lo-fi Posted January 19, 2016 Share Posted January 19, 2016 Maybe there's hope for it yet, then You're very welcome, it was a nice creative outlet and a fun way to learn the basics of C# Link to comment Share on other sites More sharing options...
*Aqua* Posted January 19, 2016 Share Posted January 19, 2016 Well, now we've got: Gaalidas - our mascot ^^ Aqua (me) - plugin writer V8jester - IVA, part config, PR guy ArkaelDren - part config, testing and lo-fi - the guy we blame all bugs on IMO we need another two guys: a second plugin writer and a modeller (modeler?) I don't want to code the stuff all by myself and we need a guy who can create new tracks and wheels and/or modify the current models. I guess we'll do it like that: 1. Organize ourselves. (Github access, everybody who doesn't know KF will have a look and ask questions, etc.) 2. Wait for KSP 1.1. 3. Brainstorming. (What do we need to change? What to remove? What to add? etc.) 4. Idling and once in a while contributing some stuff. Joking It would be nice if everybody could contribute at least 2 hours per week to KF. More is ok, less is... you know... with that much contribution you don't get anywhere. Our goal: Getting 75+% of KF running again at about 2 months after KSP 1.1 release. What are your thoughts? Link to comment Share on other sites More sharing options...
smjjames Posted January 20, 2016 Share Posted January 20, 2016 I'd say the first goal right now is to kill that bug with the dust FX and pause menu. Only thing that is keeping me from actually using the wheels and tracks. Link to comment Share on other sites More sharing options...
DocMop Posted January 20, 2016 Share Posted January 20, 2016 You should set yourself some general development targets prior to the big patch, you can always adjust the details when 1.1 hits. Link to comment Share on other sites More sharing options...
Gaalidas Posted January 20, 2016 Author Share Posted January 20, 2016 So... yeah, I disappeared after my last post. My hard drive crashed... hard... as in not even enumerating files, thus no recovery of data possible. fortunately I sent some stuff to github before hand so KF is intact still. Unfortunately I sent one of the two updates to the old lo-fi repo, and the other one to my fork (I'm unsure which is which). I'll get that sorted eventually and probably focus on the old repos so it'll be relatively easy to pass this on if that's what happens. Yeah, I burnt out bad. However, I maintain interest in it and, once I recover from the hard drive failure, I'd like to get back to fiddling around with it. It's just too difficult to make it happen between school and hardware failures. I'm okay being the mascot for the most part... as it's about what I'm good for right now. I both dread and look forward to the 1.1 update, so I'll definitely be waiting until that happens to do much else. I'll work on getting the old repos updated and all my recent attempts at fixing the dust. If that doesn't do the job, then I'm going to have to pass the bug to the next qualified programmer. Link to comment Share on other sites More sharing options...
mythbusters844 Posted January 21, 2016 Share Posted January 21, 2016 (edited) I have no idea if this had already been reported or not, but with the latest version of the plugin, the stock wheel configs (as downloaded from github) seem to be utterly broken in 1.0.5. The wheels have the KF modules and seem to steer fine, but upon load they sink into the ground and provide no traction when powered, almost as if they were placed in the wrong orientation (except that they aren't ). Here's a picture of the problem: There are a few other bugs too. For instance, this specific wheel (TR-2L) randomly starts out with a crazy high RPM on load. I already tried my own futile attempts to solve this problem, but to no avail . It'd be nice to see this fixed, since the stock wheel physics are, well, absolute garbage. Edited January 21, 2016 by mythbusters844 Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 21, 2016 Share Posted January 21, 2016 Hi gang, I see the epic effort of keeping this monster alive and kicking has been taking it's toll, my suggestion, go do some other stuff and eventually, you may find you have a hankering for the little green fellas destruction once again. Just getting back into things myself, soo much has changed while I've been gone, would love to assist in any way, although still rooting out dustyboxes of forgotten skills (damned skill fade, or is it old age? ) Hopefully the project can be repaired, it deserves to be Link to comment Share on other sites More sharing options...
