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Everything posted by lo-fi
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Me either, even I'm excited about some of the part I haven't yet created Any of you guys good with Python? I'm trying to use a script to mess about with the wheelCollider parameters in the ASET wheel, but I'm absolutely stuck. They're set at Unity default in the model and over-ridden to sensible values with FireSpitter (which I'm not using, or course;) ) https://github.com/taniwha-qf/io_object_mu/blob/master/wheel.py I can get it to spit out the current settings, but I'm absolutely baffled by how to get it to do anything else
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[1.2-1.7] Blender (2.83+) .mu import/export addon
lo-fi replied to taniwha's topic in KSP1 Tools and Applications
Any pointers on using wheel.py please? I can get it to spit out collider values, but I can't figure out what arguments I need to give it to adjust the settings. Thanks for the Blender importer, it's absolutely invaluable! TIA -
We were just talking about them, actually, see post #1208/9. The short version is I got embroiled in writing a new wheel module from scratch, partly because I couldn't make them work as well as I wanted. They will appear at some point, but getting all the building blocks in place has been a long, long road. However, it's pretty much done now, so I can revisit the idea and do it properly. They will be released at some point Yes, I have a couple of parts on the go and a whole bunch of ideas. I want to do a range, available as a separate parts pack that has bodies ranging from little probe cores, through single seat rollcage type things (thing the cool tracked buggy from Prometheus) that you can strap wheels or tracks to, right up to this and bigger: Working hard to get things all polished up for the next release, then I'll get back to some serious part creation. Inspiration is always welcome!
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I'm just working through this, playing with the ERS wheels at this moment in time. I have a theory, though won't comment until I know more. I think I know what's going on, particularly given the the problem starts when launching from the SPH. Just setting KF up to drive them and see what happens, though the odd surface attach symmetry is annoying. The latest changes to the suspension movement in my code will probably mean that TS configs will break the wheels for the moment. I'm adapting the plugin so TS can tweak a value to fix this, though I need to get myself up to speed properly with it. I know it was working fine before, but I changed it about because it set limits on design I wasn't happy with, so opted for a different method. All to do with whether the suspensionTraverse object is moved within its parents local space using transform.localposition, or moved using transform.translate, which moves it locally on its own axis. This difference is subtle, but important. What seems to happen if TS or RescaleFactor is applied is the translation moves the object a set amount, not an amount appropriate for what the RescaleFactor is set to. It won't be hard to fix, but just so you're aware. You'll get the full range of goodies you get with my wheels in terms of steering, tweakables etc. It would also be possible to modify the suspension distance up, though it might make some of the visuals look a little odd on some of them. Yes please!! I have no experience with MM, so a hand with that that would be most welcome. I think it's definitely a separate optional download sort of thing, it's not something I'd want to bundle up and force on people downloading the mod parts. I'll revisit the maxRPM thing, and enable the GUI RPM readout again to make tweaking easier. You've pretty much hit the nail on the head there. It's a nice to have, but there are other priorities right now. The controls are indeed going to take some wrangling out...
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Quaternions are driving me insane!
lo-fi replied to pixartist's topic in KSP1 C# Plugin Development Help and Support
Thanks for posting the solution, this will come in handy for something I'm working on. Who knew scalar products would be so useful?? I certainly had no idea when I was doing my maths with mechanics in college... -
You've got the models files in my repo, so do have a poke. I tend to make the track surface with a lofted spline and tick the 'generate mapping coordinates' option, otherwise it's damn near impossible to get the placement right for the texture to scroll around. Shout if you have any questions. I know a lot of people will welcome more track units, and I'm always limited with time, so if the mood takes you. Be good to get some more out there, having done all that work for the plugin. I'll do a run through of all the config options for wheels while I'm at it, which I know you've been waiting for.
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Cool, I'll work on that as an optional thing. The crawler needs a lot of work, it's still using the stock modules! Been totally neglected while I've been working on other stuff... That's a good idea actually, I like that a lot. Agreed that you can get yourself in a right pickle currently.. Can do eight directions if you take combinations of key presses, and it would fit well with the normal way of operating stuff in KSP. Cheers for that, I'll work on it
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Buddy, if you want to model some track units to suit, I'll happily rig them up for you live on Twitch so you can see how it's done. Cracking work as usual! Shout me if interested, there are one or two things in the construction process - particularly related to the track mesh itself - that need paying attention to to save a lot of work down the line.
