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Killerhurtz

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Posts posted by Killerhurtz

  1. Edited first post to add it.

    While I\'m at it, I got some good news and some bad news.

    The good news is, I started working on Firelark\'s 'child', Eagle. It will be a bit more modular and fit more roles. I\'ll upload a screenshot of the progress. That, and I have LOTS of ideas.

    The bad news is that my main computer is broken (PSU blew) so I have to borrow a computer, and it\'s not always available, so the work will be MUCH slower. And because of that, for now mostly everything involving plugins is set aside.

  2. Yeah, I think this is due for a massive update. I think I will be redoing pretty much everything now... Especially now that plugins will allow for even more stuff (As an example, Firelark will be reborn under a new name - and I will make SURE that it will only be able to be used in itself)

    Sorry for the huge delays, though. A LOT of stuff had been going on (notably my cooperation with C7 in his pack, and a large down regarding... 'some' people on these forums. But just seeing that this thread was not forgotten is enough motivation to me to keep on going). Now, the question is, should I make a new thread for it?

  3. @CaptSkunky: I tried that - what it gives is not a black poly but a nifty way to do fake transparency (backdrop-style - anything inside the model, provided it\'s visible, will be indeed visible.

    @Payload: it used to be a necessity, but if I recall it was removed somewhere between .11 and .13.

    WerTehMoon, have you made sure you UVW unwrapped your part correctly? That\'s the first thing that strikes me.

  4. Sorry if I was unclear, what I meant was that the colliders can\'t overlap from different parts.

    A more clear way to put this: If two parts overlap, they are going to collide.

    as far as code. if there anyway to make things that are touching not cause collision forces?

    Multiple collider nodes would help alot with this thing :/ why was support removed?

    Nope, no way to make two collider nodes not collide.

    Support for multiple colliders wasn\'t implemented most likely because due to how the engine is currently built, it would involve having multiple nodes with the very same name in the same part. Which is likely to make them mix up. That\'s without mentioning that every extra object you have in a part is treated as such by the renderer, which increases the load, which ends up making everything slower, which is counterproductive to one of Harv\'s goals.

  5. Short answer: No.

    Long answer: No, the physics engine that Unity runs on (PhysX if I\'m not mistaken) doesn\'t support concave collision meshes. Having a concave collision mesh will result in unpredictable results as the engine will not know how to handle it (although from experience it will attribute it a generic box collider which englobes the model). However, splitting your part in 5 pieces does indeed work. Although as long as it\'s convex, you can wrap it around your part (Such as putting a surface between two beams - since in KSP the likelihood of hitting something that would pass through the space between said beams is very thin, having a hard surface them is a good approximation of the interaction which is going to happen 99.9% of the time.)

  6. I just thought about something though. It would need to be a SRB or something. Because LFEs modulate the sound effects, which would distort the song.

    As a reference: to put a music as an engine\'s sound: have the song on your disk, rename it to sound_music (make sure it\'s a Mp3) or another thing (the only REQUIRED part is the 'sound_' prefix), and add it under sound FXes like so: 'sound_music.mp3 = active' (active being the FX group attributed to, you guessed it, an active part)

  7. ...If it works as intended, what\'s wrong? :P

    Also, keeping you guys updated: Our beloved and awesome C7 was so very nice as to teach me new techniques for modelling and such. Not only are my models going to be better from now on, but they should be out quicker. By the way, if no-one had noticed, sometimes I update the first post. Legacy is on hiatus as I need to figure out what exactly I want out of it (that\'s without mentioning I found some models Darrknox sent me back when he wanted to help, originally), but in the meanwhile, the Firelark is getting a bigger brother. I\'m almost done with the engine, and if you thought the Firelark was mean, you\'ll LOVE this one... Might post a sneek peak once I\'m completely done with the engine.

  8. Here\'s my take: Never release your first work. People are bound to think it\'s terrible. I made the mistake myself and it ended badly. If you keep working on improving your work, then, eventually, it becomes likable to the community.

    @Chubbs: Shut the fuck up. I tried acting like that and it got me nowhere. Give it up.

    Again, that\'s not entirely true. My VERY first mod I have released. It was widely accepted despite it\'s simplicity (was a simple reskin and cfg edit of the base parts), and a few people even participated in expanding or trying to make it better. I always said that the sooner you take the dive the sooner you will be able to learn how to get better.

  9. Nope, no workaround possible or anything, it WILL happen because in theory it\'s not supposed to happen. Might see the light of day when we get electricity and as such a limit WILL need to be implemented because we DO recharge batteries in space currently.

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