Jump to content

pizzaoverhead

Members
  • Posts

    1,239
  • Joined

  • Last visited

Posts posted by pizzaoverhead

  1. 13 hours ago, JonnyOThan said:

    The internal space gets anchored to one of the parts (maybe at the root?) so it depends on how the ship is put together.  FreeIVA makes each internal space track the part it’s associated with.

    Yep, it's all relative to the root part. I raised a bug report for it about two years ago, including a fun video of the physics easing: https://bugs.kerbalspaceprogram.com/issues/27334

  2. As Stone Blue says, colliders needing to be convex is the problem. If for example you have a cylinder shaped part that you want to turn into a collider, the collider you'd get from that mesh would be a solid cylinder (that pops you to the outside of the vessel when you try to move inside it), when what you really want is a hollow one. What you'd ideally want is the difference between the external part model and the internal one, but those two often don't match up as you'd expect. As a quick example, did you ever notice that one of the cupola's windows is shorter than the others? But only on the outside? This doesn't matter in game, and you'll probably  never notice it, but it affects how you would set up colliders. There's some interpretation of what's important needed, along with checking what works, which makes it more of a manual process.

    Spoiler

    wNnLH4o.png

    Q2aJ4LD.png

     

    20 hours ago, foofie99 said:

    Also, what does the line, added conversion for using part colliders as IVA colliders mean/do? And how do I use that feature

    ModuleFreeIva can now have CopyPartCollidersToInternalColliders = true which will search for BoxColliders in a Part and create IVA versions of them. IVAs are secretly rotated compared to everything else in the world, and are on a different layer. Here's what it looks like (visible thanks to DebugStuff):

    j8WuyiH.png

    The bottom ring of yellow boxes are the part colliders for the stock structural fuselage. The one above and to the right is a set of colliders for the same part, but in IVA space. The IVA cockpit isn't shown, but it would be horizontal and pointing to the left.

  3. Free IVA 0.1.2 is now available here. As part of figuring out how other mods should integrate themselves with Free IVA, I've created a simple placeholder IVA for the stock Rockomax HubMax Multi-Point Connector (station hub) part. An improved version of this should be finished soon.

    PxTZ8fE.png

    Beyond this, the structural fuselage now has colliders, using a new method where the part's external colliders are used in IVA too. This part is, as far as I know, the only stock IVA-passable part that has colliders set up that are accurate for the outside and inside of the part. All IVA parts also now have floor colliders, as the first step in making the stock parts safe to traverse without falling through.

    If you want to keep track on what's happening on this mod, check out the roadmap, as it will be updated as things progress.

  4. 19 hours ago, foofie99 said:

    Next couple weeks I plan on hopefully creating colliders for all landing cans and mk3 control modules. @pizzaoverhead, can colliders be created for modded parts such as the ALCOR pod and planetary base systems?

    If I am able to make the colliders, I'd like to, with @pizzaoverheadpermission, share the collider config file in this thread

    Of course! If anyone wants to post configs for mods, I'll add them to the OP.  The method of creating FreeIVA colliders in game using the  debug UI isn't very good right now (it's much easier to do in the 3D modelling software when you're making the IVA), but I'll see if I can make it less awful to use for you.

    The basic process is that you click "Advanced mode", then "Show collider configuration".  This screen shows you all the colliders in the part you're currently in (be careful moving around, as you can accidentally change parts), and also lets you create and edit the colliders in the part.

    Click the "Create new collider" button to spawn a large white cube in the centre of the part (this may be below the floor in some parts, so you might have to look around). You then shape, rotate and position the collider by editing the values for Position, Scale and Rotation. A scale of 0.1 for thickness seems to work well to stop clipping through the walls, but some parts need thinner walls. The smallest ones I've had success with are at a scale of 0.05.

    All edits done here are temporary. To make changes to a collider permanent, you can click the "Copy to clipboard" button and paste it into the cfg file, just below the "name = ModuleFreeIva" section.

  5. On 9/21/2019 at 8:01 PM, Angstinator said:

    Well, I'd disagree here: in practice it means that it hasn't yet been updated and that the chance of it being updated is low, not that it is most certainly not going to be updated in the future.

    I'd already assumed that much, of course, but I'd much rather have a definite answer from the author whether or not my assumptions have any factual basis; thus I'm asking in this thread as opposed to writing a PM so that the answer is visible to everyone else who might have a similar question.

     

    With that in mind, I'll have a ton of time next week and might look at this mod more closely. Maybe there's something I can do.

    Writing mods requires a huge amount of free time, something I have had very little of lately, so you're right that the chance of this being updated is low.

    For anyone looking to continue this, the required work was to switch it over to using Unity's new audio mixer system, and hooking it into the KSP effects module in the right way.

  6. 1 hour ago, DStaal said:

    Counterpoint: I don't see a reason to assume they couldn’t change that either.  It would take a bit more processing, but it's not that difficult to put in checks which would allow even fairly small parts to reliably impact each other at even high timewarps.  (A quick idea would be to plot a straight line between the center of mass of objects between time steps, and see if those lines intersect.  You might only do it for objects inside the physics bubble.)

    From what I remember, something similar was done to fix issues with vessels hitting the surface of planets hard enough to go through them: There's a collision enhancer that does a raytrace forwards from the vessel and moves it above ground if it were to go below for explosions if it would go through it otherwise. There was some restriction that prevented it from having any effect at higher time warps, probably that the body hadn't loaded its collider yet if you were too far away, but moving fast enough. Potentially it could be enhanced to at least destroy your vessel when warping through bodies.

