Shadowmage Posted April 2, 2018 Author Share Posted April 2, 2018 9 hours ago, Acvila said: Shouldn't wheels be researched before rockets and planes? How can you move a Rocket to the launch pad, on logs? Can you make a config with wheels in a lower tech? i know this is squad idea about wheels, but i think rovers should be built before rockets. I'm not here to rebalance the stock game. For that you'll want something else (BTSM, RP0, etc). (for the record, yes, I think the tech positions in stock are absurd as well, and patch/reposition the parts in my own personal games; but as stated, I'm not here to rebalance the stock system) Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 2, 2018 Author Share Posted April 2, 2018 Managed to get the dust effects mostly working again over the weekend. So, the next release, whenever that is, should re-add the dust effects (hoping to recompile a release for KSP 1.4.2 tonight, but no promises). Entirely new particle system, new textures, materials, and code to glue it all together. It is about as simple as can be currently, and there will certainly still be room for improvement in future releases, but the first step was to get it working again. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 2, 2018 Author Share Posted April 2, 2018 Updated release is available: https://github.com/shadowmage45/KerbalFoundries2/releases/tag/2.2.5.15 Recompiled/repacked for KSP 1.4.2. Also re-adds (WIP) dust-effect support. Dust effects may well have errors that will need to be cleaned up, but were working to the extent that I tested them. Should probably consider this to be a testing pre-release for the time being. Please let me know what you think of the 'new' dust-effects. There is certainly room for improvement, but I'll need to know what aspects to work on. Quote Link to comment Share on other sites More sharing options...
jack gamer Posted April 3, 2018 Share Posted April 3, 2018 The wheels are above the ground Quote Link to comment Share on other sites More sharing options...
Oracle255 Posted April 3, 2018 Share Posted April 3, 2018 Could you please add another download Link ? or temporary download link for version 2.2.5.15 For some reason I can't download file larger than 4mb from Github Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 10, 2018 Author Share Posted April 10, 2018 Updated release is available: https://github.com/shadowmage45/KerbalFoundries2/releases/tag/2.2.6.16 Simply some bugfixes in KSPWheel for null-ref spam. Quote Link to comment Share on other sites More sharing options...
Captain_Sly Posted April 14, 2018 Share Posted April 14, 2018 So I installed this mod, I am using KSP 1.3.1 and none of the wheels, tracks, and repulsors work. I can add the parts to what I am making, but the part does not function. Tracks and wheels for example do not work when I use WASD. Can someone tell me what is going on here? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 14, 2018 Share Posted April 14, 2018 LOGS !!!!! Did you copy all the folders, ie KSPWheel? Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted April 14, 2018 Share Posted April 14, 2018 (edited) Hi I have a strange request is it possible to put an attachment node on the end of the hydraulic legs where they would normally touch the ground I am trying to make an extendable antenna pole to put a dish on and these legs look really cool Edited April 14, 2018 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 14, 2018 Author Share Posted April 14, 2018 9 hours ago, Captain_Sly said: So I installed this mod, I am using KSP 1.3.1 and none of the wheels, tracks, and repulsors work. I can add the parts to what I am making, but the part does not function. Tracks and wheels for example do not work when I use WASD. Can someone tell me what is going on here? Try the version that is intended for KSP 1.3x... (if you were using the latest release, it is fully expected that it would not work for KSP 1.3x, as it was compiled for the newer KSP 1.4x branch) https://github.com/shadowmage45/KerbalFoundries2/releases/tag/2.1.2.12 2 hours ago, Virtualgenius said: Hi I have a strange request is it possible to put an attachment node on the end of the hydraulic legs where they would normally touch the ground I am trying to make an extendable antenna pole to put a dish on and these legs look really cool Sorry, but no. It is not possible to animate attachment nodes, which would be required for what you are proposing. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 14, 2018 Share Posted April 14, 2018 Use InfernalRobotics. They have pistons etc that you can attach stuff on and extend. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted April 14, 2018 Share Posted April 14, 2018 Thanks for the replies Quote Link to comment Share on other sites More sharing options...
