-
Posts
384 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by flywlyx
-
-
On 11/18/2016 at 6:28 PM, Diazo said:
Not really, no.
I've fought with this for quite a while for my Landing Height mod and sometimes the raycast just doesn't.
The two big caveats are:
1) Raycast only works in physics range, which I believe is 2400meters. Higher then this altitude the ground doesn't exist for the raycast to hit.
2) The PQS system has invisible grid objects of some sort that the raycast sometimes hits. I've never been able to figure out what or where they are so you have to compensate.
The best I've come up with is the code I used for my landing height mod as I use here. Note however I have the overall error trap at the end that falls back to using Vessel.PQSaltitude as a failsafe as raycasts are not 100% reliable.
D.
Thank you, have you ever check how long would this glitch last? I implant a derivative prediction try to eliminate the glitch reading, but not working really well.I am told that wheel collider is also a raycast, do you know how does it works? Is it because of the mask?
-
On 11/20/2016 at 10:56 AM, SpannerMonkey(smce) said:
Hi, great mod the carrier builders of LBP thank you.
It would be best to keep the rudder and engine separate, this is because it can be a nightmare getting the ctrl surface/rudder to move as you'd expect, it seems that the ctrl surf module expects the rudder to be aligned in only one direction, having it any other way makes it pivot in strange ways. While the engine can be combined removing it to it's own part reduces the main cfg down to a semi sensible size, it's going to be huge anyway, with a dozen animations etc, and makes it easier to tune and to an extent future proof. Just mt two cents though . Drop me a line if there's anything i can help with .
Yes, optical landing system. Since the light and runway has some relative location issue, the 1st roll out will come with my all-in-one CV mod. I will consider how to separate them after ward.
On 11/20/2016 at 10:56 AM, SpannerMonkey(smce) said:Hi, great mod the carrier builders of LBP thank you.
It would be best to keep the rudder and engine separate, this is because it can be a nightmare getting the ctrl surface/rudder to move as you'd expect, it seems that the ctrl surf module expects the rudder to be aligned in only one direction, having it any other way makes it pivot in strange ways. While the engine can be combined removing it to it's own part reduces the main cfg down to a semi sensible size, it's going to be huge anyway, with a dozen animations etc, and makes it easier to tune and to an extent future proof. Just mt two cents though . Drop me a line if there's anything i can help with .
Be as a lazybones ®. I plan to remove all the lifter animation, Instead, I will add hangar system, and all plane will be stored on the lifer. And since I write a standalone rudder, the right click menu is not as long as hell
-
8 hours ago, allista said:
Not so. You just don't need the animator module and AnimatorID field in the Hangar's configuration. Then the "gates" will be always in the opened state.
Got it, so AnimatorID make the trick. Thanks
-
I am current working on the CV hangar, everything works perfect. However, I notice that hangar could not work without a open gate animation. Am I right?
-
8 hours ago, ThirdOfSeven said:
This one looks like a 3d model of USS Enterprise CV. You probably know we already have Nimitz-class in a game from another mod, which is very massive and don't even fit inside SPH.
Enterprise doesn't fit in too. My plan is to make Enterprise a single part. Which will include all the rudder, engine.etc .
-
29 minutes ago, V8jester said:
Great job man! Really look forward to seeing how this continues to develop. And I was curious. Where is the carrier in your screenshot from?
Next plan is OLS, after that I will work on put This cv in game. It from a free model website, not really sure the original source.
-
Spoiler
Current Version Including Arresting wire System ,catapult and Optical Lading System.Arresting wire include a hook and a wire. Mount wire to the deck and hook on the plane. Drop hook to hook the wire and retract hook to release from wire.Catapult is the white block, drive the front landing gear to the white block, the block turns blue after grab the wheel, brake to prepare, the block will turn yellow after that. Release the brake to launch. You can brake during the launch to terminate the launch. Right click the catapult to change the target velocity.Optical landing system added.Hide the white block under the Deck and place the green window at the ideal glide slope.Aircraft should fly through the green window and land on the white block.Yellow vertical/horizontal indicator means you are on position.Red means you are on the left/bottom of ideal approaching slope, green means opposite.Cyan line indicate relative velocity and red line indicate relative position.Download: "http://spacedock.info/mod/1068/Aircraft Carrier Accessories"Check Release Topic:
-
Working on a hover craft, the raycast sometimes give ridiculous reading when casting the ground. Is there anyway to fix this?
-
On 11/10/2016 at 0:29 PM, SpannerMonkey(smce) said:
I can say, with the benefit of having tried, that this is not possible with U5 wheel colliders, I could make dual and quad wheel axles right up to and including KSP 1.0.5. and have things like built in landing gear etc I have likely tried every possible hierarchy since 1.1 and it simply does not and will not work. Even though the modules themselves lead you to believe it should, with an entry for module position in the cfg. Which is why the heavy landing gear makes me laugh. all those visible wheels are just decoration, there's still only one wheel collider
On 11/9/2016 at 3:05 PM, lo-fi said:IIRC, there was some disccussion about that a few pages ago, and the answer was simply "NO". I have no direct experience: I gave up messing with stock wheel modules back around .24.
Thanks for letting me know. Times for some dummy wheel play then....
-
3 hours ago, BlueDragon1504 said:
Not trying to be rude, but that is a really stupid idea. It is far to OP, unstable, and even more unrealistic then the antigravity devices. I do agree there should be some kind of racing wheels tho but those should be able to go 100m/s maximum.
