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lo-fi

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Everything posted by lo-fi

  1. Haha! That's what happens when you're not paying attention. You should see the unholy mess I made of the track prototypes while I was trying to work at the same time!
  2. As ever, thanks for the rep/comments, help and encouragement! Yep, tracks I think I've got this one... And sorry Justin, I'll try and slow down Just can't help myself once In get an idea! Sorting an alpha for release over the weekend - I see now reason why not. Still a few bugs with docking, but this probably won't affect many at this stage.
  3. Will be a while before I can get anything decent out. I did just buy a Wacom graphics tablet, though! Should help speed things up Textures for large wheels and repulsors are now up. Fellow forum user Justin Kerbice has been working away quietly in the background - all credit goes to him for unwraps and texturing voodoo. I'm useless with that stuff!! Comments would be appreciated, as would some screen shots!
  4. Cheers! I think where people fall down is they don't get the vertex weighting just right... YouTube uploading. No custom code running here - it's just skinning, then the usual rig in Unity with multiple wheels. Really effective, I thought!
  5. These were just a 'can I set it up', simple as I could make sort of thing. You will see some more tracks coming out at some point. No, that sounds like an AMAZING tool. Thank you, will speed things up no-end. One of the guys in the live stream last night didn't know about the part reload in ALT-F12 > database, so that's worth mentioning while we're on the subject. Doesn't help with a plugin though, so DevHelper will be great!
  6. Nothing wrong with going old-school.. Armadillo wheels.... Actually, they would be cool! A little teaser of something in the SkunkWorks: Hell of a lot to do before these will be released, but actually they're not at all hard to set up (that's about an hour and a half's work, start to finish). Thankfully, I can draw on the existing track project for track movement code (it just winds the texture around the track model) and I've got a few ideas for other bits to improve the way they behave. These are just a simple proof-of-concept.
  7. Oh, and any suggestions for the actual wheel/tyre design? Large ones are sort of generic monster-truck type affair, medium are loosely based on Curiosity. though larger, obviously.. Something else? I need a little inspiration. Something quite Sci-Fi maybe? Must be something cool out there that will spawn an idea..
  8. Apologies for the poor audio quality, will do better next time. Now I've got a good idea of what needs explanations I'll try and redo offline and post to YouTube.
  9. ^Pahahahaha!!! Ahhhh, I get it now!! PS: Humour like that will always be most welcome here.
  10. ^We're clearly thinking along the same lines there. By the way, I'm doing wheel construction live stream on Twitch in twenty minutes. Anyone is welcome to join. http://www.twitch.tv/kerbalfoundries
  11. Thanks for the feedback. In order: Great, that's exactly what I was aiming for. Repulsor mode on the wheels is so you can have rovers that can stay planted on the ground and drive around for precise manoeuvring, while also be able to whizz about at high speed. Unless there's a bug, they should pick up, turn over and act like repulsors. Do not use the action group, this just triggers the animation!!!! (this is a bug). Use the GUI button. Proper action group support to come. 1) Anti-roll has actually been removed for the moment. The calculation is still there and I've left the debug code in so it still displays, but it does nothing. Some KSP weirdness to overcome. See the GItHub commit comments for when I changed things. 2) Yep, part of the reason they're stable. Have an eye on smaller designs, but I wanted big wheels so that's what I built. The big wheels were really only meant for Kerbin, though I'm sure some crazy person will launch them all over the place! Open to ideas for smaller designs, just post some pics. Inspiration is always welcome, though I won't pretend I'll like every idea! A design that folds up flush has been mooted, so perhaps this would be better? I love setting animations up. The hard bit isn't really modelling, it's setting the code up and the damned texturing! The heavy code work is done now and it's a lot easier now I know more. Might actually get back to making some parts again! Justin is soldiering on with the texturing and hoping to get some stuff out this week to get a feel for how it all looks/fits in-game. 3) It's possible in a way, but I'm in two minds about it at the moment. Making them too much of a magic bullet seems a bit OTT. Really good results with small engines or hefty RCS. I've taken the approach that these take care of levitation and the rest is up to you! Smaller is actually easier than wheels; expect a downscaled version at some point. (Hint: Look at the 'Command Seat' ) Thanks, appreciate thoughts on tech tree and cost. The repulsors seemed like they should take some extra work getting to in the tech tree - probably more than wheels. Though, again, I have no experience in career.
  12. Nice work, that's a lovely feature I started without a clue what I was doing a few weeks ago, now I'm absolutely hooked tinkering under the hood of KSP. Lots to learn, but the support on here has been great. Keep up the good work!
  13. Also... Thoughts on gravitic drive.... (Movement other than levitation) I've played about coding it, it's pretty simple. But just because you can, doesn't mean you should... They're pretty powerful parts as they are. My idea was: force applied will be proportional to local gravity and will consume electric charge (other things have been suggested, but I don't want dependency on other mods). Obviously doesn't rule out using RCS or liquid fuel, but does increase the scope of usage. Still to implement is charge usage based on weight carried. This will happen! At the moment usage is totally free of resources. Also: I don't don't career (I prefer to set my own goals), so suggestions for tech tree placement and price are most welcome Thanks guys, really stoked to get this lot out there!
  14. Seems I've not kept you guys updated on the texturing progress! Going well, I'll post some screen shots later. Thanks for the feedback.
  15. Sorry, yes. GMT + 1. http://www.twitch.tv/kerbalfoundries I'll try and go through as much as I can, starting with the 'standard' setup. Might break some of the more advanced stuff I've worked on into a second broadcast, there is a lot to go over... Depends how it goes, this will be a new thing for me.
  16. I guess the repulsors really open that up Fantastic! Robot: No rules, go for it however you like! Happy enough for me to release an alpha later in the week? I can't fault the steering code yet, and I'm relatively happy with the way most things are behaving. Any comments? Spanner had a weird kraken issue about 3k out from base, but I'm unable to replicate any of his issues so far :/
  17. Right, new parts available for those of you testing. Use the repulsor versions with the TEST suffix. I'll quietly merge into the standard repulsor when I've had some feedback. You _should_ find them much more stable, especially at higher ride heights (which I've increased). Option for starting retracted has also been added Something cool about to come out of the KF SkunkWorks too
  18. Great. Hopefully a few more can join us live but the recoding should be there for reference. I'll get twitch setup and do a test run.
  19. No, I've been too busy! Badly needed, isn't it. Can we agree a time? How about half nine (BST) tomorrow eve?
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