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But... But.... How else is he going to toast his snacks?? The steering is a weird one that I'm unable to replicate. I've not got TS installed currently (will try later), but setting rescaleFactor doesn't affect the steering for me. What does go wrong is the suspension movement doesn't take it into account, so the wheel meshes end up firmly stuck in the ground. A nice little gotcha I'm going to have to fix... Are you running a clean install of the dev version? The code for the steering visuals is pretty simple in that it just rotates and GameObject, and rotations aren't affected by scale in Unity, so something weird going on there. Anything in the log? This is good info, TweakScale support is something I really need to look at, and it won't be completely straightforward. I really need to get around to writing the documentation! You've pretty much got it figured out, though. maxRPM is really there to stop ungrounded wheel colliders running away to stupid RPM, and is also used to calculate pitch for the sound module. Other than that, the torque curves will work in the usual way. Basically, you'll want to set the value a little above the RPM you'll get at max speed for the given torque curves you've defined. Though I realise this may be a little difficult given you can't see the current RPM, so maybe I ought to enable it in the GUI. Hopefully that clears things up? Thanks, I'm really chuffed with how people have taken to all this crazy stuff I've been building the plugin to be flexible enough to drive just about anything you might call a wheel/track/screw etc. I've set up all the stock wheels absolutely fine with the KF plugin (sadly, the stock ruggedised still suffers from the mesh collider being too big and sticking in the ground - working on this), so I don't see why the ASET wheels should be any different. I'll have a play, it was on my list of things to do anyway. If I can find the animation name, I'll even be able to drive the retract function Considering releasing a Module Manager patch or just a set of configs for stock wheels using the KF plugin if there is interest?
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Cheers guys, you each deserve the Jebediah Cross for sticking with me all this time! It's an absolute blast creating all this stuff And to think all I wanted was configurable wheels... Endless Unity articles and forum threads later, there was me thinking "oh no, I don't want to have to script[ things! That seems like something I'll never be able to do". How wrong I was
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Definitely some stunning craft design going on there. As eve, it's really cool seeing what people are doing with the parts. Messing with coroutines (like mini update routines you can fire off that either run continuously or until they are done doing what you've asked them to do) has given me the final bit of finesse I needed to complete the plugin. I need to refine the retract sequences using them now, then I'll happily call it feature complete. My benchmark is being able to create a new part (or someone else's) design, configure the plugin to drive it and fire it up in game without messing with the code at all. 99% there, I'm happy to say. Beyond that, it's on to texture completion and more models, along with proper documentation. Time for a beer
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[WIP] Part Select Window - Prototype 7 - 2 November
lo-fi replied to Crzyrndm's topic in KSP1 Mod Development
One of the creative commons licenses ought to suit: http://creativecommons.org/licenses/ I haven't downloaded to try yet, but looks promising! -
I may have messed something up in the config with the exhaust heat Vertical tailpipe would be pretty cool, actually. Maybe something like the 90 degree upward exhausts like you see on some turboshaft choppers? Just as an idea to throw around reminds me, I'm not sure I got around to updating to your second model version(maybe), I'd completely forgotten(maybe)!
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Too hard to resist! Think I've found the solution to just about all the bits of my code I knew could be made more efficiently, I just didn't know how. It will make for cleaner, simpler code, which = less bugs and debugging time. Yeah, my bad on the white for the large wheel. I felt the grey just looked a little... lifeless(?) with all the grey on those large parts. That and I tended to be testing them on a rover made with hitch-hikers, so the white seemed about right there. Medium wheels got changed because the rep. wheel model is nicer, already textured, and a duplication anyway, so the repulsor ability will be a toggled option in editor similar to the fairings in TT wheels. There is some method to my madness, honest! Welcome back, btw. Haven't heard from you in a while
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How are you handling the end effector, Sirkut? (If you don't mind me asking). Have you invented some clever way to remove the usual KSP joint from an attached part to the root of the arm and replaced it with a joint to an object at the end of the arm? Or have I missed something? Great work anyway, this is going to be cool!
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Achroma, you make some good vids. Just checked out the YT channel and enjoyed the jet refuel. Keep it up! Just committed now, Spanner. That is the parts, not me. Yet. Working on that documentation for you so you can start playing with the plugin for your own parts, btw. Going to do FS style, as that's what people are used to, plus a YouTube tutorial if I can find the time. It's mature enough now that I know I won't have to mess with it too much going forwards, other than adding features. Matching KSP, I think we're going beta soon here too