Spooglecraft Posted May 14, 2015 Share Posted May 14, 2015 Could you make a tutorial on how to make tracks some time? Link to comment Share on other sites More sharing options...
lo-fi Posted May 14, 2015 Author Share Posted May 14, 2015 Now that's a question... Took me weeks to get the basics down, and I had some experience beforehand!Basic skills you'll need:The ability to make a manifold, uniform section track mesh with enough polys in the right places to allow flexing. *Not that hard*Be able to texture said mesh so it can continuously loop a texture *Not terribly difficult*Some skill with "skinning". And by that, I mean being able to tie mesh to helper objects as you would a character to a bone rig. *This is HARD*Even more skill to bash the skinning around until it behaves somewhat like a track might *probably just as difficult as the above step*Very good knowledge of how to rig stuff up in Unity. *I'd bet they're probably the most complex parts in KSP*If you've done these kind of things before, I can make a YouTube while I'm rigging something up, but making a "This is how you do it from start to finish" would be a far longer tutorial than I think I can tackle. I can post some links to the research materials I found when I was figuring out how to go about it, but I work in 3D Studio, so they're probably not that relevant if you use Blender as may do. I reckon it's about 9-12 hours solid work for each track design, and that's without texturing. Link to comment Share on other sites More sharing options...
lo-fi Posted May 15, 2015 Author Share Posted May 15, 2015 Also, I've just updated the plugin to better suit Zodius' mecanum wheels, as well as improved the mirror and lookat code which can now be effectively used on the ASET wheel. I still need to finish the new repulsors... Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 15, 2015 Share Posted May 15, 2015 Also, I've just updated the plugin to better suit Zodius' mecanum wheels, as well as improved the mirror and lookat code which can now be effectively used on the ASET wheel. I still need to finish the new repulsors...Thank You!!! The mecanums are coming along very nicely now. Not easy to drive though, but I'll leave that for KOS users to solve Link to comment Share on other sites More sharing options...
Spooglecraft Posted May 15, 2015 Share Posted May 15, 2015 Okay, that's kinda scary. So if you could link some research material I'd be very happy. Thanks for your reply. Link to comment Share on other sites More sharing options...
lo-fi Posted May 15, 2015 Author Share Posted May 15, 2015 No drama, Zodius. Can't wait to see what people do with them!Believe me, Spooglecraft, I wish it was easy! I'll happily rake some stuff out for you over the weekend Link to comment Share on other sites More sharing options...
Gaalidas Posted May 15, 2015 Share Posted May 15, 2015 Now you just need to make configs for those ASET wheels and we'll be good to go.Now, lo-fi, I need you to merge some changes in the project file because I just merged github with my new files that will eventually be a better logging utility (maybe?) and, more importantly, the implementation of DustFX into KF. I've also done some updates to the scaletypes and the parts in relation to the scale modules and commented out some modules that I believe are redundant now (such as the old icon fixer modules, which went config-less quite some time ago I think). Link to comment Share on other sites More sharing options...
Nathan06250 Posted May 15, 2015 Share Posted May 15, 2015 It seems that the community want more tracks and rover bodies, are you working on it? Link to comment Share on other sites More sharing options...
lo-fi Posted May 15, 2015 Author Share Posted May 15, 2015 Now you just need to make configs for those ASET wheels and we'll be good to go.Now, lo-fi, I need you to merge some changes in the project file because I just merged github with my new files that will eventually be a better logging utility (maybe?) and, more importantly, the implementation of DustFX into KF. I've also done some updates to the scaletypes and the parts in relation to the scale modules and commented out some modules that I believe are redundant now (such as the old icon fixer modules, which went config-less quite some time ago I think).Aset config is up! Go for it, my stuff is bang up to date as of last night.It seems that the community want more tracks and rover bodies, are you working on it?Yes, though slowly. Read a couple of pages back Link to comment Share on other sites More sharing options...
