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KSP2 Release Notes
Everything posted by lo-fi
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Hmmm, that's a very tricky one. It's also possible that the same bounds detection bug that makes the editor icons go all tiny is to blame, so it may not be TS at all, and actually a KSP bug... Well caught, I hadn't even thought of this, and I don't play career so wouldn't have seen it. Could you do me a favour and do a little config edit to rule out TS issues? In the config for one of the sets of tracks you've had a problem with, remove the tweakscale module, reload the game and try again? Cheers dude. Got a nasty feeling this is going to be a KSP bug I can do nothing about, though (other than report it again).
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They'll be released fairly soon, Horus. I know, Gaalidas, I'm still staggered. BTW, I got bored and decided to create something completely insane again... Sorry. I just can't help it. Details later... EDIT (Some time later): Yep, asymmetric tracks. That's a single part. The plugin was always coded with this in mind, but they're a *%*(£+)*£ to set up, so this set will probably be the only set I'll ever make. Yes, I know you want to make a Thundertank now, you'll have to wait until they're finished Other than that, I'm just waiting on some textures, then everything is good to go for beta release BTW, Gaalidas. The software you're using doesn't seem to realise the importance of braces, and it took me some head scratching to realise why the suspension had turned to jelly on all the tracks and wheels I have a feeling I know why your dll's keeps failing to load too: "print(System.Reflection.Assembly.GetExecutingAssembly().GetName().Version);" This pulls the version info from AssemblyInfo.cs, which I don't think is copied with the source. Try commenting that line out where you find it and you may well find your compiled versions start working again.
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Moving Collider Animation Issue
lo-fi replied to Beale's topic in KSP1 Modelling and Texturing Discussion
If you're feeling really brave you can try setting it up with my KF plugin at some point - that'll allow you to have all the legs on one part. It's complex (but very flexible), so I'd suggest running through the Squad way of doing things first, and by the time you're ready to move on (should you wish to), I'll hopefully have it documented. -
Moving Collider Animation Issue
lo-fi replied to Beale's topic in KSP1 Modelling and Texturing Discussion
I've seen people try that and struggle with multiple legs on a part but never succeed, so I think no. Having said that, I've not tried it myself... -
As they're KSP fields, just put entries for the values you want to override in the config section for that module. They'll be given a default value in the code, but config values over write those when the part is loaded. For default values, that would need some plugin trickery, though: find the module in the part, spit the values out for those variables to the log or whatever.
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Moving Collider Animation Issue
lo-fi replied to Beale's topic in KSP1 Modelling and Texturing Discussion
You're best off using the landing leg module, it looks like KSP doesn't take into account the leg extension and doesn't allow clearance. It's really not hard to set up the proper module and there is a thread NecroBones started recently which goes through a lot of troubleshooting stuff. Watch my wheel modding YouTube too, as most is relevant to landing legs. Good luck and shout if you need a hand. -
Multiple materials is normally the issue there. KSP only supports one material per object.
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Love your videos, you always pick a great soundtrack. Thanks for posting
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Also, a word of warning to the dev guys: I've done a major refactor and re-organise of part names ready for beta - will break saves and craft, I'm afraid. Easy to fix with a find and replace in .craft or persistence file, though. I've not committed the changes yet, will wait until tomorrow. I realised while updating that the descriptions in most of the parts is lacking, so does anyone fancy having a pop at that? Gaalidas, your zany humour springs to mind Thanks kerbas_ad_astra, I'll give it a whirl.
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[SOLVED] Landing leg problems
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
^I cannot encourage this enough, it makes life so much easier. My entire workflow is based around having the model export ready to be dropped into Unity, colliders, textures and part tools applied, then just being able to click the 'write' button after double checking the config values match and I haven't typo'd anything. Your second set of landing legs will be much easier Great to hear that you got it working, though -
Not sure what's going on there tbh... Those DLL's don't actually belong with KF, so I've removed. Thanks, great work with the code tidy, Gaalidas. I've updated my source now; compiles fine, and will look at some of the other suggestions, though I think are mostly in experimental stuff and I've created a variable or two that aren't really used yet or any more.
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[SOLVED] Part is Invisible in Unity
lo-fi replied to Quiznos323's topic in KSP1 Modelling and Texturing Discussion
If you're using mesh for a collider, you'll need to remove the mesh renderer component from that object. Do not remove the mesh filter component, though. Having said that, unless you really need a specific shape, do look at using Unity's primitive colliders instead as they're easier for the physics engine to handle. -
I can't quite believe how well that works! Seems a similar wheel is definitely in order OK, exactly the same setup as me, then. Could you post me a whole output_log? It shows every sign that another mod has over-ridden something, but it's such a simple util (and not strictly anything to do with KF actually) that I just can't see what it might be. Hmmm, I knew someone was working on some kind of floatation code, but I lost track of it. Let me know if you remember what you were thinking of, it's probably worth a look, Sometimes you have to wonder what happens in QA... Hype train is raising steam, Mike
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Hmmm, that does give me some ideas... Vids always welcome here! Edit: you may find that's the very strong reaction wheels in the DSR chassis causing that, unless you disabled torque or run in docking mode? KSP floatation is... a law unto itself, though I'm currently reworking the DSR range, which will include some config value tweaking. Yep, they're tough!