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Everything posted by lo-fi
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Yep, can do a surface wheel. That was just what I felt like making at the time The torque tweakable already alters the torque curves, as it just scales them before applying. Can modify the slider range, but 0-2 seems to work well for most things, and EC consumption gets updated too. Close. Very close. Pushing on a bit more than I would have, having decided it's time to go beta. No changes to make now, go for it and I'll update this end. Cheers dude, nice looking rover! Send us a few pics on Duna? @Haifi, I can't quite believe that actually works. Awesome!
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So far I'm getting along OK with .90, though I've not tried making anything complicated yet... I know what you mean with the burnt out feeling, Gaalidas. I'm working so hard to get everything perfect for the beta release it's all seeming like quite hard work. Very, very close, though. I've just completed modelling of the surface track, unwrapped and started the texturing process - I think that's one of the last that was really lagging behind.
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[WIP] Mining and Processing Extension [KIMP] resumed
lo-fi replied to riocrokite's topic in KSP1 Mod Development
The plugin is pretty simple, though currently tied to wheel colliders in the blade. That can easily be changed if you want to use it for physical effect on drill heads and the like, though. I think it would be rather cool having a little pile of rocks appearing it needs to be used with caution, though, as there is great potential to cause severe lag if you spawn too many! -
[WIP] Mining and Processing Extension [KIMP] resumed
lo-fi replied to riocrokite's topic in KSP1 Mod Development
I'll send it over, you can have a play around and see if it sparks any ideas. Don't let being a newbie put you off; we all started somewhere I'm really busy trying to finish what I've already built, but have a look at my wheel modding tutorial - it's not really that hard to set wheels up, and you're obviously already producing models and rigging in Unity quite happily. The tweaks you're after are just config edits, but shout if you need a hand. -
[WIP] Mining and Processing Extension [KIMP] resumed
lo-fi replied to riocrokite's topic in KSP1 Mod Development
Hello! Great work so far Good to see the tracks getting put to good use too Can you make use of this: It was something I messed around with just for fun, and it doesn't really do anything useful as it is right now other than look kinda cool, but maybe you can figure something out? If you're interested, I'm more than happy to hand over the code and POC model. -
Wrong thread
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I realised just now that they've fixed the horrible camera wobble when you put it close to the ground. This pleases me I'm getting there with the parts now... Texturing is so much work, but I'm hoping this is starting to look a bit better and I'm at least getting quicker at it: Pictured with the command pod from nli2work's beautiful orbital tug, if anyone is wondering. Trying to develop a cohesive style isn't easy, but I've sort of gone for cold war military, a pinch of Star Trek and a generous splash of Gerry Anderson. If anyone dares mention the words "can you make it more stock?" around here, they will receive a cowbell part that rings loudly and constantly - the construction of which will hold up the next release. You have been warned
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Wheel collider of Landing Gear Problems
lo-fi replied to K.Yeon's topic in KSP1 Modelling and Texturing Discussion
Can you post your config please? The wheel collider should be child of the steering gameobject, not the part named as the suspension component, which I suspect is the case here. Its the most common error when setting up wheels. Watch my wheel modding YouTube tutorial for clarification, and there are a great many Unity tutorials which may help you understand the hierarchy too. Landing gear is a little different in the details, but not fundamentally so. -
Interesting; I've had my reservations about this sort of thing myself, and having looked, I just don't see the point in CKAN. Its not like its difficult or critical that mods are updated or not, and if you can't figure out his to unzip stuff correctly, you probably shouldn't be modding a game... I think I'll stay clear, keep it dependency free and avoid the hassle.
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Applying effects to the flight camera
lo-fi replied to russnash37's topic in KSP1 C# Plugin Development Help and Support
I've no idea myself, but the code from this wonderful mod may well point you in the right direction: http://forum.kerbalspaceprogram.com/threads/101681-0-25-WIP-MovieTime-v0-1-%28Nov-30%29-Olde-Timey-Movie-and-TV-Effects -
Although he's using photoshop in the tutorial, and not all of it is directly applicable in KSP, Racer445's approach to light and texture in this tutorial is magic: CK's excellent texturing tutorial shows what you can do with the shaders available in KSP, so you can pick the bones out of the vid with that to create your workflow. Definitely play with the bump and spec options, they can really bring depth to a texture when created sensitively. Good luck!
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Eve - A ground based circumnavigation @ 13 m/s
lo-fi replied to Fengist's topic in KSP1 Mission Reports
Cool! Good write up, I'll be following your exploits on Eve -
What's all this? I hadn't even noticed it had changed, other than the rotation axis seems to be a little less random, and you have to push S instead of A to get the wheels into the right orientation in the SPH. Other than that, I gather there's a load of fluff about buildings and some Kerbal experience thing I couldn't care less about.
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Animation and Physics.
lo-fi replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
Currently, no. I'm working on it, as is Sirkut, though. It's to do with the way KSP creates PhysX joints between the parts, which GameObjects is connects either end of the joint to and how the rigidbody physics are applied in KSP. IR and (I believe) the Lazor arm are the only two plugins I know of that work a way around this, so IR may be a way to achieve what you have in mind, but beyond that there's pretty much no option. It's something that needs solving IMO, but it's decidedly non-trivial. EDIT: I had another poke about this evening and got a little further. It's not going to be easy. -
Doh! I forgot when I synced the changes that my VS setup batch copies into the dev repo, so it just merrily over wrote the freshly synced updated files. I'll have to do something about that... On the plus side, I've annihilated the last few bugs with the plugin, so once textures are finished and I've taken out some of the debugging features I think its good to go beta. Even the rover body will be good to go. Fanfare please! Considering reconstruction of the DSR3 from scratch too, matching textures with mine. Spanner doesn't seem to be around any more, and I don't have the source files sadly. There were a few bits we were going to tidy up, but its been months since I heard from him now - I just hope he's ok, was not well last I heard.