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Everything posted by lo-fi
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Haha, reactor schmactor. Kerbal EPA "Excuse me, Sir, I don't believe you've caused enough environmental damage today. I'll let you off this time, but please try harder next time" Sorry dude. I really need to take a fresh look at the water stuff, it's been causing me some real headaches :/ I thought I'd put it back how it was, but apparently not! FTFY
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If you've downloaded an MM patch to upgrade the stock wheels you're probably not looking for duplicates, so might as well go for the over-write? Switching back will do no real harm to craft in flight if you remove the patch and revert to stock anyway. I think it might be best to have a separate thread for the config patches. Do you want to take charge of this one, Gaalidas? Now I've got the utils written, it's only half an hours work getting existing wheels up and running with KF configs, so there are probably a lot more than just the stock wheels that could receive The KF TreatmentTM. The Rollcage Kerchellin range immediately spring to mind; I used to use them all the time before I started making my own. Stock S1 and TR-2L will land shortly, though the TR will require some extra beating into submission. EDIT: Thanks, btw!
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Internal Combustion Engine Construction Kit
lo-fi replied to Azimech's topic in KSP1 Mod Development
You absolute lunatic! And I mean that in the best possible way The turbo prop is particularly cool, I'm very impressed. -
Interesting info! I have to admit, all this IVA, RPM shenanigans is all new to me. I've seen it, but never even had it installed or played with it in game. Having done a fresh install it all seems well and I can't really tell the difference with or without it, so I must have had something wrong. I'll give the ASET pod a go, as so far I've only tried the wheels. It is packed to the gunwales with funky RPM stuff! I need to get up to speed with all this.. Here, have a wheel config Latest KF plugin required PART { name = KFroverWheel1 module = Part author = Squad mesh = model.mu scale = 1 node_attach = 0.3093255, 0.322, 0.00, 1.0, 0.0, 0.0, 1 TechRequired = fieldScience entryCost = 5200 cost = 450 category = Utility subcategory = 0 title = KF RoveMax Model M1 manufacturer = Kerbal Motion LLC & Kerbal Foundries description = After years of outcry against the lack of proper powered wheels, a small startup company named Kerbal Motion was founded and delivered just what the public wanted - the RoveMax Model 1 powered rover wheel. Upgraded version with funky steering, wibbly suspension and tyres that taste like Jolly Ranchers. Do not feed to Bob after midnight attachRules = 0,1,0,1,0 mass = 0.075 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 3600 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 MODULE { name = ObjectDestroy objectName = bustedwheel } MODULE { name = OverrideWheelCollider moveCollider = true moveColliderBy = 0.25 suspensionDistance = 0.3 spring = 1 damper = 0.05 mass = .5 targetPosition = 0 } MODULE { name = ModuleTrack raycastError = 0.035 springRate = 1.4 damperRate = 0.1 smoothSpeed = 8 chargeConsumptionRate = 0.2 hasSteering = true torqueCurve { key = 0 40 0 0 key = 5 30 0 0 key = 10 15 0 0 key = 20 0 0 0 } steeringCurve { key = 0 20 0 0 key = 10 10 0 0 key = 20 5 0 0 } torqueSteeringCurve { key = 0 0 0 0 } brakeSteeringCurve { key = 0 0 0 0 } brakingTorque = 50 rollingResistance = 0 maxRPM = 600 } MODULE { name = TrackWheel wheelName = wheel colliderName = wheelCollider sustravName = suspensionTraverse steeringName = trackSteering isIdler = false isSprocket = false smoothSpeed = 40 wheelRotationX = 0 wheelRotationY = 1 wheelRotationZ = 0 susTravAxis = Y steeringAxis = Y } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp2-1 rotatorsName = susp2-2 } CONSTRAINLOOKFX { targetName = susp2-2 rotatorsName = susp2-1 } CONSTRAINLOOKFX { targetName = susp1-2 rotatorsName = susp1-1 } CONSTRAINLOOKFX { targetName = susp1-1 rotatorsName = susp1-2 } CONSTRAINLOOKFX { targetName = susp3-1 rotatorsName = susp3-2 } CONSTRAINLOOKFX { targetName = susp3-2 rotatorsName = susp3-1 } } }
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Alrighty, won't take me long to finish the rest now I've got the method sorted. I noticed a framerate drop just having RPM installed, and I'm on an average level desktop :/ Looking at the FAQ, I think something is not quite right. Maybe an optional dependency missing or something. Either way, maybe I can help narrow it down.
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Cargo bay doors and surface attachment.
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
You're welcome, glad to be able to help. -
I actually have an idea that will satisfy the moduler aspect without sacrificing the core stability or gorgeous IVA, and with very little work. I'll be in touch with sketches, I think I have the perfect solution I have to admit, though: a trailer in the same style would be really, really cool, but that's a whole other thing all together The inside, IMO, is spectacular. It really gives a feel for a team of Kerbals inside an exploration vehicle in a way I've seen in no other mod or part. The red tint lighting is a lovely touch, along with the consoles for the Kerbals that aren't driving. They actually seem like they are there for more than just the ride, and having to open the hatch before you can board or disembark is really clever too. This is what people are on about when they talk about immersion! My approach is always to make what I like, and make it as well as I can. Lets stick to that and we'll be fine
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
lo-fi replied to alexustas's topic in KSP1 Mod Development
The wheel. I was referring to the post above with the screen grab; should have made that clear -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
lo-fi replied to alexustas's topic in KSP1 Mod Development
Actually, I was going to mention this to alexustas The surface attach point is set weirdly (though there may be a good reason I'm missing). You can change the line in the config to the following and they will behave as you're expecting: node_attach = 0.7, 0.2, 0.0, 1.0, 0.0, 0.0 -
The importer will work if you want to take a peek, but it tends to make an unholy mess of duplicated objects on complicated models sometimes. I forgot to do a commit last night. I'll start sending stock and ASET wheel configs too. It will needs lots of testing. I've had to write a module which changes all the collider settings, as well as actually moves the collider and suspension GO's to get the suspension working how I want! It's hacky, but it seems to work. Sadly the only option, short of ripping the models apart and repackaging. Cheers dude, lots more to come
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Thank you, this will be really helpful
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Spanner really knocked it out if the park with this one, didn't he... I'm not sure about the modularity; it's probably impossible for the core with that incredible IVA etc. The only thought I had would be modular panniers for the top and sides with different functions, so you can customize that way. The hexagon shape really lends itself well to that.
