Jump to content

lo-fi

Members
  • Posts

    2,419
  • Joined

  • Last visited

Everything posted by lo-fi

  1. Just had a texture update come through from Justin, so it's edging closer. I'm really looking forward to the next release as this will definitely be the last alpha. Beta stage ought to be a soft release for finally tweaking some values, dotting I's and crossing T's, then it's off into the big bad world Already seeing Squad posting bits with repulsors, tracks and wheels in, and it always makes me smile. The latest cinematic by Achroma is fabulous too (though I may have posted before)!
  2. Hehe! That's a whole lot of repulsors What happens when you have repulsors at silly heights isn't really to do with them themselves, but how the vessel isn't really suspended in the air, it's supported from the contact point of the WC with the ground. So once you get hovering >>> than vessel length, you tend to run into major stability issues, and things get rather counter-intuitive. You can move stuff around in the part, but then you get a hard limit on how close to the ground you can get, and if you turn them off the WC clips through the ground and will never make contact again unless you have another way of getting the craft lifted to clip back above the ground collider. They certainly won't ever make a a VTOL you can fly around at 5,000 feet I'm afraid - it would need a totally different mechanic for that, and, well: wings Gaalidas, you'll find that the RepulsorTest module has 64m height. It ought to be a slightly old copy of the normal class that I was going to delete, but changed for something Madrias was playing with. Strength, I can do something about, I'll modify the ranges for next release if people are finding they need more. Just tested the icon size fix, which is working perfectly!
  3. Sorry, not with the way the plugin is configured at the moment. In any case, increasing height too far beyond that with repulsors gets.... weird, and I don't think it's going to get you what you want for a VTOL. They're just abused wheel colliders, don't forget, so everything balances from the point of contact with the ground. You can angle them, or course, but weird stuff tends to happen with really wide fields, which is why I sort of left it at 8m. That being said, I'm happy to leave the repulsor test module live in the plugin for next release, which allows 64m, so you can config bash and play about to your hearts content with the 1.8 version. Thank you, I'll be keeping an eye on this And generally, apologies for my hiatus. Rumours of my death have been greatly exaggerated I do have some good news, though! xEvilReeperx has sent me some code to test which will hopefully sort out the editor icon size, so the tracks will no longer appear with blank icons
  4. Some stuff; not everything got bundled up into the downloads when it was open sourced. I like the design, though - I'll see if I can get hold of EF, or recreate if I get time. The plugin was, and is challenging, but in the best way possible
  5. I don't have the model files for that I'm afraid, and my version wouldn't be dual tracks on a body as my plugin doesn't support that. ElectronicFox is active around here again though, so if we ask him nicely we might be able to get hold of the model files and I'll publish as separate tracks units and body.
  6. Hello Kind of. I can't claim to have taken over the old mod - what I've done is use the RBI models, made some new ones and written a new plugin. So I can't really claim to be doing support for the old mod, other than having taken some cues from the RBI plugin and revived the models. I've taken a different approach with the mole tracks, and split them into separate units having ditched the body as my plugin doesn't support multiple tracks in one part. However, I know that the attach problem you're talking about is an old one. I suspect the node vector is set incorrectly, so try reversing its direction. This might help you out quite a lot: http://forum.kerbalspaceprogram.com/threads/97126-0-25-CIT-NodeHelper-v1-0-2-17-10-2014
  7. lo-fi

