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KSP2 Release Notes
Everything posted by lo-fi
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Understood, though you weren't bugging about it.. and there's something of a difference between 'I'm excited to get hold of this part, any idea when you'll be releasing?' and 'Well? Where is it?'. Which is why the reply was a polite (though somewhat disgruntled ) reminder that things can (and do) take time.
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Yep..... I have a life. Don't remember specifying a release window! Don't you think that's just a tad disrespectful? I do this for free, in my spare time, because I choose to do the same as a lot of other people who's work I've enjoyed and release what I make back into the KSP community at large. And you're complaining it's taking longer than you 'expect' after less than 24 hours has passed... As it happens, I'm taking a bit of time to finesse a few important features like resource consumption before I send out into the wild, or I'll have a whole other group of people complaining about that. I'd also dearly like to solve the bug that makes the editor icon ridiculously tiny. Go sit on the naughty step and think about what you've done. //rant over.
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I've just released into the dev repo. If they behave, I'll have the alpha turned around fairly quickly. Those weapons he's come up with are just awesome. I've narrowly resisted the temptation to strap some Gatlings onto that little rover and cause devastation around the KSC... Getting the parts out to test won the day today.
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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
Cheers. I saw your post about the MLRS a while back, should be pretty cool. His work is always stunning - one of my favourite modders. -
I'm just finishing off the tracks, then I'm going to play I love his work, it's always top-notch. Surface mount is on the way for low profile installs, and, as you say, a smaller version would be easy. Time is my enemy! I'll get round to it eventually In case anyone hasn't seen it from the RBI track thread:
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Good work! I'll be trying out later I have some ideas to improve collider behaviour - maybe one day I'll get enough time to implement! Glad you like what I've done already, some of that was bloody hard work to make robust enough for KSP and its still not perfect Tracks are set to come out next, I'm seriously pleased with them
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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
Damn straight! I might take a bit of time out tonight to bung on some of the tasty parts from BahamutoD's armoury and go a tracked rampage with Jeb this eve -
The KSP shader uses the alpha channel on the diffuse for specular. It's a right weird way to do it, so that may explain that one. The blue bump is the modern 'normal map' which bakes in directional information and levels in the different colours. Slight contrast to the bump map of old, which simply had level info in black and white. There are some good unity tutorials knocking about. Just broken the collider placement issue right open as I damn near re-wrote ModuleWheel last night. I reckon I could write a book on the subject! Robot, bundle up your unity project and I'll do a live stream setting up the wheel you're working on if you like? I've been meaning to redo the stream again, seems like the perfect opportunity. Spanner, most of that stuff is half finished, though heading in the right direction keep an eye on the SteeringTest class, I try to always leave a working build in the repo. A completely open source ModuleWheel is right around the corner.
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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 are tweakables for the suspension, so you can set it up how you like for whatever rover you're building -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
lo-fi replied to electronicfox's topic in KSP1 Mod Development
Thanks. Now I know what I'm doing I'll try and port over some of the existing models. The plugin doesn't have the bells and whistles yet (cruise control etc.), but functional tracks are now possible. -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
lo-fi replied to electronicfox's topic in KSP1 Mod Development
Small teaser. These things work so well I'll be sending straight out as an alpha. Few things to tidy up and the texturing to finish first. I'll be releasing alongside my existing wheels and repulsors here -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
lo-fi replied to electronicfox's topic in KSP1 Mod Development
It took an all-nighter, but I've just smashed out my own track plugin loosely based on the fantastic work in the original Lots of finishing work still to do like brakes action group etc, but the track specific heavy-lifting is done and flexible enough to support a range of designs. I found it too hard to pick up the existing code (entirely due to my inexperience), and I wanted to rig things a little differently in Unity. I think you learn more when writing from scratch too, and debugging is always easier when it's your own code. I'll post another demo vid once I've slept, tested and textured. Tracks are coming back to KSP: shiny, new and .24 compatible out of the wooden crate! Thanks again for open-sourcing. Zzzzzzzzzzz.......... -
Thanks, appears I'm starting to imagine forum threads!
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Hello I'm sure I saw a thread about KSPAction which explained how to add a cooloff period, but I can't find it again (if it existed) and can't find reference elsewhere. Did I imagine it?
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Yep, all previous classes are available spanner. The alpha versions are there so I can play around and not have to mess up the alpha parts. See the TEST version of the repulsors, playing around with a different mechanic for extend/retract. Just set height to zero on launch and use the action groups to raise slowly. You'll find them much, much more stable too, the AG field extends further. That looks good, robot. Really cool little rover he's produced.
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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
It's going to be a slow burner, but I'll get there. I've pretty much starters fresh and that little demo is running with no plugin at all, apart from stock modules. I don't like to hassle them if I can help it, though I'll keep as an option if I get really stuck. -
Kerbal Stuff, an open-source Space Port replacement
lo-fi replied to SirCmpwn's topic in KSP1 Mods Discussions
Just posted the Kerbal Foundries stuff. Really slick, I'm impressed! Not a fan of Curse either, this will do nicely -
Apologies, I should have re-phrased: The suspension components you've childed to suspensionTraverse will not follow the arc of the end of the suspension arms as they move. I'm afraid I'm just not happy with that, particularly on longer travel setups: suspensionTraverse is only moved up and down by the stock module. There is a trade-off with the wheel float in my method, though if you're careful you can turn it into tyre quash when the suspension is compressed, which actually looks pretty good. Another thing that annoys me is that the colliders radius is essentially pointless as the raycast has zero width. You get severe tyre sinkage when the collider is not at right angles to the ground. Another little plugin module to set it so it always looks at the ground around the X axis will fix this - it's on the list. This would also make wheels work upside down The Unity WheelCollider is OK for racing car games on flat tracks, but needs some serious help in off-road environments like KSP!
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Only a matter of time until someone did that Almost worth a special version for the Kelorian! I wish I could figure out the collider placement issue, it's seriously annoying. Not only is the placement off, the suspension travel comes out wrong too. You can sort of model around it, but it's trial and error. My suspension geometry makes it more apparent too :/