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Everything posted by lo-fi
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[SOLVED] Landing leg problems
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Looks like you've got it how it ought to be hierarchy wise. The only problem is that the wheel collider needs to be near the tip of the wing with the raycast sticking out equal to the expected travel of the piston. As it is, it won't be doing anything. The position of the circle on the wheel collider represents its upper movement limit, and the length of the 'tail' represents is maximum extension. Get that sorted and you'll have it all working, I'm sure -
[SOLVED] Spawning objects
lo-fi replied to lo-fi's topic in KSP1 C# Plugin Development Help and Support
Thanks, that's perfect. I didn't know of a mod that does that to find source to poke through, so that'll get me going. EDIT: Excellent, I can now spawn asteroid wherever I like (which is dangerous ) For Future Reference, this will spawn asteroids at the position of the part the partmodule is applied to. It's for demonstration only, and not at all useful as it is: Debug.LogWarning("RockSpawner"); GameObject test = GameDatabase.Instance.GetModel("NASAmission/Parts/PotatoRoid/PotatoRoid"); test.SetActive(true); GameObject obj = GameObject.Instantiate(test) as GameObject; GameObject.Destroy(test); obj.transform.position = this.part.transform.position; It's very rough, no error checking, and hard coded to spawn potatoroids, but it works - obviously when wrapped into a fully formed part module. Thanks again, Chris. -
Hello and seasons greetings I have an idea that will require objects (rocks, actually) to be spawned at specific locations. They'll all need to have collision and rigidybody enabled, but don't need to be parts or vessels, and would be inconvenient if marked as debris. I can see how to spawn a simple box (thanks xevilreeperx), and I think I can get the mesh imported into ksp without it being in the part menu by following the potatoroid example, but I'm unsure how I then instantiate it as a plain old object. Could make them mini asteroids, I suppose - are there any disadvantages to doing so, and if so, what's the mechanism to spawn them? Many thanks.
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The tug cockpit is great, isn't it even I like IVA with that! Really looking forward to the finished version. Haven't heard from Spanner in ages, so the DSR range is stuck. Few bits we were going to tidy up on it before releasing, so I may end up .mu importing and re-exporting as I don't have the source models. I hope he's ok and just taking it easy. I'm going to send your cockpit and plane/glider parts ideas over to nli2work to see what he makes of it, as they're a good fit with his retro future stuff. Do kerbals even fit in .625m cockpits?
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No problem. Funnily enough, we were discussing just that a few weeks ago. Yes, its confusing!
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Looks like you're getting KSP to load a .dae directly, which still kinda works, but hasn't been proper practice for a long time. I'm on mobile, so posting links is tricky, but have a look through the modding links sticky in this forum and you'll find some info on setting Unity up, installing PartTools (which compiles to the new .mu model format), setting up colliders etc, then finally exporting the part. Tiberions youtube on setting up a part is great too. Its not as hard as it sounds Good luck!
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Also, I made something I probably shouldn't have, because it opens up many, many cans of worms - far more than I can possibly deal with - but I did it anyway... And before anyone asks: No it can't deform the terrain I don't believe that will ever be possible in KSP. Pushing stuff, maybe digging small rocks out of the ground where it hits it..... Possibly. The only functionality it has right now is that it's really, really hard to push when in contact with the ground, and it looks kinda neat on the front of that rover. I have to admit to quite liking the idea that dragging this thing over the surface would give better resource yield from Kethane/Karbonite, or maybe reveal rocks with precious metal or whatever that can be collected and processed for science/funds. But we're talking big picture stuff that's well beyond my remit or skills here. I'm hoping there's a way to leave a texture trail behind where it's scraped, but again, I'm not sure if that's possible in KSP (would be essentially the same as tyre marks). Anyway, thought I'd share, even if it is a massive, massive tease
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Yeah, its kinda weird. Annoying if you don't realise you're going sideways and drop back to normal time, grip suddenly reappears and crashy crashy, boom boom happens I found this out on an extended rove around Duna the other day to test the tracks. Sadly, I found a really annoying bug with the suspension code I'm not really sure what to do about yet. Apparently unity or KSP takes it upon itself to swap object translation axis around sometimes, which results, after an extended drive, in the track wheels moving sideways all different amounts and bendy tracks. Not good
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To be honest, the wheels do weird stuff when physically time warped. They somehow manage to lose most of their traction and the suspension winds up... Not really surprised the repulsors do similar. You're spot on with KK, though last I saw there seemed to be a ray of hope. Poor AlphaAsh seemed pretty bummed about the while thing though. I'm taking a bit of time out to see if I can bring my texturing skills up to scratch. Nli2works stuff sets the bar as far as I'm concerned, so that's the standard I'm aiming for. It's insanely difficult and time consuming, but getting quicker as the workflow develops.
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Sorry, the forum is getting a little crazy on me this evening. It looked like it had posted my previous post twice, now that's gone and I'm confused. Never mind... @JeffreyCor, I believe 1.7 will work fine as is, though let me know if you do get trouble and I'll wind back the code and see what I can do. @BrutalRIP, nli2work actually released with the plugin, and I've since updated it. Deploy the engines, then use the RCS translation controls with RCS disabled. It will will the engines around to change the CoT @Gaalidas, Hard not to overdo the snacks on a nine hour Hobbit marathon! Thanks for the tip, I'll look at the code for KM gimbal and see if I can come up with something that will do similar. It won't be easy, though. Does anyone know if there's a mod that successfully makes tyre tracks on the ground where wheels have been? I did a little searching, but couldn't find much. Loads of Unity docs, but I'm not sure what limitations KSP imposes, so they may not be relevant.
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Ah. Did you export to fbx/dae/obj from blnder this time, or did you just bung the .blend into Unity? That definitely needs fixing first up, as they need to be different objects. The exports you posted all had them as separate objects, so something has gone wrong somewhere.
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Hello A couple of things: Clean out some of the models and put a fresh copy into Unity. Make sure the transforms are set correctly, as I noticed the shroud is way off to the side. It makes things loads easier if you get that stuff sorted before you get into Unity. Add an empty object, centred to 0,0,0 and add the mesh and transforms as children of that - call it Root, or something similar. Apply PartTools to it. Make sure the fairing is set in position correctly and set its tag to Icon_Hidden, as shown here (which you may have already done. Create a new material in Unity, give it a name, set it to KSP/Diffuse, add your texture into the slot and drag it onto the various bits of mesh that need it. Double check your thrust and smoke point transforms. Set up your colliders, configure PartTools and write it out, check the Unity console to see if there are any errors, then fire up KSP and check output_log. You're looking for an entry that says something similar to: "PartLoader: Compiling Part 'KerbalFoundries/AlphaRepulsor/part/AlphaRepulsor'" (that's just a log entry for one of my parts). Check it out in the VAB and see what happens, and let us know
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
lo-fi replied to nli2work's topic in KSP1 Mod Development
Hehe. What threw me is the pic in the showcase which seems to show some colour. I've just issued an update with a dedicated plugin for the engine movement, plus source code. More plugin updates to follow, but that brings it up to matching the plugin posting rules