lo-fi Posted January 21, 2016 Share Posted January 21, 2016 Hey Spanner, good to see you! How are you, buddy?? Link to comment Share on other sites More sharing options...
lo-fi Posted January 21, 2016 Share Posted January 21, 2016 14 hours ago, mythbusters844 said: I have no idea if this had already been reported or not, but with the latest version of the plugin, the stock wheel configs (as downloaded from github) seem to be utterly broken in 1.0.5. The wheels have the KF modules and seem to steer fine, but upon load they sink into the ground and provide no traction when powered, almost as if they were placed in the wrong orientation (except that they aren't ). Here's a picture of the problem: There are a few other bugs too. For instance, this specific wheel (TR-2L) randomly starts out with a crazy high RPM on load. I already tried my own futile attempts to solve this problem, but to no avail . It'd be nice to see this fixed, since the stock wheel physics are, well, absolute garbage. This was on my list before I left, and I never got around to updating. Sorry! Link to comment Share on other sites More sharing options...
Kershu5 Posted January 22, 2016 Share Posted January 22, 2016 Stuff happens Gaald, and that is COMPLETELY understandable, I'm still recovering from a mega-burnout over a project that fell apart on me some time ago.. And anyway others seem to be flocking to your banner to help keep the project alive so hey there's that, right? Link to comment Share on other sites More sharing options...
*Aqua* Posted January 25, 2016 Share Posted January 25, 2016 (edited) @Gaalidas Which repo will we use? Your's or lofi's? Edit Could you just commit your changes? They don't have to be finished. I just want to have a look at the current state of the mod. Edited January 25, 2016 by *Aqua* Link to comment Share on other sites More sharing options...
dark jam Posted February 7, 2016 Share Posted February 7, 2016 Has this been updated to 1.0.5 because when i use it it just breaks please update it looks cool Worked for a while then just stopped. Strange. Link to comment Share on other sites More sharing options...
dark jam Posted February 9, 2016 Share Posted February 9, 2016 On January 21, 2016 at 10:32 PM, mythbusters844 said: I have no idea if this had already been reported or not, but with the latest version of the plugin, the stock wheel configs (as downloaded from github) seem to be utterly broken in 1.0.5. The wheels have the KF modules and seem to steer fine, but upon load they sink into the ground and provide no traction when powered, almost as if they were placed in the wrong orientation (except that they aren't ). Here's a picture of the problem: There are a few other bugs too. For instance, this specific wheel (TR-2L) randomly starts out with a crazy high RPM on load. I already tried my own futile attempts to solve this problem, but to no avail . It'd be nice to see this fixed, since the stock wheel physics are, well, absolute garbage. This is similar to my problem Link to comment Share on other sites More sharing options...
OrbitalBuzzsaw Posted February 9, 2016 Share Posted February 9, 2016 On January 25, 2016 at 11:18 AM, *Aqua* said: @Gaalidas Which repo will we use? Your's or lofi's? Edit Could you just commit your changes? They don't have to be finished. I just want to have a look at the current state of the mod. Agreed.... Link to comment Share on other sites More sharing options...
Son_of_Flynn Posted February 15, 2016 Share Posted February 15, 2016 Is there a download link somewhere besides KS? It has been down for me almost 24 hours. I have tried different browsers and different computers and still reject my connection. I would like to use this in my 1.0.5 save and is the only mod that has good rover wheels. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 15, 2016 Share Posted February 15, 2016 (edited) 10 hours ago, Son_of_Flynn said: Is there a download link somewhere besides KS? It has been down for me almost 24 hours. I have tried different browsers and different computers and still reject my connection. I would like to use this in my 1.0.5 save and is the only mod that has good rover wheels. https://www.dropbox.com/s/a6sjbm64cwjrdw2/Kerbal_Foundries_Wheels_and_Repulsors_ALPHA-1.9g.zip?dl=0 There you go, latest release and for me at least, works faultlessly in 1.05 kerbal stuff is still MIA Edited February 15, 2016 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Son_of_Flynn Posted February 15, 2016 Share Posted February 15, 2016 3 hours ago, SpannerMonkey(smce) said: https://www.dropbox.com/s/a6sjbm64cwjrdw2/Kerbal_Foundries_Wheels_and_Repulsors_ALPHA-1.9g.zip?dl=0 There you go, latest release and for me at least, works faultlessly in 1.05 kerbal stuff is still MIA Ty so much! Link to comment Share on other sites More sharing options...
