Shadowmage Posted January 15, 2017 Share Posted January 15, 2017 (edited) KerbalFoundries - Continued Re-inventing the wheel. Literally. This is the main release and development thread for the continuation of KerbalFoundries, originally created by Lo-Fi and Gaalidas, continued under new development with explicit permissions from the original authors and under the terms of the original licensing. This mod adds a variety of new parts to KSP that include wheels, tracks, and anti-gravity repulsors. For a list of features available to the wheels and tracks in this mod, please see the KSPWheels documentation ( https://github.com/shadowmage45/KSPWheel/wiki ). Currently included are four wheel models, eight track models, three repulsor models, a single skid/ski, a single screw-drive, and three adjustable aircraft landing gear. Tweakscale is not needed or supported for the wheel or track parts (though you should be able to have it installed without problem, the wheels will not use TS for scaling). Scaling of the parts is accomplished through the KSPWheel plugin's native scaling support, and includes configurable scale powers for all scaled variables (rpm, load handling, motor power output) (in the in-game difficulty menu). Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Downloads: Releases available on Github ( https://github.com/shadowmage45/KerbalFoundries2/releases ) Issues / bug-reporting: Report all issues through GitHub ( https://github.com/shadowmage45/KerbalFoundries2/issues ). Include log files, a description of the problem, and screenshots if they will help explain the problem(s). Mod Dependencies: Kerbal Foundries includes (bundles) the following libraries and dependencies. KSPWheel KSPWheel is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/KSPWheel Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/152782-18x-kspwheel-physics-based-alternate-wheel-collider-api-only/ ModuleManager Module Manager is distributed under its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ TexturesUnlimited Textures Unlimited is distributed under its own license (GPL3). Source code and licensing details may be found at: https://github.com/shadowmage45/TexturesUnlimited Forum Page: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-18x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/ Documentation: Please see the KSPWheel wiki for information regarding the features, functions, and configuration of the PartModules ( https://github.com/shadowmage45/KSPWheel/wiki ). Images, screenshots, examples: <Deleted by forum updates, will return someday> Change log: * Full logs -- https://github.com/shadowmage45/KerbalFoundries2/releases Known Issues: * Balance on parts is a bit arbitrary - can be changed based on feedback (especially the scaled balance) * Scaling balancing is WIP - scaling powers are not finalized (motor, mass, speed, load, etc), but can be configured in the in-game configuration settings. * GC-impacting issue when wheels are not grounded - under investigation. * Any other issues that exist with KSPWheel (see the KSPWheel repository/issues list) Future Plans: * More cleanup on configs and lots of balance work. * Additional landing leg variants. Including a few more 'lander' styled. * Additional landing gear variants. Single-wheeled straight gear, multi-wheeled side-deploy gear, large cargo-airliner styled multi-wheel deployable gear. * Recoloring configurations for TU; mask textures, normalization parameters or masks, texture set configs, and updates to the patches to enable recoloring. These will likely be an additional texture set that utilizes the existing textures alongside the newly provided mask textures.Legal and Licensing: KerbalFoundries - Continued models and art assets from the original Kerbal Foundries are licensed, released, and distributed under CC-BY-NC-SA licensing as per the original license of KerbalFoundries. Adjustable Landing Gear models and textures - originally by BahamutoD, modified and distributed under CC-BY-SA licensing as per the original license of Adjustable Landing Gear. This mod uses the KSPWheel API for wheel-collider physics and PartModules, and redistributes it under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/KSPWheel ). This mod includes and redistributes TexturesUnlimited under the terms of its own license (GPL 3.0+). Source code and license details may be found at: ( https://github.com/shadowmage45/TexturesUnlimited ) This mod includes and redistributes ModuleManager under the terms of its own license (CC-SA). Source code and licensing details may be found at: https://github.com/sarbian/ModuleManager Development Team:@Shadowmage - KSPWheels coding, KF configs, model (re)rigging for legacy KF and ALG parts, PBR texturing.@TiktaalikDreaming - Models and textures for new parts. Credits and Acknowledgements:@lo-fi - for the creation and development of the KerbalFoundries mod and branding, for helping figure out some of the physics used in KSPWheel, and for his continued support.@Gaalidas - for his contribution to the development of the original KerbalFoundries and adaptation of the DustFX code and dust-camera setup.@LitaAlto - for the spiffy new high-res KF logos@BahamutoD - for the Adjustable Landing Gear assets and concept.@damerell - for sanity checking on physics and math in KSPWheels development.@blowfish - for helping figure out implementation details and tracking down bugs in the code. - Many others on the KSPWheel thread who helped figure out some of the physics and implementation details for wheel features. Donations: I work on modding during my highly-contended for spare time. If you would like to help contribute to my motivational caffeine fund, please see the button below. This is purely optional (and highly appreciated), but can help keep me motivated and energized ( = more work getting done!). Edited February 13, 2020 by Shadowmage Quote Link to comment Share on other sites More sharing options...
