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Everything posted by lo-fi
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[Help] I am having trouble with making collision meshes.
lo-fi replied to jackkymoon's topic in KSP1 Mod Development
^I've done that several times too, will probably save you a lot of headaches! -
That's a good point actually. To be honest, I'm a deleter of unused parts, and I share your feelings about parts I don't want bundled with ones I do. I'd like to say I'll be releasing as separate parts individually, but when they rely on a plugin, you can't really distribute them effectively unless it's as a single pack. People get wrong versions, out of step with the plugin, multiple copies of the plugin... It's a minefield, and you can rely on one thing: instructions won't be read properly. Would be possible to separate the wheels and repulsors into discrete packs as you suggest with a plugin for each, I suppose. Might be a good way to go. Either way, that's a long way off!
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[Help] I am having trouble with making collision meshes.
lo-fi replied to jackkymoon's topic in KSP1 Mod Development
Its just a standard mesh you need, as simple as you can make it (and don't forget convex). In unity, remove the mesh renderer component, add a mesh collider component and tick the convex option. Ignore the names, doesn't seem to matter what you call it as long as the mesh collider physics component is added. -
The code is actually simpler than the normal method by a long shot, it took about ten minutes to set that up. However, it needs a lot of work, so that won't stay the case for long! It's all in the private dev repo - grab yourself a GitHub account and I'll hook you up. EDIT: I'll probably abandon the stock steering completely in the not-too-distant future, as I've done with the new mode. Ackerman correction is on the way too.
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Still kinks to work out of the new steering code, it's a bit of a mission catering for any configuration of vessel. You get the idea, though.. Repulsors are coming along nicely, I've tackled a lot of things that needed attention. A little behind where I thought I might be, but worth it to get these bits cleared up before release. Last thing is resource draw, then they'll be live.
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^Absolutely - just doing a bit of housekeeping and organising before I do an initial commit, then I will be in touch with details. Some really good input so far, I don't want to lose that. Slowed down a bit so I can really concentrate on details of the parts I'm sending live as an alpha release. Still a lot to do, but I'm happy enough at this stage. The devil really is in the detail. EDIT: PM's to testing team sent, shout if you've been missed out! Anyone just wanting to try/use the parts, you'll find most of them released as an alpha in a semi-stable state over the coming week. Those that are ready anyway (That does include the repulsors, though the converting repulsors wheels need a little more tinkering before I send out into the wild).
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^Thanks. Initial Alpha release of wheels here: https://github.com/KerbalFoundries/WheelAlpha Repulsors will follow shortly. Things To Note: Unconfirmed incompatability with KerbTown. Though this might just be a KT issue. If you get a fresh version of a part in future, also get the plugin and other parts at the same time. Currently no part version checking on the plugin, so you'll land yourself in null-ref madness otherwise. Things change often at this stage. These _WILL_ break your persistence and craft files in the future. Do not use them in a save you care about without backing up as I'm likely to have to modify a field to bug fix which usually breaks things. You have been warned. Also, always start with a fresh save after updating for the same reason. Telltale signs of problems are null-refs or NaN in the log window. There are still one or two issues with the steering code when docking/undocking if rovers are in a strange orientation on a launch craft or docked together. It's going to take me a while to fix this one, but a save/load should fix in most instances. Temporary textures on the medium wheel, WIP on the large. Check back for updates. Otherwise, have fun! Testers, I'll be in touch with a private repo for the parts that aren't quite ready for release yet. Thank you for your help so far.
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Meh, it's an internet forum, these things are to be expected http://6023.co.uk/ was my last steam project, though that was a full out restoration from scrap-yard condition rather than an overhaul. 25 years, £750,000 and 65,000 volunteer man-hours to manufacture and fit 44,000 components (or something like that). There's a beautiful engraved brass plaque in the cab with names of all the volunteers on it. Very proud to have my name up there I've welded, fabricated, machined, bolted, riveted, drilled, burned, heated and hammered more parts on that beast than I could possibly remember. Loved every minute of it. Way off-topic, but good for putting things into perspective. We used to get asked all the time 'when's it going to be finished??'. The only sane answer was: When it's ready. Working that much metal, all hand made and fitted takes time, patience and a lot of muscle. When I started, the team reckoned three years until she was running. I worked on her for ten before we saw her in steam and unveiled to the public. The current loco I'm working on is privately owned and doesn't really have a website I'm afraid. Perspective: Use it or lose it! Now, let's move on
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Actually a couple of ideas have come in privately, I'll ask of they want to show them off Stopping modelling work now to focus on releasing a couple of alpha parts, tidying the plugin and trying out some texturing with my funky new Wacom tablet. Lots to do, thanks to everyone who's helping and contributing.
