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KSP2 Release Notes
Everything posted by lo-fi
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FFR: That's exactly the way they should be set up. The wheel colliders don't work on their sides, so the collision enhancer in the wheel is there to stop it falling through the terrain in that situation, NOT to colliderwith the ground under normal operation where the wheel collider is doing its job. *cough* TR-2L *cough*. A sphere collider is the best thing to use, being the least performance hungry. A box collider here or there in the suspension for selection and part collision is perfect. Colliders set to the "wheel colliders ignore" layer will not be clickable. Feel free to grab some textures from KF, by the way. You'll find some suitable rubber/tyre textures you can paste in to get that looking good. The painting has a lovely impression of the pads being dark/worn rubber, with the rest that doesn't actually run on the ground that much being brown and dusty, which looks great.
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Never a need for a mesh collider on a wheel. Popping a box collider or two on in Unity is quite sufficient and performs far better. Lovely work, though! Regarding the rotating/trailing arm... It's a little more work setting up a part that doesn't have mirror symmetry and there are some special methods I've built into the plugin to allow it. May be best if I make a quick YouTube tutorial.
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Oooof. The rocking bogie is one thing... Doing it hung on the end of those legs and setting up the retract is not likely to be easy. Don't let me put you off, but you've set yourself quite a challenge there I don't have anything that will replicate the turn on the spot steering either, I'm afraid. Not yet, anyway.
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You're very welcome, and I'm more than happy to help. Post some sketches of what you've got in mind; I'll give you some idea of what we can do and how. If I'm catching what you mean correctly, a rocker bogie is not easy, but entirely possible. I made one already that I never finished or released. All the modules, if I remember correctly, are in the plugin. 1.0.x, of course, until we finish our work for 1.1+
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Before I say anything else, I'd like to make it clear that I don't mean to sound rude or dismissive... Guys and girls: the tools are free, the knowledge of how to use them is easily accessible, and those of us who already have it are more than happy to help when you get stuck. Go create! I couldn't write more than a few lines of C and I'd never even looked behind the scenes at a game engine when I started modding. It took a few weeks of perseverance and a little frustration, but I got there. I didn't even start out wanting to make a KSP mod; I just wanted to make some wheels that I liked. I found that a lot of other people liked them too, and slowly but surely Kerbal Foundries happened. It still amazes me how popular it's become. Get going I won't pretend it's easy, but the barrier to entry is low and the penalty for messing it up is zero. Make something you like and you'll probably find a lot of other people like it too, which is hugely rewarding.
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If you guys would like to model it, I can do another YouTube tutorial on setting up with KF, or do the Unity bit myself. I have quite a cunning way of rigging up asymmetric designs that you can't do with stock We can use the process to pass on some knowledge too! It's no good having it all locked in my head. @Shadowmage, I'm looking into toggling the sticky friction at low speeds - it's just a case of playing with the linear X spring value. Similarly for being stopped with the brakes applied for the Z. I think adding it in slowly as speed drops will be better than simply toggling on/off and should lead to less funny handling potential. Other than that, it looks OK, and I can probably bash into 5.2 compatible without much work.
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Once we've got this new collider nailed, everything previously released with be returning in its new improved form. IIRC, I found something incredibly annoying.... male and femaie Kerbals sit in different positions. It drove me insane until I realised Awesome, taking a look now Anyone catching the Perseids meteor shower? Was epic around my way last night.
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Cool, sounds like we're on the same page I'm enquiring about getting special access like the testing team. Would you be happy to sign an NDA with squad the same as the testing team do, should they be amenable? Might come to nothing, but worth a try. I'm getting quite excited about reinventing the wheel again... I think I'm aboard the KF hype train. Co-driving it, I suppose Looking further forwards, there's a load of stuff I haven't released... If anyone is interested in some modeling and texturing for half finished crazy ideas, do shout. @V8jester, if you're still game, I'd love to get that roll cage IVA going once all the existing stuff is working again. There's also the trailer hitch, magnetic loading arm, bulldozer blade and an idea for a canadarm that will rock the KSP world's socks off if I can make it work. And an awesome modular rover that @SpannerMonkey(smce) came up with... So much stuff...
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Given what we're doing, "good enough" will definitely suffice! That's easy, just set the constraints to "free" or turn the spring value down. Can you not account for that with a scalar product of the suspension axis against the hit normal? You get a nice 1 when they're aligned and a big fat 0 when at perpendicular! Early days. We've gone through the stages of "is this even a tractable problem for mere mortals?", "here are some ideas", "here are some ideas that kinda work in isolation", and now we're at "hmmmm, with a bit of tweaking this might actually work". Don't buy a ticket for the hype train just yet Good call. That was true for the initial 1.1 release, but it wasn't that early and I'm not sure if it still applies. I'll check.
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Indeed, it would be nice to get stuff tested in game... Who do we talk to about getting early modder access to 1.2? I'd hope we qualify! Otherwise, recompiling for 5.2 shouldn't be a big deal. I ported an incredibly complex 4.2.2 joint thing I made a while back to 5.3 in minutes, so it's unlikely to cause us much work. Can't remember why I landed on 5.3 - I messed that up somewhat.
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Hehe, the problems you were having last night were definitely my fault. I'm developing in 5.3, which can either be seen as a mistake, or forward thinking for 1.2.. Drive mode deprecated in 5.3: http://answers.unity3d.com/questions/1120193/jointdrivemode-is-obsoleted-on-unity-53-so-what-no.html I doubt we'll be ahead of 1.2, so we can either continue with that, or I can rewrite for U5.3 What do you reckon?