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Everything posted by lo-fi
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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
No worries, been collaborating with nli2work on this a little, so I'll help out if I can. Cheers dude -
I'll do a Unity tutorial, it's something that keeps getting requested. When I started messing about I read half the Unity 3D forum and watched about half the video tutorials, so I had a pretty good idea what I was doing. Or join a hangout this eve, I'm doing a Q+A for someone who's new to modding, so we'll probably cover a lot of stuff in that. 20:00 GMT. Depending on how that coincides with your Hobbit marathon, of course. That's one heck of a lot of Hobbit in one sitting!
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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
Nli2work is travelling at the moment, but I'll do my best to help. Could you post a screen grab please? Also, are you running RPM? Edit: Actually, it's the same for me with the version on KerbalStuff. I'll investigate and get back to you. Edit2: Looks like the temporary IVA has no texture for the moment. Nli2work may well correct me when he's online next, though. -
They will auto apply, yes. But only part that have had that setting added to the AG will be affected, the group number will be ignored. There is a good reason for this: You fire the AG, all the parts that have that action assigned to it will do their thing. If they're behaving the same as the GUI menu, they'll all iterate through parts with the same group number and apply settings. Then the next part that's in the AG does the same.... and you see where it gets messy. You could end up in an unholy mess, so the group setting is ignored when apply settings is fired from an AG. The node thing might be cool, though with scalable wheels and tracks I'm not sure you'd cover all the bases and surface attachment is king. I believe the ASET rover uses it because of the asymmetrical parts that can't be placed with symmetry (which I'm personally not a huge fan of). Unity is easy The best thing to do is set up a new project called KSP422, then over-write it with what's in that repo. You could get Git desktop to clone it right in, but it gets a little flaky sometimes with Unity, so I'd advise caution with that.
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There might be a temp IVA, but I think its functional. Thanks BoomShroom If you're up for a little testing Madrias, I've made a plugin to mess about with the engine extension which changes the CoT. Nli2work is away for three weeks, but I'm co-author of kerbalstuff, so I can update when I'm happy it's ready. The little tug really is a work of art/genius, its definitely worth checking out!
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Engine Collision Problems
lo-fi replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
The first video isn't wrong, it's just not best practice. What you've done is actually better, though if you're going to keep it as a mesh collider I'd simplify it a good deal. Ignore that for the moment - let's try and getting it working first As long as you've got a convex collider it ought to be selectable in the editor. Are there any error messages in the output_log? Either when the part is spawned, or when the .mu is compiled during game start? -
Engine Collision Problems
lo-fi replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
Yup. If in doubt, explains is nicely from the 8 minute mark onwards.For an engine, it's probably better to use a couple of purpose built meshes (or standard primitives) for colliders, though. covers it rather well around the 8:30 mark too.EDIT: Try making your collision mesh simpler, maybe just a capsule collider and see how that goes. -
Good news is that the latest TS stuff has been working faultlessly. I've tried some wheels and tracks at various scales now, and all seems to be well. Wheel/track AG's ought to be good to go, though I didn't run any particularly extensive tests. Philotical is to thank for the long track texture, in response to my thread begging for help with texturing. The white is awful, I know, I really should create a default 'flat grey' texture to slap on freshly minted parts that have yet to be textured in future... Probably a lot of stuff that can be changed to model nodes for texture sharing, though don't worry about messing with the .mu files, just download Unity 4.2.2 - if you don't already have it - and set up the repo I've just added you into. All the rigged models are in there, along with materials and textures. Should make life a lot easier! On a different note, nli2works brilliant tug command pod sits rather well with the rover body (which will also need the TS treatment shortly). I'm just adding some RCS transforms and mesh, plus a little detail, then it's off for texturing:
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Cool, I've added your AG updates too, though I made some modifications so it won't trigger parts with the same group number too. This was what was causing the giant leaps in the numbers when using AG's, so I've made allowances in the ApplySettings method for dealing with that when triggered from an AG. There may well be some unused Use statements, it'll be a hangover from earlier code versions. I can't find a similar function in VS Express 2012, but according to the docs the compiler won't bother to include them if they're not actually used. If you'd like to remove them, go for it, though. Efficiency savings will always be good!
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FlightInputHandler.RCSLock RCS state
lo-fi replied to lo-fi's topic in KSP1 C# Plugin Development Help and Support
Ah ha! Thanks, testing now EDIT: Yup, that got it. -
Actually, I could make it a lot simpler... I have and idea, back to you shortly. This, by the way, will be necessary because of what I'm about to create next... EDIT: Gaalidas, please don't hate me, but... The KFWheel modules look for the instance of KFModuleWheel in the part and use a bunch of values from it. It seemed to make sense, seeing as having multiple instances of KFWheel in the part is tricky, to have tweakScaleCorrector as one of those values that KFWheel pulls out of KFModuleWheel. So, as there will only ever be on instance of KFModuleWheel in a part, that's the only one you need worry about in your TS configs. I should have realised sooner, I've just been so busy and barely keeping up with your latest work on TS. Works beautifully for me, let me know how you get on. Great work, the attachment nodes are much better and the various TS size ranges work really well. We might get there eventually after all!