  7. On 8/30/2019 at 7:45 PM, jpinard said:

    Has anyone noticed any kind of performance hit from having the game watch for all the different states to trigger music?

    Most of these are pretty lightweight. They use the KSP events system, so there is no extra work done until KSP taps the event handler on the shoulder to let it know that something has happened. The numeric checks (max/min altitude/speed etc.) have to be done more frequently, but checking if one number is greater than another is something computers can do very quickly. If you're having any problems, leave some details and I'll see if there's anything that can be done about it.

    On 8/31/2019 at 2:18 AM, Red Stapler said:

    Not for me, but if you have a bunch of stuff playing (playlists with many songs) it can suck up your ram until you change situations/new track list loads.   Or if you have lots of mods, maybe you are at the top of your ram capabilities and a long playlist on Soundtrack Editor pushes it over and you get a performance hit.   

    My best 2 guesses.  Good luck!

    The way it's designed, playlists should only load the song that is currently playing, then unload it when it's done. If you're seeing large RAM usege with big playlists, that's a problem that needs fixed. What could have that effect is if the tracks you're using are very long. If you have a track that's an hour long, that will have more of an effect than one that's two minutes long.

  8. 11 hours ago, Stone Blue said:

    Not to speak for pizzaoverhead, but I'm pretty sure modelling IVA meshes to match up to the external part meshes, (even colliders, especially since KSP only does convex colliders), is quite tedious and time consuming...

    95% of the part modders I know of that make crewed/crew possible parts, simply wont touch IVAs, since they are so much work, for so few people that use them. (I say few, relatively speaking, as even tho people who DO use IVAs are plentiful, and quite vocal in the community, they are *still* most likely a vast minority)

    It's much worse than that: All the IVA colliders that this mod sets up were written in the equivalent of notepad from within KSP.

  9. It's unlikely: To keep craft compatibility, all the parts would have to remain exactly the same size.

    One of the benefits of a sequel is being able to work without that kind of restriction. For example, it's often been said that the Terrier should have a much longer engine bell as it is a vacuum engine. The current size prevents that without breaking every craft design that uses it.

  10. On 3/21/2019 at 9:23 AM, mcbmaestro said:

    I don't want to bug an awesome modder too much so I'll make this short:  Is there a way to bring the GUI back after closing it?  I can tuck the box in a corner but it's not ideal.   Is there also a way to have clipping off by default?   Again not ideal to have to toggle it on every flight.

    Lastly if there is some grunt work we could do like finding coordinates to new hatches etc let us know!

    There's no way to do that currently: The mod doesn't store any settings yet.

    Any help would be appreciated. There are a lot of parts in the game now. Anything with an IVA needs to have colliders added to it so that it can be used without falling through into space. This would be easiest done using a 3D modelling program, but it could also be done by editing the config files with values obtained from the collider part of the GUI. All the parts without IVAs that could have them (e.g. the station hub) would need new IVAs made to be useable.

  11. On 5/18/2019 at 5:41 AM, Jesusthebird said:

    i know..i know..this mod isnt updated to 1.7...but..I did get an exception and I think its from this mod. Doesnt seem to cause much problems...just thought id mention it.

    ksplog: https://1drv.ms/u/s!AjOhSRn-M-XfjwCVauuJzNadegpa

     

      Hide contents

    [EXC 23:00:22.357] TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'WheelSounds'.
        System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType)
        System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit)
        System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit)
        Kopernicus.LogAggregatorWorker.Awake ()
        UnityEngine.GameObject:AddComponent(Type)
        AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
        AddonLoader:StartAddons(Startup)
        <LoadObjects>c__Iterator1:MoveNext()
        UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
        <CreateDatabase>c__Iterator0:MoveNext()
        UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
        GameDatabase:StartLoad()
        <LoadSystems>c__Iterator0:MoveNext()
        UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
        LoadingScreen:Start()

     

    Yep, that's this mod. It's reached the point where it needs to be recompiled to be compatible with the latest KSP versions.

    On 6/1/2019 at 12:32 AM, fourfa said:

    Is this mod alive?  Seems like the natural place to put sounds for the new DLC robotics parts - servos, rotors, pistons etc.  Seems like such a massive oversight not to have anything, but what else is new

    It's not currently working, but nor is it entirely dead. If anyone has any suggestions for sounds to use for the new parts, I'll see if I can get them added. https://freesound.org/ is a great place to look, but I have very little time nowadays.

  12. 21 hours ago, taniwha said:

    @pizzaoverhead no github updates? not even source commits?

    Yep, I realised I hadn't committed the source the second my head hit the pillow yesterday. The updated source is included in the zip however. It's now available on github too.

    21 hours ago, theonegalen said:

    @pizzaoverhead I am only able to  access internet on my mobile, and there's no way to download a file from curseforge on mobile. At least that I can find.

    It should have been available on Curseforge, Spacedock and Github. Huh, looks like Github listed it after the 1.3 release because it was labelled "1.3" instead of "v1.3".

    18 hours ago, Shizen said:

    @pizzaoverheadNice tto see you are still around, does this mean you'll be updating your other (sound related)mods?

    Or is this just a guest appearance?

    I'm limited in time, so I'll be working on whichever seems to be most useful/asked for by the community at the time. No point in updating mods that nobody has used in four years! At the minute, that means trying to get Free IVA to a point where it can be released, but there's still a lot to do there.

    9 hours ago, Stone Blue said:

    @pizzaoverhead Thanx for the update ;)
    Thread title says v1.3, not v1.4, tho :P

    Thanks, fixed!

×
×
  • Create New...