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Posts posted by electronicfox
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2 hours ago, Porkjet said:
I hope so yea. Still haven't fully figured out the blendshapes (morph animations) tho. Was kinda putting all my hopes on that working with the new part tools.
When I did morph animations for an unfolding blimp part, I managed to bake the blend animation to a number of joints. It ended up being like 200 joints, but it didnt seem to affect performance too badly. With the parts I've seen for this mod, you could probably use a similar setup.
Alternaively, I believe these inflating animations can be replicated with just a few manually animated joints (If you'd be willing to send me just one of the models, I can confirm this for you). Its far cheaper than many joints baked from a blendshape animation, and I believe will have near enough to the same results. -
I think Kerbals are just accidentally locking the keys inside the pods whenever they leave.
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The track thingy is still in consideration?
Anyway, imho the next logical step are some different sized wings and a lox fueled engine...not necessarily in that order.
The tracks are still in the works, and for the most part actually work just fine. Theres just an odd bug I need to address with the retraction animation in which the game decides that wheels can float several meters away from the actual ship.
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This is now more-or-less out of prototyping for the main sets of parts, it all works just fine so now I need to think about what parts I actually want to make for this.
What I can think of so far:
Jet engines (with the ability to allow bottom stacked parts).
Discreet radial engines (rocket, nuke, ion and atmospheric).
Solar panels (big ones, big folding ones with proper casings).
Rover wheels (small, regular and large, all folding).
inflating floaties (for them water landings).
Different blimp designs.
Different wings (smaller and larger variants).
Any other ideas will also be considered, this is just a quick splurge of what I currently have in mind.
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Just updated the pack. New part now included, and all textures switched to DDS.
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In a quasi-empty install (just Module Manager), it loads flawlessly.
I can only assume it is conflicting with another mod somewhere. What it is, and how it conflicts is another question.
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This retractable stack engine is really lovely. Will it be bound to one-way-propulsion or do you intend to have it work 2 ways (rear and front mounted)?
It uses the Firespitter plugin, and like most other FS propellers, it has reversable thrust.
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I'm still thinking if there's a better way to troubleshoot the loading problem besides "installing" another instance of KSP, adding your parts and then adding a few mods at a time and figuring out what it was.
It's definately not a memory limit problem. ... Well, at least not unless your parts are absolutely insane in memory load. My KSP is around 2.2 GB in Ram after loading.
Liking that prop a lot, btw
Btw, did I see that right... You went from stack-mounted wings to surface-mountable wings? Or did I somehow miss them being surface-mounted all the time?
They were originally stack mountable, but I came to the conclusion that if I gave every discreet part a stackable body, people would end up with very long noodle-ships. I opted with surface mountable with extra weight instead.
As for figuring out the problem, I may need to call in help from more experienced modders to work that one out.
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In my hugely modded game, your parts kill the game
Well, they stop it from loading. The loading screen itself isn't frozen (the drop-down from KSP-AVC still works), but it doesn't continue loading "PackedParts/Propeller/Props/PackingProp"
Ah well with a hugely modded game, thats a risk that has to be taken. Though finding if my mod is conflicting with another mod, or just reaching a memory limit is a bit difficult to work out I think.
ANYWAY, just to prove this isnt going the way of the dodo, I have a new design in the pipelines. (I vanish a lot because my work is only ever either nonexistent, or taking all of my time).
The tracks are also on the way, but there are some odd problems I need to fix with those before showing them off. They mostly work, theres just some bugging out.
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I love this mod! I built a dirigble for Duna (had to mod some of the cfg lines for the blimp). Powered by a very small rocket engine (the props never get enough 'get up and go' on Duna), I used the ERS rover cockpit, and some treads so when I landed, it could easily move around.Best thing I ever built in KSP so far....purely a lovely sight to behold and works like a charm. Best of all, with the ERS IVA, I can easily fly the blimp from the cockpit, with all the bells and whistles of ASET's rasterprop mod to back me up.
Keep it up, and it's too bad the cy-one has some loading issues...i hope he gets it resolved soon enough.
Cheers.
I wanna see the tracked blimp.
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Would it be much,work to have them all,at the same starting state? either all retracted on,assembly or all deployed?
Its not a huge deal of work, no. Just gotta get the time to do it.
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Good to know they work! Although it looks like the parts only export their first frame in their animations. In the case of the larger wings, that is their stowed state.
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That is an impressive airship. You can probably reduce the weight and part count by replacing the structural fuselages with one or two long poles from the IR parts. You can probably cut down on the SAS parts.
