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Everything posted by lo-fi
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[WIP] Mass Driver Parts and Plugin, request for modeling help!
lo-fi replied to PeterDolan's topic in KSP1 Mod Development
Interesting, that hanger mod might be quite helpful... I'm not sure about how to tackle the G load at the moment, that's a tricky one. I've not looked into those bits of the API though. -
Haha. You and me both I'm running way behind I'm afraid, it's been a madly busy week and I've not even has time to turn the pc on to do my invoicing, let alone mod making! However, I've had some good feedback from the testing team in the meantime, so much happier about putting out to alpha after some tweaks. Bear with me! If it rains as much as forecast this weekend I'll on it like a car bonnet
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[WIP] Mass Driver Parts and Plugin, request for modeling help!
lo-fi replied to PeterDolan's topic in KSP1 Mod Development
I have some ideas, but lack time at the moment :/ It needs a lot of work, and we never even got to the bottom how to load the thing! I suggest we open discussion on how the thing is going to be utilised/operated so there is a clear direction for resuming development. I favour having capsules that load into the driver, much like cargo bays. It puts a limit on the size of vessel you can launch in any given driver. Though you still have to load a vessel into a capsule... Anyone else got any bright ideas? -
Thank you, I'm glad you're enjoying them I've limited access to the pre-release parts to people who have some experience with modding and have given substantial feedback in the thread previously. It gets a bit out of hand otherwise, and can soak up considerable time. More parts will appear in the next alpha - it won't be long!
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Ok, you may not like this fix, but as far as I know, this will be the only way: Make a new GameObject in exactly the same position as the root GO of the right hand part. Move all children of the root into the new GO, then rotate it 180 degrees around the Y axis. Move all children back to the original root GO. It makes sense to rig in unity as you have, but KSP does not work like that. So rather than being symmetrical in the X axis, it mirrors in the Z. I _think_ that will do it, but I'm working from memory. Why have steering on rear wheels, though?
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Ah, I think I know what's going on. Could you post a screen shot of the left and right hand Unity scene with the root gameobject selected in each please? I've had this while experimenting myself, it is almost certainly to do with orientation in Unity before the part is exported. Should be easy to fix
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Absolutely, that's why I want to YouTube after the stream. I can set it to record locally as well as live feed, so its not difficult. Done there were one or two video tutorials that really got me started, so I'd like to continue to pay it forward.
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Hello You may or not have seen that I did a twitch feed on wheel construction a while back. Sadly I got the audio messed up, but despite that I've had a lot of positive comments. I liked the twitch format because it allowed people to ask questions, which enhanced the whole process. So, I'd like to have another go with a wider audience and make a better job of it for posting to YouTube for future reference. Who's interested? First instalment will be wheels, then advanced wheel rigging techniques and I'll take requests after that if it's something I'm able to tackle. I'm setting the date at 19:30 BST (GMT+1) 07/08/14. Hopefully that's about right for most Europeans, sorry guys outside that zone! If you have any specific questions, please post beforehand and I'll make sure I cover if I can. All are welcome, no matter what level you are at. Even complete newbies can probably pick up enough to get themselves started, and veterans will hopefully find a few handy tips or some knowledge to squirrel away for a future project. Please bear in mind that the feed has a bit of a delay (30 seconds last run), so bear with me while I answer questions posted live. Really looking forward to it, I thoroughly enjoyed doing the last feed, and it's great to be sharing knowledge.
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Hello Nice work! Ignore the rigidybody error message, it's a unity thing. Every WheelCollider does that in KSP, even stock parts. The units for the spring stiffness seem to be arbitrary. I'd suggest maybe a value of 5? Weight is in tons, I believe. Though I'm not sure if KSP even pays any attention to it... Could you post your part.cfg so I can have a look at that? KSP isn't really set up for handed parts, so sometimes a little fiddling is needed. No need to apologise for bad English, most of us can't even speak a second language!