martinezfg11 Posted January 15, 2017 Share Posted January 15, 2017 C..cc..could it be...? Awesome! Quote Link to comment Share on other sites More sharing options...
Haifi Posted January 15, 2017 Share Posted January 15, 2017 Thank you for your hard work! Not only for doing miracles with KSPWheel but also for keeping KF alive. Quote Link to comment Share on other sites More sharing options...
DeadOnDuna Posted January 16, 2017 Share Posted January 16, 2017 (edited) it's for real !!! Spoiler Spoiler I get a lot of "broke from overstressing " 2 hours ago, Shadowmage said: Many options are available and configurable through the stock in-game difficulty options menu. Look for KSPWheel and all of the options will be under that tab, including scaling powers and damage model adjustments. Couldn't find the difficulty options menu (i was in a hurry and i might have missed it).... i could use some scaling powers and damage model adjustments. Edited January 16, 2017 by DeadOnDuna Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted January 16, 2017 Share Posted January 16, 2017 (edited) Congrats on keeping to your intended schedule and the release. Also congrats on the track settings, they're almost perfect out of the box for everything I've tested them on, from 6.5 to 65 t they've been excellent even with my slight mod patches to slightly tweak the sizes via a model node, which is a lot less troublesome than a tweakscale cfg for some reason I've never understood. 20 minutes ago, DeadOnDuna said: I get a lot of "broke from overstressing " Hi it may be worth popping over to the KSPWheel thread as there is some very clear and useful info on how the damage models work , and is worth a read for anyone using the new KF PS and documentation! what a star, cheers Edited January 16, 2017 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
DeadOnDuna Posted January 16, 2017 Share Posted January 16, 2017 19 minutes ago, SpannerMonkey(smce) said: Hi it may be worth popping over to the KSPWheel thread as there is some very clear and useful info on how the damage models work i follow that thread for quite some time... (old KF and KSPwheel made me wanna build rovers again) i dont understand the terminology or the physics of wheels ... i just want to move sliders Do you know where the difficulty options menu is ? Couldn't find it... Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted January 16, 2017 Share Posted January 16, 2017 You f@#$ing beauty!!! I love you. Quote Link to comment Share on other sites More sharing options...
JAFO Posted January 16, 2017 Share Posted January 16, 2017 49 minutes ago, DeadOnDuna said: Do you know where the difficulty options menu is ? Couldn't find it... If you're starting a new game, click here: In-game, pause, click on <Settings> and then click on <Difficulty Options> which will open up the panel shown in the first pic. Quote Link to comment Share on other sites More sharing options...
SkeletonKing Posted January 16, 2017 Share Posted January 16, 2017 This is perfect! Thanks so much Quote Link to comment Share on other sites More sharing options...
Madrias Posted January 16, 2017 Share Posted January 16, 2017 Well, if you're already planning some new parts to do later, mind adding some form of walker to that list somewhere? Obviously, very low priority, as making everything work should come first. Quote Link to comment Share on other sites More sharing options...
Cerberus738 Posted January 16, 2017 Share Posted January 16, 2017 Been watching for this revival! Awesome news! Quote Link to comment Share on other sites More sharing options...