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I think it's pretty cool. Spanner has excelled himself there Been playing with the stock wheels. Man, those things are frustrating! Getting them to work as well as I want requires major reworking. Dealing with the S1, I've tripled the suspension distance (weirdly, the model is set up for it and uses about a quarter), cut the wheel collider mass value down by a factor of ten, and set some sensible suspension values. What you get it quite a workable wheel. It might seem like a needless distraction, but I'm getting to really test my plugin while I'm messing about with other wheels. So far it's been absolutely perfect!
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^ Hahahahaha! Come to think of it, do you think Kerbals are actually evolved from Ewoks? They're about to right proportion,s just seem to have lost the hair.. By the way, for those looking for rover bodies, here's a little teaser of what's to come: SpannerMonkey is to thank for this little box of Kerbal goodness, I'm just releasing and supporting on this one. Release soon once we've got all the details sorted out.
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Cargo bay doors and surface attachment.
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Cheers, I hope so! Seemed too good not to spread the word -
Cargo bay doors and surface attachment.
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Haha! Epicly ninja'd -
Cargo bay doors and surface attachment.
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Yes, in so far as it's applied to the gameobject that has the mesh collider component applied, which also happens to be the mesh itself. There are some confusing artefacts from the .mu > .mu import process that threw me a little to start with, so ignore comments about the collider object not being present. I was going to message you, as this will no doubt be useful for your Skylon; you've ninja'd me rather successfully Just posted a thread in add-on dev I was going to put forward for submission to your modding links too. -
After a bit of digging prompted by the thread here I found that colliders on the new stock cargo bay doors have a tag called NoAttach set (note, this is a tag, not a layer and does not need to be a specific number in the list when you rig in Unity). This prevents parts being attached to the animated doors and being left behind because KSP creates joints between the root gameobject of parts, rather than the colliders they are placed on in surface attachment mode. A useful little bit of info I thought I should share in an easily googleable fashion. I suspect this is new in .25, and I'm sure will prove useful to many people, myself included. EDIT to clarify: set the tag on the GamebOject that contains the collider you don't want parts to be surfaced attached to. This may, or may not be the mesh; it could also be a child GO with a collider component added. Either way, set the tag on the GO with the collider applied. It won't just apply to bay doors, it could just as easily be a heat shield, wheel, turret etc.. Code for a little plugin to print layer numbers and tag names for specific game objects is in the thread linked above, licensed CC0. Have fun with your cargo bay creation!
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Cargo bay doors and surface attachment.
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
Bingo!! The tag is set to NoAttach. For reference, I used the following code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; namespace UtilPlugins { public class LayerFinder : PartModule { [KSPField] public string objectName; GameObject _gameObject; [KSPField(isPersistant = false, guiActive = true, guiActiveEditor = true, guiName = "layer")] public string thisLayer; [KSPField(isPersistant = false, guiActive = true, guiActiveEditor = true, guiName = "tag")] public string thisTag; public override void OnStart(PartModule.StartState state) { base.OnStart(state); _gameObject = this.part.FindModelTransform(objectName).gameObject; if (_gameObject != null) { thisLayer = _gameObject.layer.ToString(); thisTag = _gameObject.tag.ToString(); } else { thisLayer = "object not found"; thisTag = "object not found"; } if (HighLogic.LoadedSceneIsFlight) { _gameObject = this.part.FindModelTransform(objectName).gameObject; if (_gameObject != null) { Debug.LogWarning("Layer is:" + _gameObject.layer); Debug.LogWarning("Tag is" + _gameObject.tag); } else Debug.LogError("object not found"); } } } } MODULE { name = LayerFinder objectName = BayDoorL1 } License: CC0 It will spit the layer for the named GameObject out to the log, as well as the GUI menu. -
Cargo bay doors and surface attachment.
lo-fi replied to NecroBones's topic in KSP1 Modelling and Texturing Discussion
I had a go with the .mu importer and a little plugin to write the layer of specific game objects to the log. No luck so far. What appears to be bay door colliders do not seem to exist (gives null-ref), and the doors themselves are layer zero. Unless it's driven with tags... Ask Porkjet? I'll keep you posted if I do find anything - it will be useful for one of my projects. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
lo-fi replied to taniwha's topic in KSP1 Tools and Applications
Oh! That makes total sense now Thank you, really appreciate it. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
lo-fi replied to taniwha's topic in KSP1 Tools and Applications
Hehe. Its the interface with the script I'm stuck on. I had a look in the code and found an adjust function, but I couldn't figure out what parameters to give it at command line to do anything other than spit out the collider info. I could work out that it wanted the name of the .mu as a parameter, and after looking at some python docs I still had a complete understanding fail for exactly what to do for anything else. Can I be really cheeky and ask for an example command for changing any parameter? I can work out the rest from there (unless I'm really missing something). Cheers!