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Thats a lot of mods. Now when you say they wont load. Does the game hang on the loading screen, or do the parts just not show up in the parts list? And does it do the same in a clean install?
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I have just tried with ATM, and its loading for me without any problems. Do you have other mods installed?
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it wont load with atm
What wont load? The game? The download?
edit--
I did not read that properly. I'll check out the requirements for ATM.
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I can write a little module to disable certain colliders, that's pretty straightforward. I don't know if you can disable GameObjects as part if an animation though?
Such cool stuff happening
Ah that'd be amazing! It would also help my (currently collider-less) wings.
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:0.0: DO WANT! Awesome idea and execution! So many times I've wanted to put up a largish rover, but couldn't deal with having big honking wheels/tracks sticking out. Have you considered something for non-tracked wheels as well?
I am thinking about regular wheels. The whole purpose of my mod is to make parts that can fold themselves within the profile of a rocket, or within a decently sized fairing. Wheels, engines and more discreet large solar panels are in the box of ideas at the moment. I might even tackle some mining parts later.
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My words, literally, upon seeing that were "holy craaaaaaaaa...." and I think I sat there with my mouth open for at least 3 seconds before recovering. That is exactly what we need. Still gonna be a beast to figure out how to get KSP to accept that it's not as huge as it seems when retracted, but visually that thing is awesome.
I'm not sure exactly how KSP handles moving objects but if its anything like my folding wings, a little plugin work might be needed. Another thing I still havent figured out is how to stop parts colliding with each other when retracted. Things get all twitchy and explodey, if I can work out how to disable certain colliders at runtime when stowed, I'd be golden.
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Maybe. But they definetely need something.
Btw, I see some polys that are crying to be optimized on side doors and on big wheel hubs.
Don't worry about the optimizations, they'll be taken care of before I start unwrapping things. This was literally put together in about an hour, I wanted to get something looking good before messing with cleanups.
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I've been putting together something that is kind of a mashup of my deployable parts, and Lo-fi's tracks here, and I know it's been wanted by a few people way back when I was developing the tracks myself. Finally, here they come.
I'll be handing them to Lo-fi when they're about ready, and he will be getting them running.
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Fueled ones are in the works. The current ones do work at about 1 third thrust using a full charge from the deployed blimp. Enough thrust for a decent airship. Some fuel cells would work too. As for planes, yeah they weren't designed for high thrust purposes.
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An engineer's notice: Those small wheels need something that woule prevent them from bending sideways. Some kind of levers like this long one, only going front to rear for rear pair and vice versa for front one.https://upload.wikimedia.org/wikipedia/commons/a/a9/Solid_Axle.jpg
I concur. They need just a simple axle that snaps into place when deployed.
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That's cool. I knew I was the cause of the lag with building such an over engineered airship in the first place. My current thought is to mix what i have with Infernal Robotics to make it fold-up nice and tight for delivery planet side, then unfold and use as a highly mobile sky crane on planets like duna. Current design only needs 18% inflation to maintain alt. on Kerbin. Still playing with the design tho. Currently uses a nuclear reactor from Near Future Electrical for power. Need to do a redesign and figure out how to manage the heat on the reactor.
I kinda wanna see that monstrosity.
In other news, I gave the tracks concept a little polish, I'll be handing them over to Lo-Fi soon to get them up and running, but some work is needed before that.
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Nice track, can't wait!! On a side note I noticed a small bit of lag with the pre-release parts but I know that is mostly my fault. Had 8 motors and 4 airship parts all deploying at once, lol.
Keep up the good work man.
I havent tested with many airship parts, but I know the propellers are prone to lag when 5 or 6 deploy at once (I'm not sure what craft you have that needs that many, but I congratulate you). Once the animation is finished the lag will cease. I'm not sure what specific data in the animation is so intensive, but I plan to track it down and reduce that lag.
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I know it sometimes takes Curse a while to approve new files, but are you sure you actually published (or made public, or whatever the operation is) the source?
Also: slick treads!
It seems the source was rejected by Curse (invalid archive), I have uploaded to my Dropbox, the link is on the OP.
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Did someone want deployable tracks? No? I dont care, you're having them!
Have a roughed out test animation.
[1.0.x] Habitat Pack v0.41
in KSP1 Mod Releases
Posted
I hadnt realised normals had such an effect now, so yeah that will kinda bum out the quick and simple joints method.
Is there a way to overwrite the drag-cubes system? Maybe have an invisible mesh around the parts that is used to generate the drag cubes? It would most likely require a new plugin that tells KSP to ignore the visible mesh and calculate from the invisible one and I have no idea how difficult that would be to create.