Captain_Sly Posted April 14, 2018 Share Posted April 14, 2018 Got the mod working, thank you very much. Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 28, 2018 Share Posted April 28, 2018 can i let this here for future inspiration? THX Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 28, 2018 Share Posted April 28, 2018 1 hour ago, Burning Kan said: can i let this here for future inspiration? THX Taking a wild guess at resultant ram use, I'm betting on, it's going to be a disaster. Cool idea though. Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 28, 2018 Share Posted April 28, 2018 30 minutes ago, TiktaalikDreaming said: Taking a wild guess at resultant ram use, I'm betting on, it's going to be a disaster footprints work well and tought there are not much difference beside little glitches(after timewarp)dosnt see any huge ram cost ,but maybe iam wrong-then sorry Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 28, 2018 Share Posted April 28, 2018 3 hours ago, TiktaalikDreaming said: Taking a wild guess at resultant ram use, I'm betting on, it's going to be a disaster. Cool idea though. BNest not tax the system even further. KSP is the worst game in terms of memory usage and cpu load that I have ever played. Quote Link to comment Share on other sites More sharing options...
fatcargo Posted April 28, 2018 Share Posted April 28, 2018 Feature request : Would it be possible to simulate direction and drive of KF wheels while still in SPH/VAB editor ? Some kind of "simulate" button that activates all wheels in editor (if not stowed, with slowed down drive rotation so player sees if direction is ok). Similar to Infernal Robotics Servo Control. That way player can see how wheels / tracks turn, so tweaking wheels does not become editor - flight - editor - flight-... testing we have now. Quote Link to comment Share on other sites More sharing options...
Lisias Posted April 29, 2018 Share Posted April 29, 2018 11 hours ago, Jimbodiah said: BNest not tax the system even further. KSP is the worst game in terms of memory usage and cpu load that I have ever played. It's the @$%$#@%!@$%¨#$@%¨Mono. God damned half baked of a VM, and I can't say more without breaking some forum rules. Java would be a better technical decision, but I don't blame them for going Mono since Oracle took over. No one, in his sanity, would want to stick with Oracle if there's any, absolutely any alternative. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted April 29, 2018 Share Posted April 29, 2018 (edited) @fatcargo something like this Edited April 29, 2018 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 29, 2018 Author Share Posted April 29, 2018 On 4/28/2018 at 9:02 AM, fatcargo said: Feature request : Would it be possible to simulate direction and drive of KF wheels while still in SPH/VAB editor ? Some kind of "simulate" button that activates all wheels in editor (if not stowed, with slowed down drive rotation so player sees if direction is ok). Similar to Infernal Robotics Servo Control. That way player can see how wheels / tracks turn, so tweaking wheels does not become editor - flight - editor - flight-... testing we have now. As @Virtualgenius pointed out -- that feature already exists on the parts in the mod. Click the 'display fwd rotation' button, and the wheels will start to rotate in their own 'forward' direction while in the editor. (note that is only for motor, and there is not (yet) any equivalent for steering) Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 29, 2018 Author Share Posted April 29, 2018 On 4/28/2018 at 3:53 AM, TiktaalikDreaming said: Taking a wild guess at resultant ram use, I'm betting on, it's going to be a disaster. Cool idea though. I've seen that screenshot tossed around a few times, and think it is a cool idea. One that I'de look into if I had the time. Would be neat to be able to see where you've driven. (so maybe sometime down the road) How bad it is for performance would depend entirely on how it was implemented. In theory it could be done almost entirely on the GPU, rendering as a type of particle effect. Quote Link to comment Share on other sites More sharing options...
fatcargo Posted April 29, 2018 Share Posted April 29, 2018 thanks for pointing out the direction helper, now if only "turn" indicator would get added too ... Though i have to stress that doing "global" control via KF toolbar icon (stock/blizzy/etc...) would be better. Activate, look at wheels, tweak, turn off. One button to run them all A side note : is there a modeling tut for KF wheels/tracks ? Something with vanilla models in fbx that i can import and and have a look at ? Quote Link to comment Share on other sites More sharing options...
anarkhon Posted April 30, 2018 Share Posted April 30, 2018 You using .PNG textures (and currently a lot of modmakers) why? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 30, 2018 Author Share Posted April 30, 2018 4 hours ago, anarkhon said: You using .PNG textures (and currently a lot of modmakers) why? 1.) Because I am not the original author of the parts/textures. They came as .png, so I left them as such. 2.) DDS textures often look terrible, especially on parts with a lot of blacks and grays (e.g. KF's parts). DDS compression adds lots of purple/green artifacts to KF's textures, and they end up looking terrible. If you think you have a solution to #2, please speak up, I'm all ears. Quote Link to comment Share on other sites More sharing options...
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