Newtie Posted January 16, 2017 Share Posted January 16, 2017 Glad to see this back up and working! Quote Link to comment Share on other sites More sharing options...
Vanguard-Warden Posted January 16, 2017 Share Posted January 16, 2017 YES!! It's back! Quote Link to comment Share on other sites More sharing options...
DeadOnDuna Posted January 16, 2017 Share Posted January 16, 2017 8 hours ago, JAFO said: In-game, pause, click on <Settings> and then click on <Difficulty Options> many thanx to @JAFO Quote Link to comment Share on other sites More sharing options...
Jipit45 Posted January 16, 2017 Share Posted January 16, 2017 *Heavy Breathing* ITS BACK Quote Link to comment Share on other sites More sharing options...
eddiew Posted January 16, 2017 Share Posted January 16, 2017 This thread wins the eyebrow of approval. Quote Link to comment Share on other sites More sharing options...
War Eagle 1 Posted January 16, 2017 Share Posted January 16, 2017 Commenting for later Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 16, 2017 Share Posted January 16, 2017 It's back!!!! Quote Link to comment Share on other sites More sharing options...
JediRangerkendor Posted January 16, 2017 Share Posted January 16, 2017 OHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD Whats the update schedule look like? Quote Link to comment Share on other sites More sharing options...
JAFO Posted January 16, 2017 Share Posted January 16, 2017 19 minutes ago, JediRangerkendor said: OHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD My feelings exactly.. Quote Link to comment Share on other sites More sharing options...
Rivvik Posted January 17, 2017 Share Posted January 17, 2017 Thanks!!!!!! Quote Link to comment Share on other sites More sharing options...
JebberJones Posted January 17, 2017 Share Posted January 17, 2017 THE TRACKS TREAD AMONG US ONCE MORE! THE HEAVENS HAVE SPOKEN, AND GOD HAS RETURNED! Quote Link to comment Share on other sites More sharing options...
fatcargo Posted January 17, 2017 Share Posted January 17, 2017 WOOOOHHOOOOOOO ! YESSSS ! Now to continue making my crawling fortress ! Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted January 17, 2017 Author Share Posted January 17, 2017 (edited) On Sunday, January 15, 2017 at 8:41 PM, Madrias said: Well, if you're already planning some new parts to do later, mind adding some form of walker to that list somewhere? Obviously, very low priority, as making everything work should come first. A bit out of the scope of the mod. Seems more like an IR/KOS deal. (unless I'm misinterpreting what you mean by 'walker'; certainly a geriatrics style 'walker' would be in the wheels domain (if of questionable use in KSP), but a star-wars style 'walker' clearly is not) 22 hours ago, JediRangerkendor said: OHMYGODOHMYGODOHMYGODOHMYGODOHMYGOD Whats the update schedule look like? Whenever they are ready (tm). (Generally I do releases on weekends, sat/sun, -if- whatever developments are ready for release that week; if nothing is ready, there will be no release. If something is WIP/unstable, even if other things are ready, there will be no release.) Likely there will be a minor update this weekend to add back in some of the missing features (sounds, dust), and fix up some configs that I missed (Tiny Track). Edit: BTW -- most of the 'development' news for KF will actually be posted over at the KSPWheels thread, as that is where all the plugin-level magic is decided/figured out. Mostly the only 'development' discussion that will happen in this thread will be related to Kerbal Foundries specific part-balancing. E.G. There is some data/questions up on the KSPWheels thread about repulsors that is very relevant to KF (but as it is all part of the KSPWheels plugin, it is all being discussed and developed over there...). Second Edit: Will be added to CKAN indexing for future 'public' releases, courtesy of and thanks to @linuxgurugamer -- first CKAN versions should be available sometime this weekend/next week. Edited January 17, 2017 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 17, 2017 Share Posted January 17, 2017 For me, the idea of a "walker" being supported by this mod would be the Critter Crawler from this pack: IIRC, it's basically animated legs, but uses wheel physics. I wonder if @Papa_Joe and the gang are looking to re-do them. Quote Link to comment Share on other sites More sharing options...
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