Gaalidas Posted May 16, 2015 Share Posted May 16, 2015 That always want more tracks and more rover bodies. Don't see many people out there trying to make any of them on their own. Sure, it's a daunting task even trying to wrap your brain around, much less actually make one, but still... okay, I guess I can see why they aren't even trying. It's depressing the amount of work required to make a successful track when you don't have the talent that you've got with these things.Anyway, all my changes for the time being are synced with github. I'll probably wait a bit before doing any more changes. I'm going to compile a local copy of the plugin with my DustFX stuff plugged in and, if I don't get any exceptions or anything, I'll begin migrating all the appropriate parts over to that module.Gonna go grab the ASET wheel config and give it a try tomorrow (ack! it's tomorrow already. how did that happen?). Scratch that, later today... after I sleep. I've been wanting this ASET wheel set up with your modules since... well, since they were released in the first place. Link to comment Share on other sites More sharing options...
lo-fi Posted May 16, 2015 Author Share Posted May 16, 2015 The tracks are not easy. Or they weren't. I know I was busy knocking out wheels and repulsors early on, but behind the scenes I was researching, dabbling, looking at the open sourced RBI stuff. It's there for the taking for anyone who wants to put the time in. The plugin stuff, again, is time, research and patience. And more research.The only natural talents I have are that I'm pretty bright, and I learn fast. The rest is hard won, same as it would be for anyone else I'll rake out all my research bookmarks - maybe do a live stream making a simple track. Would be nice to pass the knowledge on.Looking forward to that DustFX! Enjoy the ASET wheel, and marvel at the diffs between the original config and mine. Quietly proud of how simple my stuff is to configure Link to comment Share on other sites More sharing options...
Neutrinovore Posted May 16, 2015 Share Posted May 16, 2015 (edited) Aset config is up! Go for it, my stuff is bang up to date as of last night.Uhm, sorry for interjecting here, but I'm not finding the ASET config anywhere in the Github repo. Are you talking about that or the main release on KerbalStuff? Because it's not in there either, I just checked. Or am I just missing something? Edited May 16, 2015 by Neutrinovore Link to comment Share on other sites More sharing options...
lo-fi Posted May 16, 2015 Author Share Posted May 16, 2015 (edited) There's a public repo called wheelconfigs And you MUST have the latest version of the kf plugin from dev for it to work. Edited May 16, 2015 by lo-fi Link to comment Share on other sites More sharing options...
Neutrinovore Posted May 17, 2015 Share Posted May 17, 2015 There's a public repo called wheelconfigs And you MUST have the latest version of the kf plugin from dev for it to work.Ah, sanctuary much, sir! Link to comment Share on other sites More sharing options...
lo-fi Posted May 17, 2015 Author Share Posted May 17, 2015 I'll make sure the stock configs are up to date - they probably aren't. Interested in feedback on the ASET wheel. Link to comment Share on other sites More sharing options...
lo-fi Posted May 17, 2015 Author Share Posted May 17, 2015 Thanks for the updates, Gaalidas. No need to work over the "experimental" modules, though. They tend to change fast, so unused bits don't always stay that way for long.Great stuff keeping up with TS; I'm well out of touch with that. Will look at your DustFX when I get a few minutes next. Stock wheel configs are up to date, thought the S2 seems to have a "stick in the runway" bug I can't narrow down yet. Was also a "dual scaletype" sort of TS error in the log, though my dev install is probably a little all over the place and it may just be my copy. Link to comment Share on other sites More sharing options...
Neutrinovore Posted May 18, 2015 Share Posted May 18, 2015 I'll make sure the stock configs are up to date - they probably aren't. Interested in feedback on the ASET wheel.Weeeelllll... In my install, they duplicate the ERS wheels, but both parts are identically screwed up. Well, no, hang on, I should say that the tire TEXTURE is screwed up, the part shows both directions of tread at the same time. I didn't actually try to drive on the wheels yet. Also, both attachment nodes appear at once when placing the part in the editor. The suspension arm seems to be okay though, it positions itself properly when selecting 'left' or 'right' in the pop up gui. Speaking of which, here's something I don't get, Li-Fi. Why do I have to select 'right' to have one of your parts that I've placed on the LEFT side of a rover orient itself correctly? This is true of the Long Track, and now also the ERS wheel. I've been wondering this for a while now. Anyway, there you go. Link to comment Share on other sites More sharing options...
