_Augustus_ Posted August 13, 2015 Share Posted August 13, 2015 Looks awesome. Will download. Link to comment Share on other sites More sharing options...
sumghai Posted August 13, 2015 Share Posted August 13, 2015 In terms of collision, you could just brute force it and add a mesh collider the the internal model. This is far from ideal, but It would work with most, if not all internals.In my case, I will probably need several box colliders in order to block out my interior properly. Link to comment Share on other sites More sharing options...
Canberra Gaming Posted August 14, 2015 Share Posted August 14, 2015 *George Takei* Oh My! Link to comment Share on other sites More sharing options...
tkw Posted August 14, 2015 Share Posted August 14, 2015 so cool Link to comment Share on other sites More sharing options...
HafCoJoe Posted August 14, 2015 Share Posted August 14, 2015 I just clicked play on your video and the cinematic wheels just started churning in my head... Awesome! REP! Link to comment Share on other sites More sharing options...
anxcon Posted August 14, 2015 Share Posted August 14, 2015 why is this not a thing yet? Link to comment Share on other sites More sharing options...
MK3424 Posted August 15, 2015 Share Posted August 15, 2015 why is this not a thing yet?Because nobody figured out how to use it before (until now). Link to comment Share on other sites More sharing options...
luizopiloto Posted August 15, 2015 Share Posted August 15, 2015 this will revolutionize IVA flying... like RPM did... Link to comment Share on other sites More sharing options...
JPLRepo Posted August 15, 2015 Share Posted August 15, 2015 Al alternative to the flying IVA camera and having to deal with colliders or not... An older thread started by Mihara (RPM Author).http://forum.kerbalspaceprogram.com/threads/63612-Walking-in-IVAJust something to consider. Link to comment Share on other sites More sharing options...
MK3424 Posted August 15, 2015 Share Posted August 15, 2015 Any updates on this cool looking update? Link to comment Share on other sites More sharing options...
bazz Posted August 16, 2015 Share Posted August 16, 2015 Seen this suggested so many times so cool to see it being done. This would be great with near future space station parts! Link to comment Share on other sites More sharing options...
ThatOneBritishGuy... Posted August 16, 2015 Share Posted August 16, 2015 Sometimes I wonder if there's anything KSP modders CAN'T do. Take my rep pizza. You deserve it. Link to comment Share on other sites More sharing options...
problemecium Posted August 17, 2015 Share Posted August 17, 2015 There really isn't. SQUAD uses Unity, and they've made KSP capable of reading and using Unity scripts and assets, effectively unlocking a door to Unity's full power. A modder with enough time could theoretically make a mod that replaces KSP with a completely different game like a Minecraft clone (although the memory footprint may be massive). Link to comment Share on other sites More sharing options...
pizzaoverhead Posted August 18, 2015 Author Share Posted August 18, 2015 (edited) Any updates on this cool looking update?Progress for this mod will be quite slow due to free time constraints and its experimental nature. It's taken three weeks and hundreds of launches of KSP to reach this early stage of development.But that's no fun. Y'know what is fun? Development screenshots!Javascript is disabled. View full albumLooks promising!My main concern is with how you're handling internal collisions. Your present approach would definitely work for most stock parts, but some mod crew cabins (such as FusTek): - are made up of multiple intersecting colliders, which are needed for concave areas - the internal may be shaped very differently from the exterior colliders (e.g. FusTek modules are round on the outside, but rectangular on the inside with chamfered edges plus some oddly-shaped circular segments for breakout areas)I'd like to suggest some sort of override feature, where mod authors can specify their own custom internal colliders for their pods.It's very difficult to find a solution that covers every use case, so I'll be making things configurable as often as possible for IVA designers to tweak.In terms of collision, you could just brute force it and add a mesh collider the the internal model. This is far from ideal, but It would work with most, if not all internals.That'll be an option to keep in reserve if the current one fails, or to use for more complicated IVAs. Edited August 18, 2015 by pizzaoverhead Link to comment Share on other sites More sharing options...