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Quicker feedback loop during testing?
lo-fi replied to Bubbus's topic in KSP1 C# Plugin Development Help and Support
That the way I do it. My own research suggests the assembly loader does not support dynamically loading plugins, so we are a bit stuck. There are one or two tricks, though: Giving a class variable the [KSPField] attribute lets you change its value in the module declaration in part.cfg: [KSPField] public float myVariable; MODULE { name = myClass myVariable = 6.6 } So you can use the ALT+F12 menu to reload parts in game after changing the value in the part.cfg Sirkut has written a mod helper plugin that allows you to go straight to a SPH/VAB etc. without going through the save and scene selection on load. Keep a dev copy of KSP stripped of most parts so it loads quicker. And make extensive use of the debug menu and gui fields for keeping track of variables. You probably know at least some of that already, but there it is for reference. Good luck! Anything particular you're struggling with? -
The large wheels are deliberately quite powerful. If you build something that's too short, too light or has too high a CoG you will end up with stability issues. For a little more control finesse, try pressing caps lock too. As Spanner rightly points out, it's almost impossible to make default values that work for everyone. I tend to build big and heavy or light and low. Hooray for tweakables! However, I'm working on a torque scaling tweakable which will allow better adaptation for smaller designs and should be available in the next release. Regarding the energy consumption: I'm working on adapting the code so the repulsors consume more energy the more weight they carry (rather than the current flat rate), which should make smaller designs more tenable. Smaller repulsors will appear at some point too.
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Spanner, I swear you must have a treasure trove of stuff you haven't released stored up on that PC! Landing gear is my next project, I have some mental ideas Did this thread ever make it into the modding compilation thread? It really needs to. EDIT: also, might I suggest we start a separate landing gear thread?
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I leave you guys alone for five minutes... My weekend starts here: No pc, limited internet. Just a steam engine, several tons of coal and thousands of gallons of water to be evaporated. I can't wait! I haven't bothered with .24 yet. I don't play career, so I thought I'd let the bugs get wrangled out before updating. Plugin is currently compiled for 23.5, but reported to work in .24. If any of the guys with access to the resting repo have some spare time I'd appreciate some feedback on the tracks. My testing has been very limited. EDIT: please use the Git bug tracker, it is so much easier than forum posts to keep track of Have a great weekend!
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Aha! I had a feeling it was something to do with that. Research required... Thanks, sometimes it's enough to have it confirmed
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Yep, that's it. Away from pc, was musing about what's causing it. I'll post a screenshot later.
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Hello Does anyone know why some parts come out with a tiny icon in the editor? My tracks come out like that the same as the large RBI tracks and I'm at loss to explain why, though I have a suspicion it's to do with having a skinned mesh in the part... There seemed to be some normal issues with the skinned mesh going into Unity, so I have a nasty feeling something is seeing it as a huge open part. Does the icon get made by part tools and compiled into the .mu? Or procedurally in the game? Is it possible to create a custom icon without PartCatalog? Thank you for any insights you might be able to give.
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Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
lo-fi replied to electronicfox's topic in KSP1 Mod Development
There was an update on curse pre .24 that someone had put up. Judging from the comments I don't think it was working too well, but it should be there if you want to try. -
As has been discussed, one video does not a part make... Functional, yes. The dynamics are just about right and they are usable. However, what you can't see is that the track and wheel animation stopped when they left the floor, they weren't draining battery, the input method would inexplicably 'stick' occasionally and there were no tweakables. Some bugs, some annoyances, some enhancements. There is always something else that needs thinking about. I have yet to test docking, more than two tracks on a vehicle etc.... Having said that, I have yet to find anything show stopping. Just updated the dev repo, think I have ironed the worst of it out. You'll need to delete all previous track directories before updating to the latest version, and the usual caveats about fresh save/craft apply. If nothing nasty is found and I can whip up a quick texture for the white bits I'll consider putting out to alpha