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lo-fi

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Everything posted by lo-fi

  1. You can still download the older versions on KerbalStuff Yep, it's in the config. More to do with matters related to the sound, but it serves a useful purpose not letting things run away while not grounded.
  2. NP Madrias, look what I found: http://foxtrotalpha.jalopnik.com/wait-the-b-36-peacemaker-flew-with-tank-tracks-for-lan-1638780957
  3. Need some bigger surface mount tracks? It's something we really need. You can bodge with KAS, but its not as simple as I would like.
  4. Yeah, it was in a separate plugin, but I decided to bring a variant into the KF plugin. Find and replace ought to sort out issues in saves. You do realise that rhymes? I feel a screen shot and a meme coming on!
  5. Yes, no problem there, but there's nothing more fancy tech tree wise than requiring advanced motors like the larger stock wheels. Costs are likely all over the place - it's something I tend to overlook as I never play career, but will get sorted out eventually. You may wish to config edit in the meantime. Oh, there is one known career mode bug that just appeared in .90: KSP detects the tracks as way larger than they actually are, which can cause problems before assembly buildings are upgraded and still size constrained. Its a game bug I can do nothing about, I'm afraid. All other parts will be fine, though. I'll add that to the OP, it will confuse a few people otherwise, no doubt!
  6. .....although after a good few hours code diving IR and playing with joints and raycasts, I think I can at least make a sort of hook and eye towing hitch that will enable towed (but non docked!) trailers using a flexible joint. The idea is to make it work like docking ports, but with a flexible joint that will break if you go beyond certain limits and it won't join everything into one vessel. I'll add coupling force to make lining it up easier if I can manage it. From there, it'll be interesting to see if I can add fuel and electric lines to the hitch, but this is totally unknown territory for me. KAS source may yield some answers. Onwards!
  7. Congrats! But remember that once you start down the dark path, forever will it dominate your destiny
  8. Yes, though I didn't get very far yet, KSP joints are all a bit of a pickle :/
  9. That looks so cool. Now I've got the KF update out of the way, I'll put a little time into getting the auto alignment feature going. It's really not going to be easy covering all the bases for how the wheels could be set up, but I'll give it a go. The KAS fork will be trivial in comparison, I'd hope to have that done this week.
  10. Inspired by the BV-206, this will be one of the few asymmetric track units that may get produced. They're such a pain to set up (around 4x the work of a normal track unit) and I hate doing it, but I really wanted to make a 206 :/ http://i.imgur.com/Uf23jtM.png' alt='Uf23jtM.png'>
  11. Grab 1.8b, Mekan1k. Seems there was a corrupt parttools export of the medium track, it was all over the place. The texture is fixed too.
  12. Ah, I ought to write some instructions. It adjusts the suspension height, but you have to click the 'apply wheel settings' button, at which point that setting will get applied to all the wheels or tracks on that craft with a matching group number slider setting. Group 0 always only modifies the part you've got selected, regardless of whether other parts are in group 0.
  13. Oh, I see what you're doing very cool. I'll have a look when I get a few minutes EDIT: I think I've figured out where I can add a couple of lines in. Do you want it to attach to parts or just static objects? I'm thinking it's worth adding an animation module to KAS so it can be used with other KAS modules too, so I'll spend a bit of time adding that.
  14. That's cool! You can put the five digit code near the end between imgur tags {imgur]xdblv[/imgur} tags - just change the curly braces to square ones, I've done that so the forum doesn't parse it.
  15. Yes! Though the worst problem seems to something that has absolutely nothing to do with me Do you get a compile snafu with pizzas code?
  16. Thanks guys. Indeed, afraid nothing I can do about the sparks this end. I do love the dust, though. Be interested in the log if it does happen again, Chrisl. Really sick with (man)flu, so not much likely to get done over the next few days, I'm afraid :/
  17. Hey, that's cool. I wonder if you might be better off with the long tracks tweakscaled down, though? I think they'll shrink that far with the current configs.
  18. Going to need at least an output_log to narrow something like that down, please. I've not done a lot of quick saving in my testing, but loads of vessel changes with the long tracks, which always worked fine.
  19. The dust and sounds are fantastic, pizza has done a cracking job there. I get why you'd want sparks for crashing over bits of the SC, they just don't seem to be right for when rolling over them with tracks. Be cool if it can be tweaked
  20. Maybe something to do with the clips. MAG is setup to use one clip, played backwards for the EndEvent. I tend to end up with a clip that's the same name as the animation name. Anything in the log when MAG is loaded? So you end up with, in the Animation component: [B] Animation [/B]Animation > CargoOpen Animations Size 1 Element 0 > CargoOpen [B]Play Automatically [/B]etc... Config looks like: MODULE { name = ModuleAnimateGeneric animationName = CargoOpen startEventGUIName = Close endEventGUIName = Open actionGUIName = Open/Close }
  21. 1.8b update just went live, fixes medium track. I do really like that tank! I think a set of American style tracks are in order, and we may have to beg someone to make a vaguely Russian style turret for BDA
  22. Cheers Dani, I'll check that out. The dust is fantastic, not so sure about the sparks. I wonder if it's configurable..
  23. Agreed, the APU needs some config love. Fuel switch to mono would be good, and it desperately needs better sound and effects. The adaptive controller will do interesting things with multiple APU's on a ship, which I quite like. Thats pretty cool, DaniDE. What's it rendered in, not seen parts viewed quite like that before?
  24. Working on that, seems to be a corrupt export. Weird issues with that part, so rebuilding from the ground up. Also minor bug with the plugin error logging that I've now fixed.
  25. Haha, that's the most common problem with wheels. I now have a "this way up" indicator for the editor, will be in the next incremental update Thanks, on behalf of the whole team, for the kind comments from everyone.
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