Yokito Zumi Posted February 15, 2016 Share Posted February 15, 2016 A replacement for kerbalstuff is still in the works it can be found here http://spacedock.info/ Link to comment Share on other sites More sharing options...
lo-fi Posted February 15, 2016 Share Posted February 15, 2016 Bit of a tragedy about KS! Thanks for getting a mirror up, Spanner. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted February 15, 2016 Share Posted February 15, 2016 Hi lo-fi, np, cant just let one of my favorite mods of all time disappear without a trace Link to comment Share on other sites More sharing options...
V8jester Posted February 15, 2016 Share Posted February 15, 2016 1 hour ago, SpannerMonkey(smce) said: Hi lo-fi, np, cant just let one of my favorite mods of all time disappear without a trace Thanks spanner! Link to comment Share on other sites More sharing options...
Gaalidas Posted February 15, 2016 Author Share Posted February 15, 2016 Alright, sorry for the lack of commenting here. Quite busy. I'm having to learn JavaScript this quarter, and I absolutely hate it. Sure it's very similar to C# in a lot of ways, but things that take 3 days to make work in JS could be done with ASP/C# in a few hours. It's down right insane and, to make matters worse, I can't even make everything look the same on every browser that is commonly used due to different implementations on each web platform. It's driving me nuts. Good times otherwise. I have the latest stuff uploaded to one or the other repo right now. Easiest way to tell is to simply compare the latest commit data/time. I'm running completely off the older Desktop PC right now and have not even set up Github for this computer yet to check things over. My repos, I believe, should still show up under the branches derived from lo-fi's repos. There's a lot of WIP stuff in the code, but I don't believe any of that interferes with the main mod processes at all. It's possible all my WIP stuff is set to not be compiled in the project file anyway. On 1/21/2016 at 9:32 PM, mythbusters844 said: I have no idea if this had already been reported or not, but with the latest version of the plugin, the stock wheel configs (as downloaded from github) seem to be utterly broken in 1.0.5. The wheels have the KF modules and seem to steer fine, but upon load they sink into the ground and provide no traction when powered, almost as if they were placed in the wrong orientation (except that they aren't ). Here's a picture of the problem: There are a few other bugs too. For instance, this specific wheel (TR-2L) randomly starts out with a crazy high RPM on load. I already tried my own futile attempts to solve this problem, but to no avail . It'd be nice to see this fixed, since the stock wheel physics are, well, absolute garbage. The stock configs are so old that I don't even think they use the newest modules properly. I'm afraid we might need to chase down lo-fi to update them properly. He shouldn't need any of his old stuff installed to edit a few files with the new data required. Testing them is another matter entirely of course. Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted February 16, 2016 Share Posted February 16, 2016 9 hours ago, lo-fi said: Bit of a tragedy about KS! Thanks for getting a mirror up, Spanner. what are you planning to do with the kerbal foundries wheels mod? Are you going to post on github? Link to comment Share on other sites More sharing options...
V8jester Posted February 16, 2016 Share Posted February 16, 2016 33 minutes ago, RYU AZUKU99 said: what are you planning to do with the kerbal foundries wheels mod? Are you going to post on github? Look 5 posts above yours.... Link to comment Share on other sites More sharing options...
lo-fi Posted February 16, 2016 Share Posted February 16, 2016 12 hours ago, Gaalidas said: The stock configs are so old that I don't even think they use the newest modules properly. I'm afraid we might need to chase down lo-fi to update them properly. He shouldn't need any of his old stuff installed to edit a few files with the new data required. Testing them is another matter entirely of course. I don't even have KSP installed these days! What did I last change? Some modules, maybe KFWheel, KFSuspension. Oh, and probably the torque curves. Something, anyway. Not really much help, am I :/ Link to comment Share on other sites More sharing options...
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