    Hello! Thanks for stopping by

  8. Why don't you just recompile it without the version checker? I'm sat looking at a UV template I've just rendered out. Man, I hate texturing :/
  9. What's going on with FS, is it not being updated?? Cheers cremasterstroke A few textures left to do, plus a few bits of debugging stuff to strip from the plugin, then 1.8 will appear some point soon. I'm afraid Spanner has been out of action lately so no movement on the rover bodies, I've been seriously busy IRL the last couple of weeks and Justin is busy with a lot of texturing work for other projects too. The good news is that I'm pretty happy with the plugin, and rigging new parts is easier than it's ever been.
  10. Ha! Not enough grunt 344cc 4-stroke Briggs block, absolutely thrashed. You've never heard one work so hard! You keep handing me these crazy ideas, Madrias!
  11. Would definitely eat a small animal for breakfast given half the chance... The damn thing is brutal, it scares the bejesus out of me at full chat. Designed for picking horse poo up off the field as I got fed up doing it the boring way with rake and barrow.
  12. Haha! Funnily enough, I seem to do the same IRL too. I wanted at 12hp Hoover... I built one. I want a small hovercraft, so I'm making one. I just don't seem to be able to stop myself! Give me tools and I make stuff; I guess its that simple A wall of airbags would be hilarious, though now I have an idea for aircraft carrier arrester wires...
  13. Honestly, KerbalX has some weight behind it, and it's a much more elegant solution than a zip with a bunch of out of date mods in it. And I don't mean that flippantly; maintaining what you're suggesting could be a full time job and I still doubt you'd keep up. I understand what you're trying to achieve, but I think you're also forgetting that there are a fair few mods which either prohibit or ask you very nicely not to redistribute in 'parts packs' (mine included shortly).
  14. Cheers for the heads up, I hadn't heard of that. It's pretty much what I've done, but In the grand scheme of things, it was a pretty simple few minutes work. Maybe I ought to roll all the little util modules I've made that aren't KF specific into a general use plugin. The texture animator seems to have been received quite well, and it can't hurt to have these things available for those who don't code (though I highly recommend more people get involved).
  15. KAS anchor? I actually played KSP for the first time in months today Never used SP+ before, but I see why they bought it in. Stunning parts. I made this: Gutted the shock cones don't move, so I wrote a plugin to do just that. Will be released at some point.
  16. You have no idea how much we've had to bribe the cleanup crews to keep on working. It's the fifth time this month. Funny you should mention using the repulsors as landing gear, JediKatana.. The amount of space plane debris that's piling up at the end of the runway is phenomenal; Jeb keeps using them and forgetting to add enough batteries. He lands, throttles down, and Kaboom! It's all well and dandy while at full throttle trying to buzz the new intern at the front desk of the admin building in an inverted dive, but as soon as he figured out that it's acceptable to throttle down for landing, and the alternators don't kick out so much charge all hell has broken loose. Still, at least there is no penalty for his crazy designs that simply won't take off, reach the end of the runway and swan dive off like an entrant to the Red Bull pier jump. We have a boat standing by about a mile offshore just in case wings become 'sissy' and fall out of fashion again. Still, never a dull moment.
  17. Lol. About the only thing I'm not involved in at the moment is sleeping.
  18. There's a new version out, which I tried. It now wants to make wheels the root part, unmountable and unselectable. Let's just hang that on the fridge and forget about it. Not much will happen this week, I have a ridiculous amount of work to do. Happy Kerbal throwing, guys
  19. Knowing what little I do about it, what TS does is not straightforward. Thinking about it, and looking back at that screen grab I posted, I reckon there is an error that doesn't show up in the logs. On the wheels that didn't scale, TS had moved their positions ready to be scaled, but hadn't actually done so. Also, the variable in my module had not been changed, so this tells me something went wrong in the program flow and TS went "meh", shrugged its shoulders in a fashion only the French usually know how to do and went to have a pint on work time. I'm not going to go code diving, because I'll want to try and fix it!
  20. I think you're absolutely right there. I'm at least going to wait until the issues with TS are fixed, it just makes it too hard trying to work out if it's something I've messed up or a bug in TS. Probably a lot of messing required to get it working properly anyway - from experience, the Unity wheel colliders don't react well to be scaled.
  21. Interesting, thanks for the heads up. I've been looking at the emissives tutorial, and I'm still not sure how to access the material for the emissive to change it in the same way as the diff/spec and bump. Hopefully I don't have to dig into the shader (if I even can).
  22. Thanks guys! Seems clear I would need to add some more stuff into the plugin to deal with the catching issues, I know exactly what's going on there now. Unity wheel colliders 'torque' is actually just force, not force over moment. The tracks have to apply quite a strong braking force on the inside track to turn, so when scaled up this will give an epic force. Not good, and will require some thinking about. If it's too much of a pain I'll just write it off as a no-go - it may be simpler to make separate configs for larger or smaller parts or just write a part chooser than mess about with the plugin and MM patches I don't want to maintain for a dependency I don't want to distribute.
×
×
  • Create New...