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I got a little distracted... I know lots of people are waiting for me release some of the other parts, but sometimes you've gotta do what you feel like doing. The few spare hours I had this evening were spent making these cute little track units - really chuffed with them Anyone noticed an annoying issue with the tank steer mode in stock KSP stuff? Has a seriously annoying habit of pulling to the right under power. Braking is perfect, so I know this isn't a rigging bug. Ought to look at reporting it, I suppose. Anyway, here's the usual teaser:
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Lol. I hear ya! I'm just trying to maximise the use of my time so I _can_ release stuff promptly and expect it to work. To give you some idea of what I'm juggling as well as making KSP parts: I have a horse, I ride most days and he needs a certain amount of looking after. I'm part of a small engineering team overhauling a steam locomotive. I mean a full size one, not a model. Currently researching and designing a saddle pad with an array of pressure sensors to aid saddle fitment. Wireless, realtime, high res stuff. Building a personal tracked vehicle. Basically a 6ft long mini tank. Powered by a 16hp engine, design goal is 16mph and extremely low ground pressure. Finishing a Raspberry Pi based rural CCTV system. Night vision, motion sensing, recording and live streaming. As well as running an IT support business for a living.... As you can see, I'm rather busy! I have to make efficient use of my time or I don't get enough done - I wish I had more :/
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Sorry that sounded terse, I'm not having a go. I'm not really bothered, and the people (like yourself) who've had the initiative to hunt it down are probably OK with testing shaky, pre-alpha parts. This has actually worked pretty well so far. I'm just trying to keep some focus and keep it slightly low-key at this stage, or I'll end up spending a lot of time replying to silly bugs from a hundred people, rather than a few people I know will give me sensible answers/info and can post a log without detailed instructions. Still dealing with about two or three privately reported bugs a day, to give you some idea. I am flattered, I had no idea my silly ideas would cause such a stir! It's been great getting feedback too... Thank you, I appreciate it. Removed the repo for the moment, will put back up shortly as a sort of soft release with the parts I'm happy with. It was getting a bit silly having all my red-raw, fresh out of Unity stuff posted straight up, so a re-organisation was in order anyway. Expect something towards the end of the weekend. Thanks again for the rep
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Much love for the mining rig then! It was building that that made me realise I needed adjustable suspension, then into making my own wheels... The rest, as they say, is history. I'll stack up some trailers and post another vid I screw stuff up all the time, but there's no real penalty in the digital world! Get stuck in and see what happens. None of this would be here if I had any fear of failure... I welcome it, its the best learning tool there is! Wacoede, I think you're talking about swinging bar/bogie suspension(?). It's insanely hard to do as a single part I'm afraid, even the guys working on Spintyres have cheated on the large truck. In KSP you can model using IR parts and let the physics engine do all the heavy lifting, but the lack of hard travel limit is an issue. I tried! EDIT: The mining rig is more robust than you might think.. I can drive at speed off the edge of the launch pad with no I'll effects I should have demonstrated!
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Great work as usual I made something similar myself using IR parts, but it pre-dates my wheels. I'll update and post, will be fun to actually play some ksp again! Thanks for the feedback on look too. I'm absolutely useless with colour/style, so we are still finding our way a bit with that. I just about managed to throw the tread pattern on the medium wheels and the initial texture on the large ones, but my artistic flair runs out after that :/ I can churn out models, but I can't texture for toffee. Hoping the Wacom tablet helps with that, it's hard to do anything natural looking with a mouse! Still, the seriously time consuming job of sorting out the unwraps and texture placement is now done on lots of the parts.