-
Posts
2,419 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by lo-fi
-
Interesting. Research this morning reveals that the problems I've been having are Unity/physX specific rather than anything KSP related. The pulling to the right is a well documented Unity issue, and updating the spring property dynamically is just as funny without any stock KSP stuff applied (though I do, at least, have a workaround for this one). Fixing the pulling under acceleration is going to be fun :/
-
_should_ be available in the editor. Which parts are you on about? In-flight has been tricky as there is a bug/feature that has been preventing update in flight - options were left in for investigation only and are intentionally disabled in the release. I've now overcome the limitation, but it's going to need a lot of testing before I declare it safe for release.
-
I'VE CRACKED IT!!!!! I can now initialise WheelColliders without ModuleWheel. This. changes. everything. Thanks to the RBI guys for some clues in their code. This probably won't mean a lot to most of you, but it opens up a great many possibilities and lots of limitations are lifted. Testing team, expect some crazy stuff to start appearing Lots of work ahead to recreate the stuff ModuleWheel does that I want to retain (rotating the wheel mesh and moving suspension helpers, for example), but it will be worth it to have complete control, and I can _possibly_ set up the anti-roll how I want now. Tracks are back on too, though ignore them for the moment. They were set up for a very light craft and don't work well as they are anyway. thanks for your confidence, spanner
-
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
lo-fi replied to electronicfox's topic in KSP1 Mod Development
It's proven tricky to pick up. I have something semi-workable, but ksp funnies are keeping me from pursuing further at the moment. Particularly, the tank steer mode does weird, weird things. And there is something subtley wrong with scaling and placement of wheel colliders. However: -
Hehe. I should add a disclaimer in the OP explaining that silly questions/statements will be met with sarcasm or simply ignored. Possibly both. I'll write some instructions for the repulsors, they do probably need a little explanation... Interesting, spanner. Ackerman is on the way, though it's an interesting algorithm to create given the range of design possible in KSP. Repulsor wheels should be out next, by the way.
-
Ah, you'll find the height option only updates after you retract and deploy. The UI stuff needs some work, but it's in a long list. You'll find there are a few action groups. Thanks It's funny, the model from the OP was a 2 minute bodge I threw together to see if it would actually work. I always felt it was too.... simple? Several different versions and some alternate textures are on the way, so we can have a bit of a discussion about which version goes into production.
-
That's a no I'm afraid, they'll come out as they come out. If you want to modify your .cfg's I'm not here to stop you, but I'm not about to recreate (and maintain!) the TR-2L nasties! I'll come up with something reasonable, but its never going to please everybody. As Sirkut said, I believe: it's a game with little green aliens and 1/10 scale planets. I learned to suspend disbelief long ago. Be great if you've got some ideas, Sumghai