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Everything posted by lo-fi
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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!
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.....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!
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Congrats! But remember that once you start down the dark path, forever will it dominate your destiny
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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.
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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.
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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.
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Missing Animation Toggle button
lo-fi replied to Nupol's topic in KSP1 Modelling and Texturing Discussion
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 } -
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?