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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
Your cool little demo this morning has given me an idea for something really crazy! I'll keep you posted -
Good stuff! I'm really confused, but it it works, great I had a problem with the parts causing massive frame rate drop (.5 fps) due to log spam after getting the latest changes, but the log entry was something related to resource flow so I'm doubly confused now. No idea what's going on, but I'll keep you posted. I need to turn off the crazy auto scale thing, it's driving me completely insane too!
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Hello, and seasons greetings I'm having trouble reading the RCS state. In the API docs, I found FlightInputHandler.RCSLock, which is behaving a little weirdly. At launch, with RCS disabled, it's true. Toggle RCS enabled and it's false. Great. But then after launch, and especially after docking or undocking, it no longer always matches the RCS light and the boolean state gets reversed. The state will always get changed when toggling RCS on or off, but its state in relation to the light on the nav ball is not consistent. A save/reload sometimes brings it back to the same way round as launch, though not always. I'm confused, and possible misusing it/this is a very strange bug. Any pointers? Cheers Lo-Fi
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Good thoughts; I tried that way, but it quickly gets unwieldy and unpredictable. I've added tweakScaleCorrector so I can multiply or divide as appropriate within the code, and I have absolutely 100% certainty that if that one value has been set appropriately everything will work correctly. It's also needed to drive the suspension movement of the mesh, as for some reason the inverse transform function that gives you the raycast distance does not take into account the scale of the wheel collider - possibly because its own scale is unchanged; only that of its parent object (the part). Some values like the default suspension strength are baked into the model and not defined in the config, so tweakScaleCorrector is needed along with some code to change those too. Once you're that far down the line with a hard coded exponent, you might as well go the whole hog and do the rest so that's what I did. It's built-in TweakScale support, if you like.. Thanks for tips on TS version, I've had all sorts of issues with the last few releases. I'm actually running 1.47 though, which is the first one that hasn't gone absolutely crazy on me (though it still has its moments!). 1.44 was an unqualified disaster with the wheels for some reason.
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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
It's looking stunning I love the beams, they really add something. I think it ought to be possible to script changing their opacity depending on the atmospheric density, so they could be quite subtle where there isn't so much for light to reflect off, and more pronounced with stuff in an atmosphere to bounce off. Damn you, giving me more ideas! Working on the engine code, I'll get back to you over the weekend with an update. -
Pros and Cons or Best Practice
lo-fi replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
I believe some maniac did a geometry test to see how much was too much. I can't find the thread now, but KSP ate a lot of polys (it was either 90,000 or 900,000 IIRC) before things got slow. I tend to aim for the middle setup as much as I can too, btw. An enlightening discussion, guys - thanks -
You also get that message sometimes when using the WheelCollidersIgnore layer, it's harmless WRT to KSP as far as I could tell. Is it actually causing a discernible problem, other than posting a few lines to the log? Unity docs suggest it's usually because ignore collision is called on a prefab, rather than an instantiated part, or that the component it's called on is not active (as the message vaguely implies). Do your parts contain any inactive GO's with colliders?
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Are you sure that putting the tweakScaleCorrector line in the config for the KF modules is the right thing to do? It's defaulted to 1 explicitly in the code (like a lot of the variables I use so you don't have to define them in the config unless you want something other than the default), and made available for TS to change. I'm wondering if TS changes it, then it gets reparsed through the KFWheel config node back to 1. It may well explain the long track weirdness. I could be completely wrong, but I can't see much sense in redefining it? I'll do a bit of testing myself. Thanks for pushing changes to Git, it makes life so much easier!
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Ah, you've reached that "TweakScale. What the deuce?!?! stage. Are you adding the TS stuff in the configs ahead of KF modules? The KF code does a lot of stuff on startup, so if the TS exponent hadn't already been changed by TS, as things are fired sequentially, bad stuff will happen. Hell of a long day - also a little drunk - so that's about the best I can come up with right now. The long tracks are nothing special, other than having more KFWheel modules (which govern suspension movement) than other models. Push it all to Git though (genius, itsn't it! Thanks, Linus) and I'll see if I can offer any insights over the weekend. Thanks, as ever!
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Thanks Gaalidas, that's brilliant. Good point about scaling small wheels down, they do not work well below a certain size. Maybe define three KF modules, one for small stuff that only scales up, one for mid size that hues either way etc.? Chance would be a fine thing good idea, though, I'll poke about in the BDA code and see what I can find. I'll see if I can find a better noise, it's just running the stock jet sound at the moment (which is annoying). There's a better model knocking about too, I'll try and take it out.
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Yep, absolutely. The desktop client is really cool too, I have it setup so it clones the KerbalFoundries folder in gamedata directly, so when I've made changes all I have to do is hit commit and sync. The same is true if the repo has changed and you want to update your local copy. Give it a go, it makes things really easy! Cool, how fast can you go?
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There was a mod that does old style film effects - as well as a bunch of other stuff - posted a week or so back. I can't remember the name, but if you look back through the add-on development forum a few pages you should find it. Pretty sure it mentioned a JJ Abrams mode - should give you what you are looking for!