Interesting, judging a idea in a game by comparing it to realistic.
21 minutes ago, lo-fi said:Don't fee... Ah, whatever. Unity. KSP. Something. I've no idea. Ran out of steam for fighting with it, so have been doing other things for a while.
@lo-fi Is it possible create a single part with multiple wheels by stock wheel module?
-
On 11/7/2016 at 8:02 AM, TOMMY (JEB 2.0) said:
hey i have a ida for a weel/track make one that cal go 1000+ m/s
You can achieve this by simply modify the .cfg file of stock wheels.
-
2 hours ago, paul23 said:
I'm honestly wondering why: look at commercial aircraft or rockets: they are nearly always (except for those strange Japanese hello kitty aircraft) a single or two colours. Yet they look amazing when in flight. Take the concorde, queen of the sky. Nearly completely virgin white - yet such a powerful and beautiful image:
Now I understand that the point is: people often paint the windows on them. But I really dislike that, I wish to create actual realistic craft: and thus the windows would just be a different material (which again is egal of colour - but black). When I "just" import a file into blender it tends to forget the fact that the image is made out of multiple parts, which isn't a problem if it could automatically "create a texture page". Are there no tools for that? Similarly: I believe blender can easily "reduce polygon-count"?
Color is only a small part of texture. Texture is everything about how it looks.
-
On 2016/10/20 at 6:15 PM, DonKalypso said:
I'm certain the author will return triumphantly to declare he's updated it to 1.2, and we shall all rejoice on that day. In the meantime, we'll just have to sit and wait patiently.
Updated,
-
5 hours ago, Jovzin said:
OK and what we can find there in KSP Foundries ?
I am sorry but I need some tutorial or something for those stupid wheels creation. Mainly how to set them up in Unity. This is the biggest problem for me for at least 1,5 year.
Thank you in advance.
KSP foundries is using invisible wheels to make anti-grav repulsors, I believe they can be helpful in someway.
This is a out of time tutorial, still kind of help now.
Use the knowledge from the tutorial and the sample nil gave you
You will be fine.
-
Check ksp foundries.
-
So I believe you want to make something shooting from orbit and out of load distance.
The main issue is , you can not physically check if you hit it or not.
The alternative way I make is getting everything around the location you land your shoot and destroy them.
If there is a better solution, please let me know
-
On 6/18/2016 at 7:14 PM, Moggiog said:
Do these drives have a weight or size limit? Some crafts I create with the drives don't work.
Yes, no more than 2 GN-drive is allowed on a single craft. Tau-Drive doesn't have this limit.
-
Does it works with FAR?
-
On 5/14/2016 at 1:34 PM, aidofthedevil said:
@flywlyxits kind of a nusiance to activate antigrav before hover, ca you make it not a requirement to launch hover?
So you think automatic active antigrav at the same time?
-
On 2016/5/9 at 3:31 AM, DonKalypso said:
An idea for a possible future update to this mod: Instead of adding, essentially, copies of the drives and parts for each size, why not try and add a Tweak Scale config so anyone who has Tweak Scale can make the drives whatever size they need?
I was wondering if, perhaps, someone currently active could perhaps explain the relationship between ship mass, drive overload, and increase in velocity? I've been working on a quad Tau setup using the drives as landing gear, and I'd like to be able to have finer control over my velocity.
Test the hover function with GN drive.
-
13 hours ago, FreeThinker said:
Good work, could you also include a download link to this forum tread (on spacedock)
Not quite sure what you are expecting.
Download:http://cdn.spacedock.info/flywlyx_4121/isv_venture_star/isv_venture_star-0.25.zip
Like this?
-
On 2016/5/11 at 11:27 AM, FreeThinker said:
It would be nice if you uploaded the mod to spacedock
http://spacedock.info/mod/689/isv_venture_star
Here you go.
Cant wait to see this mod live again
-
On 2016/5/9 at 3:31 AM, DonKalypso said:
An idea for a possible future update to this mod: Instead of adding, essentially, copies of the drives and parts for each size, why not try and add a Tweak Scale config so anyone who has Tweak Scale can make the drives whatever size they need?
I was wondering if, perhaps, someone currently active could perhaps explain the relationship between ship mass, drive overload, and increase in velocity? I've been working on a quad Tau setup using the drives as landing gear, and I'd like to be able to have finer control over my velocity.
Ship mass indicate your total ship mass, give you a better idea how much particle it will cost to drive. Overload mean how much acceleration (overload * 10m/s) a drive can give you.
-
20 hours ago, rafat abubreak said:
GistSuperLarge ok i am not expert on these staff but just want to help remove the mod from game data folder the last version for these mode GNdriveV4.1 be sure its right version for ksp 1.1 setup lasted Firespitter and the plugin and install the mod again for me i just make a copy from ksp to test these mods before use them on my ksp game try that and tell me if its work and good luck download it from here http://spacedock.info/mod/604/GN%20Drive?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E download fresh copy
22 hours ago, GistSuperLarge said:Still not working i have a plain ksp installed and only this mod added and it still not working neither on 64bit and 32bit.
Just upload an update on space dock and curse.
Hope I make it right this time.
[1.9-1.10] Hangar
in KSP1 Mod Releases
Posted
I am not using it, thank you.