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Everything posted by electronicfox
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I'm actually interested in this plugin, would you happen to have a link on your person? (Note: I AM currently searching the forums myself, but if you could provide a link before I find it the thats just fantabulous). Edit: I have discovered the method now.
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Wings 3D help?
electronicfox replied to jordsta95's topic in KSP1 Modelling and Texturing Discussion
Blender has a tonne of tutorials on modelling, so you may be better off with that. 3DS Max and Maya both have free educational licences too, there are also a buttload to modelling tutorials for both of these. I've never used Wings3D before so I cant say if these other tools might be better or worse, but they definitely have far superior supports. -
[0.23.5]General Propulsionâ„¢ SOLD
electronicfox replied to Galacticruler's topic in KSP1 Mod Releases
Regarding the speeds of tracks, I believe we had similar views on fast/slower tracks on the original thread. Some prefer the realism of slower, electrically driven tracks, and others preferred faster sets. I believe EndlessWaves did mention one of the stats in the CFG could be altered to speed up the tracks though. -
[0.23.5]General Propulsionâ„¢ SOLD
electronicfox replied to Galacticruler's topic in KSP1 Mod Releases
This is more due to a limitation of the Wheelcolliders within Unity, they seem to have a very limited working angle. You may notice a similar effect with the stock wheels, if theryre rotated more than a few degrees, they'll stop working properly. -
[0.23.5]General Propulsionâ„¢ SOLD
electronicfox replied to Galacticruler's topic in KSP1 Mod Releases
The way it stands at the moment is as follows: I have stopped working on them for now due to a busy wok schedule, but have given GalacticRuler rights to distribute the tracks, and rights to the model side of things. EndlessWaves still owns the plugin. They wont be forgotten, and when my schedule allows, I will be continuing work on them, but that may be a little while. -
[0.23.5]General Propulsionâ„¢ SOLD
electronicfox replied to Galacticruler's topic in KSP1 Mod Releases
I have considered that, and may see how that goes when I gain enough free time to pick these again. -
[0.23.5]General Propulsionâ„¢ SOLD
electronicfox replied to Galacticruler's topic in KSP1 Mod Releases
This technology is far from complete and right now is graphical only. Note there were no animated pieces or surfaces, nor were there physics. My argument was about wasting precious cpu calculating the extra physics required for a complex track set. It can be done, but a balance has to be made. If these guys invent a new tech (seems to be what theyre good at) that allows huge amounts of physic calculations, and Squad decide to port KSP to the engine, then I would have no issues with making fully detailed complex tracks. But if they did manage that, I'm sure many physicists would have better uses for it first. -
[0.23.5]General Propulsionâ„¢ SOLD
electronicfox replied to Galacticruler's topic in KSP1 Mod Releases
creating individual shoes to that animate properly is very complex in any game engine, so the rubber-band style tracks are what was decided on. I would have liked to make more realistic tracks that use shoes, I'm sure many would agree that it would be rather epic, but like I said, rather complex, and possibly would take valuable processing power away from crashing rockets without lag. -
It should be notd that a Kerbal has never died of old age. Nobody really knows what happens when they get old, nor if the sporesacks still work.
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I saw this question on the KSP facebook page, and decided to answer it. And now I decided to share the answer here, since it may actually be true and not some bull I spouted out after a boring work day. When a Kerbal hits a hard surface with enough force, the cloud created on impact is actually thousands of tiny Kerbalspores released from the spore-sacks. Each one will quickly mature into a fully fledged Kerbal. It is not uncommon for one of these spores to inherit the characteristics of its spore-bearer (thus leading to 'cloned' kerbals). Due to the high mortality rate of Kerbals, this was the only way evolution could keep them alive long enough to venture into space.
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and destructible terrain, with buried alien tech.
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Dont forget the life-size planets and N-body physics.
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I do have an idea of something that may work (this is working off very old memories of when I actually did use Unity so bear with me if its very wrong) Use 8 linear raycasts to detect terrain within a certain distance (say, 0.25m from the wheel surface), if terrain is detected, select the raycast with the closest terrain collision and line up the wheelcollider with that raycast. In my head this would be a viable solution, but as I said it was a long time since I did anything in Unity like this.
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Bah, I meant a single wheel collider per object, not collider...excuse my flatulent brain.
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This can be done, although you'll need to design your craft in slightly different ways to allow room for the wheel to steer without clipping (So far all my models have their attach points just outside that range). For the wheelcollider issue, as I understand it (So far I've had Zitron, AngusMcbeth or EndlessWaves do the Unity parts of the mods for me so I may be wrong..Im more of a UDK man myself) you can only have a single wheel collider per game object, but Im not sure if it is limited to just one in the wheel as a whole (if not I could do some model trickery to get around the issue).
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I dont see why not, but some form of reference image or video would be handy.
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I see your BatMobile and raise you, the KerbMobil. Much heavier, much more robust, much deadlier (to the pilot).
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I saw that yesterday, I assumed one of the devs uploaded them.
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At least they had the sense to run their advanced simulations with the B9 pack...
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Mount the wheels lower? I joke, right now the engines are quite weighty (as to keep with the nature of the RTG), and the wheels are meant for fairly light rovers so there is a good chance of bottoming out or pulling wheelies if not properly balanced. But keep in mind that these engines will be changed into a better device, which will be lighter and more fitting to the pack, right now its just a better looking RTG.
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Right now thats the best method to it, but this may be subject to change.
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The texture funkiness is indeed a problem in the game engine,increasing the AA setting may help this a little, but I understand this option is not good for everyone. it will be the normal map creating the problem, unity is trying to force light info into too few pixels. I'll sort out a fix for this later today. --edit--- After some faffing around, the only real fixes are either removing the ridges altogether (I personally love the ridges, theyre sexy...but not klingon-ridges sexy), or increasing the size of the part (which is a bit silly). Im open to suggestions or votes as to what to do with this part.
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That one I can most definately do.