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KSP2 Release Notes
Everything posted by lo-fi
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Yeah, no bother at all. Thursdays not good for you? Sorry you couldn't stick around, nli, I'll let you know when the youtube is up.
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I think so... I was going to do the next version with six road wheels. I had been concerned with how well they would turn, but testing with several of the short track units on one craft revealed no issues, so it seems to be feasible. It's a hell of a lot of work to get the skinning right for the animation, though, so I won't promise anything quickly I'm afraid.
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You're most welcome, I'm glad you found it useful Spanner and I have been on a bit of a mission to get as much info out as possible, and we seem to be having some success at de-mystifying the whole thing.
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Well, that was a blast Now I need a beer - my throat is very dry from taking for over an hour! YouTube and reference materials will be available soon.
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I'll be on in a few minutes to check audio and settings, proper start is 19:30 (GMT+1) as planned. http://www.twitch.tv/kerbalfoundries
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Ok, here's the plan: I'll crank out the next repulsor alpha with the surface version included and hopefully tweakscalable. After that, I'll look at IR for some matrix style craziness. Does IR use KOS scripting? I know there was some discussion... I'll delay the repulsor-wheels, but they're still being textured anyway. Thanks for the tech tree tips, I'll update my configs in the next release.
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Apologies, I forget than England isn't the centre of the world (even though it's the centre of most maps ) For those that may not know, BST (British Summer Time) is GMT+1. It's 02:00 here right now and I need to get some sleep! You've not missed it, I'll be with you in 15 hours or so Otherwise, pre-post questions and/or catch the saved Twitch feed/YouTube after.
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As I said, that's just the way I play. For full release I'll have it sorted, it's just not a priority for this phase of the project. I don't really see what the big deal it, though. If you don't want to use a part until a certain stage... just don't use it How does this constitute 'going to waste'? I think career mode is a waste of time, but I'm not complaining that squad is spending time on that rather than other things I think could be improved. Work In Progress means exactly what it says on the tin.
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Actually, I've no idea! I believe you can join as a guest and watch the feed, though you'll need a handle to join the chat. I'll be on messing about a quarter of an hour before the official feed starts to check audio, have some general chit-chat, show off a few dev parts and blow some stuff up http://www.twitch.tv/kerbalfoundries Remember that the feed is about 30 seconds behind realtime. So much stuff is going on in the landing gear department at the moment, I'm going to wait until it's all settles down before I cover it. Rover wheel basics only this trip! I'll do another feed in two weeks time to cover advanced suspension + (maybe) track stuff, then see where we are at that point. The feed will be posted to YouTube afterwards this time to make sure it's available in the future.
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Thanks It's 'on the list', as it were. Some code has been suggested, I just need to get around to playing about with it and seeing what I can make of it. I was in the same position with KSP before I started making my own parts! The repulsors are an interesting thing to balance - see what you think of the next alpha To be completely honest about this point (and it's a good one that hasn't really been mentioned yet): I don't get career mode. We've been given one of the best sandbox games ever created - I don't see the point in shooting for artificial targets set by someone else. I like to set my own goals. Not that I want to stop anyone else playing like that, mind you! The beauty of KSP as I see it is you can play it as you want to play it. So the short answer is: tech-tree, cost and other stuff like that is waaaaaay down my list of priorities. I've never played it, I've no solid idea how it works and I have no interest in it myself. It's a config thing for final release as far as I'm concerned. Completely open to suggestions as far as cost and tech-tree placement go, but I'll state now I'm not keen on dependencies on other mods for career stuff. It's not something I don't want to support (I know a lot of people enjoy career mode), but it's a complete unknown to me, if that make sense?
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I'm an absolute newbie programing, all I did was follow the guide setting up visual studio and made sure it was set to compile for any CPU, which should cater for x86 and AMD64 (and beat my head against C# until I got it). I can't comment on what others do, though I wonder whether the compiler in mono is not as good as Visual Studio, and maybe that's the cause of one or two issues. I have no idea how many people use of or the other. Either way, its more luck than judgement! I have yet to try 64 bit, I have to admit. Please post progress, Madrias, and thanks for testing in 64 - its good to know. Got a serious update coming up, really pleased with how its coming on.
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Excellent work! Yep, you should be able to link the wheel collider under the steering object, that's how rover wheels work. Running both tyres off the one collider centrally mounted is advisable. I'll get back with more thoughts later. Thanks for taking the time to translate to English for us!
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Brilliant, looking forward to it.
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You, my friend, are missing out! Thunderbirds had some of the best near-future vehicles ever to hit the screen (and this was back in the 60's)! I caught re-runs as a kid and still love it to this day. Your rover reminded me of the vehicle in the first minute here: There is a 'move centre' action group for IR parts. It's not one-shot: if you activate it, the parts slowly returns to centre when you release the control you've configured. Works perfectly, I often use for steering on big stuff over individual wheel steering. Love your concept, though! Next track version has better torque control, steering authority and you can toggle the torque steering off, amongst other tweaks to animation and placement detection. Won't be long now, I'm delaying to update to .24.2 and recompile. Seems to work fine compiled against .23.5, but I've got to get round to it sometime. Think I've almost got it nailed!