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Everything posted by lo-fi
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Bah! This TweakScale thing is a nightmare. A little reading reveals this seems to be a known issue with symmetry that has yet to be fixed, but I didn't dig too deep. Tired, bored and moving on. There is now a public variable in KFWheel called suspensionCorrector, if anyone who has more experience wants to have a go. I've been using: MODULE { name = TweakScale type = free scaleFactors = 0.5, 1.0, 1.5 scaleNames = Small, Medium, Large defaultScale = 1.0 MODULE { name = KFWheel suspensionCorrector = 0.5, 1.0, 1.5 } } Which works sometimes, but TS seems to move my parts around in flight and not scale the symmetry counterparts correctly. Always fine going back into SPH, but there seems to be some kind of disconnect between SPH and flight :/
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Inbox cleared. I'm not sure if I need one or more extra variables yet, and I'd hate to have you go through loads of work to then turn around and give you different info. I'll get back to you shortly.. Really not sure what's going on with the trip, would be interesting if you get the same thing not scaled. If definitely looks like a collider catching on the floor, but you're on flat ground and they're carefully designed for that not to happen. I certainly can't think of anything in the plugin which would cause that kind of behaviour. Is it always in the same place? You could try setting breakingTorque and breakingForce on the tracks quite low, which will result in the offending article being ripped from the vehicle if it is non wheel collider contact with the ground that's causing the problem, which would tell us something.
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I'll have to have a poke into how emissives actually work, will get back to you on that. It moves the texture offset on the material assigned to the named object, and covers diffuse, spec and bump. Emissive sounds like it's a bit different, so I'll see what I can dig out.
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Yep, you've got it The plugin will find the named object no matter where it is in the hierarchy. Just split the windows off as a separate mesh, name it in the module in the config and play with the settings. The defaults ought to be a good starting point, but maybe up the speed. Off out this eve, but I'll look in over the weekend and see how you're getting on.
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That'd indeed be a cool use for the texture animator plugin - do shout if you decide it's something you want to try and need a hand. Nice work
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Hahaha! Would that make it Kavey Jones' locker? Monabii, I'm afraid I have no experience with Kerbpaint, though I think I remember Gaalidas(?) was using it and may chime in with something useful. The existing repulsor textures are .tga though, so you can just open and edit without any need for conversion. Just re-save over the original and you'll be good to go
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Cheers dude, I'll bung it in when I get a chance Sorry I've been a little quiet lately, work is absolutely nuts at the moment (I'm currently in hour 30 something of my working Wednesday and still going). That's really cool, I like the landing sled! Reminds me I need to play again at some point.... Cheers, and thanks for all the screen grabs Really, really need to get the pod race challenge going now there are quiet a few people with workable pod racers! Cool designs, keep 'em coming!
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Can't get Collision to work on custom part
lo-fi replied to BlackFang's topic in KSP1 Modelling and Texturing Discussion
Put it down to 'one of those things'. Glad you got it fixed Do look into making a simpler collider, though. They're a more resource hungry with higher tri-count, so the less you can get away with the better. -
Evening all! Is there a way to add a build number to a project in VS which auto increments every time you hit the build button and gives an accessible variable that can be printed to the KSP log? I'm sure I've seen to something like that mentioned, but I can't find any reference to it now. Thanks, as always
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Can't get Collision to work on custom part
lo-fi replied to BlackFang's topic in KSP1 Modelling and Texturing Discussion
What's happening exactly? You've got convex selected, and the layer is set to default which is all correct for that kind of part. Doesn't look like you've gone over the 255 tri limit for mesh colliders, but try making a simpler object (less side, maybe 10 or 12) for the collider, or ditch the mesh and create an empty GO to apply a capsule collider to to see if that helps. -
Like all of your stuff, this is superb! For the motor on one side going the wrong way issue, IIRC the reverseMotorSet bool in FS is public, so you might be able to make your plugin tweak it back to the correct value after it's done its magical rotaty thing. Good work, dude, can't wait to see what you come up with next.
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[Documentation] Wings creation mini tutorial
lo-fi replied to Justin Kerbice's topic in KSP1 Mod Development
I think Cpt. Kipard means that the quote should read: "+z is the direction of lift, +x is right, +y is the direction of travel." Which seems to be the case looking at your own work, and I agree should be changed (unless I'm misreading). I'm still working on the symmetry thing, btw. I have yet to test with wings, but now I've got your tutorial to work from its much easier for me to play around. Thanks for taking the time to do this -
Plugin stuff is all sitting pretty as far as I'm aware, minus removal of a few debugging lines. Textures for a few of the new parts are in progress, so once they're done I might bundle it all up as-is and do a parts only update later when the very latest models are finished and textured. So I guess genuinely soonTM
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Think of them as a POC (though I'll try and finish to get them in for 1.8), as I had to do some topology trickery and write a new module to drive the alternate steering method. Wheels with the same mounting arrangement are no problem, it's just that I've had an idea in my head for a little set of tracks like that, and thought they'd look pretty cool and a bit different. Glad I did, they are quite fun drive In the latest dev commit, btw. Been cramming the texturing tutorials in, so I might even have a go at doing the latest parts myself. It'll keep me from making more!
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I do try to make stuff that doesn't look glaringly out of place with what's in game to start with, but for things that don't really have a precedent, and with the 'stock' style being a little all over the place itself, it's a little difficult. If the orange tank was in a mod, I have no doubt some people would be screaming to have it dull, flat white. I'm no stock-alike warrior, but I've seen the term glibly thrown around enough times to know that a lot of the time people don't really know what they actually mean by it. I always read it as "this needs more cowbell". And frankly everything needs more cowbell. So I guess what I'm saying is "I have no idea what that actually means", and will give anyone that asks for "more stock" without clarification an actual cowbell part, complete with really annoying sound effects. Either that or an OXO cube IVA prop.. As we've discussed before, I'm always open to suggestions though. It's Darren9's alternative texture that sits on the repulsors by default now instead of the more colourful original version, for example. Trouble with doing stuff out of normal orientation is it gets all borky about which way is up. Which isn't really helpful in a game that's all about going up and coming down faster. Definitely need a sketch to figure that one out, though I think you're asking for a wheel that mounts like castor wheels underneath, rather than on the side?
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At least mine was self inflicted. Hope you're feeling better! I need to have a cheeky look at his code, they look really good. I need to add a collider to the long tracks, as you can't move or configure them at the moment. Not sure what you mean about the 90 deg wheel. Sketch? The DSRC is really cool, I think it's about ready to go out for initial release! Also, love the argumentative reasoning, that made me chuckle.
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Yeah, I'm struggling with the stock repulsors thing.... The repulsors are some of the simpler parts, both in terms of poly count and collider setup, so it's hard to reduce to something more that just a primitive. The part module is also extremely simple compared to wheels or tracks. With the limiting performance factor often being the single threaded physics engine, poly count is the least of our worries as Unity is pretty slick unless you're doing something really stupid with your meshes. Mercifully physx objects (wheel colliders, for example) are optimised and hardware accelerated outside our reach! Texture sharing and size culling (as Gaalidas rightly points out) to optimise memory usage where possible will become a priority in upcoming releases. Now, I've done nothing this weekend apart from drunken debauchery; it's time for some sleep, and I'll get back to it during the week. I hope everyone's weekend has been as good