rbray89 Posted August 18, 2015 Share Posted August 18, 2015 Progress for this mod will be quite slow due to free time constraints and its experimental nature. It's taken three weeks and hundreds of launches of KSP to reach this early stage of development.But that's no fun. Y'know what is fun? Development screenshots!http://imgur.com/a/E8s5gIt's very difficult to find a solution that covers every use case, so I'll be making things configurable as often as possible for IVA designers to tweak.That'll be an option to keep in reserve if the current one fails, or to use for more complicated IVAs.Another possible option instead of a new texture for making ports invisible would be to use vertex color. The problem would then be to go through the mesh and re-assign port vertex colors. You could do the same to IVA internal parts as well.If you need any shader help, let me know! Link to comment Share on other sites More sharing options...
Superturtle Posted August 18, 2015 Share Posted August 18, 2015 (edited) This is the mod I've been waiting for! Would having a heat shield or a decoupler at the bottom of a pod block a hatch? Edited August 18, 2015 by Superturtle Link to comment Share on other sites More sharing options...
ThatOneBritishGuy... Posted August 18, 2015 Share Posted August 18, 2015 I feel like whatever you end up using to remove the hatches may end up finally allowing modders to utilize Texture Replacer's transparent cockpit windows, without remodeling the entire part. exciting stuff Link to comment Share on other sites More sharing options...
MK3424 Posted August 18, 2015 Share Posted August 18, 2015 This cutaway feature could be used for IVA experiments and functions....Just like Space Station Simulator: Link to comment Share on other sites More sharing options...
pizzaoverhead Posted August 20, 2015 Author Share Posted August 20, 2015 Progress update: Thanks to eggrobin's efforts, full six degrees of freedom of movement is possible in the IVA view (ever play the Descent/ games?). No longer is there a "down" when you're in microgravity. You may find yourself disoriented when travelling about a large space station, returning to your starting point after exploring to find your seat is now on the "ceiling". Link to comment Share on other sites More sharing options...
CaptRobau Posted August 20, 2015 Share Posted August 20, 2015 I just want to say that I could not be more impressed by this. Immediately makes me want to make big space stations so that I can explore them from the inside. Link to comment Share on other sites More sharing options...
Ghosty141 Posted August 20, 2015 Share Posted August 20, 2015 I love your work, do you have any realease dates in mind ? Why not release it as a WIP ? Link to comment Share on other sites More sharing options...
pizzaoverhead Posted August 21, 2015 Author Share Posted August 21, 2015 Today's progress: There is now a key to buckle/unbuckle yourself from a seat to begin free-roaming IVA. You are also no longer a floating head: The rest of the kerbal disappears instead of remaining in the seat disconcertingly once you unbuckle.I love your work, do you have any realease dates in mind ? Why not release it as a WIP ?No time like the present! I'll be away from my computer for the coming week, so in the meantime, here's the development version in all its broken, unfinished glory:http://www./download/tia4ptihr39ltt5/EnhancedIva_-_Technical_demonstration.zipThis is a technical demonstration: Things only work within the narrow parameters needed to test whether they work or not, but it's enough to see it in action for yourself.To see the open hatch, you need to create a craft with the Mk1-2 command pod as its root part, with a hitchhiker storage container below it, then move yourself into the hitchhiker and look back at the Mk1-2.Keys: Y Toggle free view I Forward K Backward J Strafe left L Strafe right U Roll counterclockwise I Roll clockwise H Upward N Downward Link to comment Share on other sites More sharing options...
MK3424 Posted August 21, 2015 Share Posted August 21, 2015 http://www./download/tia4ptihr39ltt5/EnhancedIva_-_Technical_demonstration.zipO M G.... i'm gonna have so much fun with this! Thanks for the WIP release! Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 21, 2015 Share Posted August 21, 2015 This cutaway feature could be used for IVA experiments and functions....http://i.imgur.com/9EUo0JM.pngJust like Space Station Simulator:http://i.ytimg.com/vi/XUeAPh0pjwQ/maxresdefault.jpgOH MY GOD. I remember that game! Link to comment Share on other sites More sharing options...
Ghosty141 Posted August 21, 2015 Share Posted August 21, 2015 Well, this is what I call OP DELIVERS !!! Link to comment Share on other sites More sharing options...
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