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Gaalidas

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Everything posted by Gaalidas

  1. Perhaps the wheels could be inflatable, so as to take less room when stowed. I'd probably just attach my own wheels to this baby due to my involvement with Kerbal Foundries wheels. I just can't go back to stock suspension/steering mechanics.
  2. I'm everywhere... Yes, I can see you... I'm very creepy... okay, that was completely random.
  3. I think I get it... you want to be able to attach two tanks, one on top of the other, but not attached to each other except by struts, then attach the two tanks to the main craft via decouplers. Upon decoupling, you want both tanks to stay connected to each other via the struts. The only way I see something like that working is if the two tanks are separate before launch, but then dock together using docking ports after launching your craft. Upon the two decouplers ejecting the separate tanks, the docked tanks should stay together. Otherwise, you're ejecting two tanks that will be treated as separate "crafts" (debris objects) and cannot be strutted together.
  4. If they are, that's definitely interesting... but I'd think we'd need a more robust wheel to handle the weight of this thing.
  5. Hasn't that request already been answered on the last page... in response to the exact same person?
  6. For the post about lacking action groups... we have the power to change that... with a plugin... which kinda defeats the purpose of this being a stock module... which is sad. Very sad. Also note, the warranty on this aprt is only voided if you use it to fling class A through C asteroids. Warranty stays absolutely intact if you fling a Class E or above (I could have sworn I found a class F asteroid once).
  7. At its core, it's simply a parts mod. Only the dependencies need to be compatible with .90. As such, the .25 of RetroFuture should work with little issues as long as the dependent mods are updated.
  8. hmm... I must confess I know next to nothing about the differences in rotation and whatnot, but KF has a number of different wheel types being run by the same basic modules, so I'd bet it could probably be made to work. If not, it might come down to simply exposing more information to KSPField items so you can set them up in the config.
  9. That video was fun. I'm looking forward to messing with this one using my miniature Monoprop drones.
  10. That was awesome. I love seeing the work process that other modders go through. I haven't taken any stabs at the modeling process yet. It's all code-side for me.
  11. Those configs are, of course, for adding new wheels that resemble stock wheels. If you have craft out in the universe with stock wheels, they'll still flip when you try to maneuver them in strange ways. I use a MM patch to replace the stock wheel setup and add the stack nodes. Granted, the stack nodes won't work in every situation, such as with certain symmetry modes, but that's nothing new for anyone who used surface attached symmetry of that type without the stack nodes. I just prefer to use stack nodes when possible to ensure that the wheels are all at the same level along the side of the craft. I've begun to look into even creating a resizable dummy part that would allow adding level stack nodes to the side of a flat surface for attaching wheels. I know it's possible, and rather easily, I just need to dig of the source for a few separate older mods and mix some stuff together. Anyway, what I'd really love to see is those new WIP wheels for the IR part rework given, at the very least, the steering module used in KF wheels. Also, we never did get around to configuring those wheels from the ASET ERS system. As for those TR-2L wheels, what we ened is an intermediate part to stock between the wheel and the parent craft that would handle just the suspension portion of this mod to whatever child object(s) are eventually coming into contact with the ground. That way, the wheel itself could still handle the steering mechanism, and you could then add suspension to them by adding a this other part between the vessel and the wheel. I guess what I'm interested in is the ability to separate the steering from the suspension so that the two mechanisms could be used separately, as well at together in custom-made wheels. It could also lead, eventually, to being able to steer a craft using thrusters which respond to the steering system. Just some stuff to mull over.
  12. Does that mean it has cold spots? Do we need to hold an EVP session to find out where they are haunting us?
  13. Attach nodes (actually, the accurate term is stack nodes, though that isn't a very good description for them) were my baby. I do hope, eventually, if lo-fi makes a new release I'll add the configs that convert all of the original wheels (the four squad ones) to use KF steering and suspension (where practically available) which includes my stack nodes and adjusted attach nodes. They work rather well, for a stock wheel that is. On another note, I'm curious about something lo-fi... how exactly did you figure out how to manipulate the stock wheels to work on stock wheels? I'm thinking about trying to figure out how to convert other modded wheels that use the stock module to use your steering at the very least. I'm also wondering how hard it would be to create a part which would only apply the steering properties and not the wheel properties. I'm thinking along the lines of being able to create a set of tracks which would not apply any sort of turning, but then copy that set a few times and attach these "sets" to a steering part which would apply the vessel-aware steering to the sets as if they were a single wheel. in other words, apply steering from the bottom of the intermediate part which would turn it's immediate child as one object. I realize it won't be doable with yor plugin alone likely, but I'm thinking together with an IR part it might be doable. I'm going to look at it later when I have no internet and do some fiddling. I'm on a trip with my family, so internet in intermittent at best.
  14. And I've had enough of those lately with some of the plugin work I've been struggling to figure out. Unfortunately, I've never actually tried to use this mod for more than a few tiny little probes (it failed, but i think that was because .90 had just been released and this thing was not happy with that.) so I can't say it's a huge part of my gameplay, but I like to know that it's available if I ever need it.
  15. I just can't wait to see some KSP shots of this baby. I have no illusions that it will be quite as nice in-game, but I also don't want to set my hopes too high after seeing all these renders.
  16. creepy and artifact-y as they are, that stuff looks great. looks like the transparency in the truss-like structure of the launch clamp got messed up in the process too, but that's hardly a game-breaking feature.
  17. It's about time someone took up the reins and started developing with this again. I've got plans... and I need my robotic legs to make them happen... and a lot of luck, which is in short supply... but I'll settle for the robotics first and deal with the luck when I have more time.
  18. That's one hefty to-do list. I wouldn't want to have something like that on my lap. I just hope, at some point, you'll stop coming up with new ideas and get something put together that we can cruise in while we wait for the more complete package.
  19. Holy kerbal dung... (I just made that one up) This happens three hours after I'd downloaded the source to make another attempt at recompiling it for 0.90. I probably would have failed too.
  20. If squad would just give us easier access to modding the VAB/SPH interior models and such, we could easily create a walkabout mode inside these buildings and have togglable lights, doors, heck we could probably put the two editors in space surrounded with glass walls. As it is, we are left only dreaming... that is until someone goes out and makes a "model replacer" mod in the style of Texture Replacer. Oh well. Awesome mod by the way, I remember this being talked about a long time ago and I'm happy to finally have it.
  21. I gotta hand it to you, those WIP images sure look like a complete product to me. It sure beats the basic renders we get in other development threads.
  22. Love the craft stands in the first few pictures.
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