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lo-fi

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Everything posted by lo-fi

  1. Haha! Ooops, I know exactly what I did... Won't take a moment to fix. I was working on fixing the annoying tendency of wheels to stay at their compressed position at launch before the physics kicks in. I didn't bother to test the tracks after Giving extra ride height above the max I've set for each wheel will sadly cause huge issues with the suspension visuals. As it is it's a fudge between the purely linear motion of the wheel collider raycast and the arc nature of my setups. As the angles get greater the disparity becomes all too apparent and the wheel meshes with simply float. Nice idea, but not something I can achieve within the limits of Unity/PhysX. I gave full travel to aid the base builders, rather than for dynamic effect, though I do need to review on some of the newer wheels because I was testing with the large ones... Wheels and tracks are driven with the same module, don't forget. This is how I keep getting into a pickle and breaking something on tracks when it works fine on wheels or vice versa I'll have a look at that, it definitely needs fixing the same as the repulsors did. EDIT: the ride height is somewhat counter intuitive, but here's what's going on. At reasonable spring settings, you should have about half compression with the vehicle at rest. Take away half the suspension movement, and you've got 0. Not really sure what to do about that, as there is no easy way I can adjust for the set spring rate. Currently it all hinges off vehicle weight verses the set spring on the wheels, and as I can't adjust the springing in flight, I'm a little stuck :/ EDIT2: I can't reproduce the problem with the torque action groups. The AG directly modifies a value used in calculation of the applied torque every physics frame, so there's nothing to apply in the same way.
  2. This is exactly what I'm aiming for The collider seams are annoying, and I'm not even sure I can do anything to fix it. I've devised a little test to confirm, but it looks like the ground is made up of sections of mesh collider - I guess because having one huge collider for the entire planet would be impossible. They either don't overlap enough, or there are differences in height going between the two, but either way it's frustrating.
  3. Cheers dude. Been a heavy weekend, and I've not had much pc time, but I'll get something over soon.
  4. Glad to hear it, and thanks for stopping by. Screen shots always welcome! Yeah, been keeping a close on on that. There is a lot of stuff in my update loops, so might be good to implement. Some interesting ideas, I'll have a think about what I might be able to do and see what I can come up with.
  5. I would look at the BD armoury source, it uses raycasting for the bullets, and actually states that they never pass through.
  6. Yeah, no problem! I'll release it over the weekend; it was a half hour mess about, so I need to strip some debugging stuff, comment and document the config entries. Will be released public domain, though I'm hoping to start a community effort to roll useful little general use modules into a common plugin; I have a few more similar ideas. Will PM you when its ready - won't be long
  7. Yeah, that's probably a good call. I'll look into it for the next version.
  8. I honestly have no idea how to do that. But I'll have a look at the source for smokescreen and see what I can come up with A light controller would be useful as an EFFECT node too, now I think about it.
  9. It seemed like too cool a thing not to create, so here is the POC: That's the random version, it smotthyl jiggers the UV offsets around between ranges over random amounts of time, the ranges for which you can also configure. I'll create another two versions which linearly progress to set placements over the texture and randomly picks specific placements respectively. The idea is you'll be able to set up a grid of frames on the texture and the plugin will choose which frame by changing the UV offset. Easy, easy (and hopefully useful) little plugin, so I'll release shortly once it's finished. The version shown should above be useful for engine and light effects.
  10. I can write a little plugin to do this if you like? It's dead simple. My tracks use code which moves the texture in one plane to give the effect of rotation where the mesh, of course, does not. Adapting that little piece and adding a some configurable, random values to change the UV placement is quite easy. There are probably lots of applications for it.
  11. Hmmmm, that's a nice idea. I think I'd want to use a different hover method for that, rather that wheel colliders again. Did you see the hover platform that popped up a while back? That used raycasts and a control loop (maybe PID), which might be more appropriate for that sort of thing. It's worth looking into, could be quite cool.
  12. Ah, the action group ride height has been overlooked. Yep, I'll get that sorted. For armour/structural bits: Always open to creative input, so meshes in any format, rough sketches, doodles in paint, or badly Photoshopped screen shots are more than welcome. What appears the other side will usually be nothing like it though, as my own ideas always end up very differently to what I had in mind, but I never see that as a bad thing. The important thing is it fires the imagination!
  13. A few weeks I suppose.. depends how testing and texturing goes. Kinda thought about armour you can toggle on and off like the mud guards and drive shafts on the TT wheels, but got no further than that.
  14. Happy to help, looking forward to seeing what you've got in mind
  15. Haha @Madrias. So typical of Jeb. "does everything you drive end up on the roof?". Would be hilarious to spawn some Kerbals with a little diving board, some sun loungers, a beach ball and a cocktail snack bar XD.
  16. Absolutely! I think one of the first things I did in .25 was take a little rover fitted with the screw drives for a swim The sounds are just placeholders until I find something better, particularly for the tracks, and I didn't want to set the volume too high in case it got a little too in-your-face droning on. The wheels sounds mod is for wheels driven with the stock Squad ModuleWheel (which none of these do any more), so no compatibility I'm afraid. You can use the sounds from that mod if you wish with some config editing, though: EFFECTS { WheelEffect { AUDIO { channel = Ship clip = KerbalFoundries/Sounds/wheel volume = 0.0 0.0 volume = 0.01 0.0 volume = 1.0 1.0 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } } } To just change the volume of the existing sounds, modify the second set of numbers in the volume lines. So to double the volume, set the third line to "volume = 1.0 2.0". If you want t use a different sound (from the wheel sounds mod, for example), change the "clip =" line. It's always relative to the GameData directory, and remember to omit the .wav extension from the end of the sound file names. Though you may well have to play with the pitch lines to get it to sound right. I've been looking for a good track sound, but it's harder than you might think finding something that sounds right looped and pitch changed in-game. I have plans for motor sounds on acceleration, random bumps, squeaks, servo noises for the steering, but all that will be a little way off yet. Glad you're enjoying it otherwise
  17. Squirrel server?? How do you get the miniature waiters outfits on them?
  18. All un-borked, so the fix will be waiting for your now. It was just a sign change, though I'm still not sure why. I was working with tank steer wheels (please do have a go with the test suffixed tiny wheels that use the new mirror mode), so I didn't notice that the steering wasn't working properly.
  19. I wouldn't worry about it, I break stuff all the time. It's much more informative than letting it sit on the shelf all pretty gathering dust I found a few edge cases where the suspension movement stuff went a bit crazy while I was working on the LookAt, so I modified that. But I can't figure out why it inverted the steering. Unless I un-borked something that was previously double borked back to normality in the process, though that's a whole lot of borking and I'm not sure how I'm going to deal with that. I did rearrange how the startup stuff gets ordered, so I suspect it's to do with that.
  20. Ummm. Yeah, I must have borked something! Don't remember messing with the steering stuff, so no idea what's going on there... Now, what did I do....?
  21. It's about wheels, but this explains about the CoM: Glad you've got it sorted. EDIT: The time stamped URL doesn't seem to work. Forward to 8:05
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