the code. There seems to be something more at stake, though, or I wouldn't get the index out of range error that I haven't been bothered to hunt down thus far.
-
Remember that symmetry is rotational about the Y axis in KSP. It is not mirror symmetry. Unless you're using some of my tricks and making life very tricky The invisible objects are set to the wheelcollidersignore layer, which is why they're invisible. Best practice is to use separate GO's and primitive (box, capsule, sphere) colliders as children of the mesh (if it moves). Also, pay attention to the transform directions with your LookAt constraints. Make sure Unity is set to Local and Pivot mode, rather than Global or Centre. They want to rotate around X, with Z looking at the target object. I tend to leave these until last, or it can get quite confusing. If the suspension isn't moving, make sure it's a child of suspensionTraverse. Otherwise, nice work!
-
[Help] NullReference when changing scene
lo-fi replied to Olympic1's topic in KSP1 C# Plugin Development Help and Support
AS a beginner, I'd suggest you run through a bunch of Unity scripting tutorials videos, they're really good. Unity is free to download, so you can follow and play around far more easily than you can in KSP. I started from cold in June, it's HARD. KSP makes things seriously frustrating because you have to restart it every time you change your code to get it to reload the plugin. It makes everything take 20x longer than it should while learning and you're making lots of mistakes, as I'm sure you've found. Playing in Unity, you'll quickly get a handle on how the language works, plus a good grounding in the Unity specific stuff (Classes, Types, etc.). From there, diving into the semi-documented KSP API won't seem quite so hard. Unity forums are an excellent source of information, and once you've got a grasp on the basics, there are some incredibly helpful people round here for those niggly API bits. Don't forget to read source from other mods, it will teach you loads. Don't be disheartened, just take a step back and make life easy for yourself -
That's Puzzoverlord's collisionFX plugin, J.R. Well, it functions, but I haven't managed to stop the scraping sound, or the index out of range message. I feel a major reorganisation and refactoring may be in order! It could certainly be improved by making better division between a collider hit and a wheel collider hit, though that aspect still confuses me in the code. Its seems to check for collision, then check if there's a wheel in the part. The spark check is just against whether or not you're on the PQS collider, which is cunning.