Gaalidas Posted May 18, 2015 Share Posted May 18, 2015 (edited) Thanks for the updates, Gaalidas. No need to work over the "experimental" modules, though. They tend to change fast, so unused bits don't always stay that way for long.Great stuff keeping up with TS; I'm well out of touch with that. Will look at your DustFX when I get a few minutes next. Stock wheel configs are up to date, thought the S2 seems to have a "stick in the runway" bug I can't narrow down yet. Was also a "dual scaletype" sort of TS error in the log, though my dev install is probably a little all over the place and it may just be my copy.Basically, as I mentioned in my update notes for github, I found the ASET config was referencing an old path to the model, which I fixed up. For the people that want to replace the old wheels rather than add to them, I uploaded an updated MM config which will replace all the stock wheels and the ASET wheel. However, the stock wheel MM configs have yet to be gone over for any breaking changes relating to the 1.0 release, so that will be my next project. I have yet to succeed in launching KSP since the update due to mod incompatibilities and exceptions and such. I really need to clean my GameData folder out.For those having problems with the ERS wheels in their standard configuration, I'd make sure you've got the may 15th update for ERS, and be sure that v0.3 of JSIPartUtilities has been installed.As for me working over those experimental modules and such, I really can't help myself. Excess bugs me, and redundancy pisses me off (so to speak, and not necessarily in a negative way all the time) so I just have to filly with them or I'll go nuts... well, more nuts anyway.EDIT: Another thing we need to do now is find a way of re-implementing the ERS wheel's retracted mode. I had a look at the original config and it references the animation as a part of the FSWheel module directly. I remember you had supported something similar in your modules at one time, lo-fi. As it is now, using your wheel module means the ERS wheel cannot go into retracted mode without some more config editing. Edited May 18, 2015 by Gaalidas Link to comment Share on other sites More sharing options...
riocrokite Posted May 18, 2015 Share Posted May 18, 2015 hey, sorry for the delay,I've put wheels/tracks original values into spreadsheet so we can compare stock, IR Rework and KF stuff together:https://docs.google.com/spreadsheets/d/1Xuo5LediKls2P91sudoXpxwhubX39Pp1fw01bDyEyfI Link to comment Share on other sites More sharing options...
lo-fi Posted May 18, 2015 Author Share Posted May 18, 2015 Weeeelllll... In my install, they duplicate the ERS wheels, but both parts are identically screwed up. Well, no, hang on, I should say that the tire TEXTURE is screwed up, the part shows both directions of tread at the same time. I didn't actually try to drive on the wheels yet. Also, both attachment nodes appear at once when placing the part in the editor. The suspension arm seems to be okay though, it positions itself properly when selecting 'left' or 'right' in the pop up gui. Speaking of which, here's something I don't get, Li-Fi. Why do I have to select 'right' to have one of your parts that I've placed on the LEFT side of a rover orient itself correctly? This is true of the Long Track, and now also the ERS wheel. I've been wondering this for a while now. Anyway, there you go. Ah, the wheel tread pattern swap. I need to look into that. And the left/right thing is just me configuring the side swap wrong. Invert the names in the .cfg and it'll be fixed.Basically, as I mentioned in my update notes for github, I found the ASET config was referencing an old path to the model, which I fixed up. For the people that want to replace the old wheels rather than add to them, I uploaded an updated MM config which will replace all the stock wheels and the ASET wheel. However, the stock wheel MM configs have yet to be gone over for any breaking changes relating to the 1.0 release, so that will be my next project. I have yet to succeed in launching KSP since the update due to mod incompatibilities and exceptions and such. I really need to clean my GameData folder out.For those having problems with the ERS wheels in their standard configuration, I'd make sure you've got the may 15th update for ERS, and be sure that v0.3 of JSIPartUtilities has been installed.As for me working over those experimental modules and such, I really can't help myself. Excess bugs me, and redundancy pisses me off (so to speak, and not necessarily in a negative way all the time) so I just have to filly with them or I'll go nuts... well, more nuts anyway.EDIT: Another thing we need to do now is find a way of re-implementing the ERS wheel's retracted mode. I had a look at the original config and it references the animation as a part of the FSWheel module directly. I remember you had supported something similar in your modules at one time, lo-fi. As it is now, using your wheel module means the ERS wheel cannot go into retracted mode without some more config editing.You don't need JSI installed Retract is on the list for when I tackle landing gear. I'll probably write my own animation module.hey, sorry for the delay,I've put wheels/tracks original values into spreadsheet so we can compare stock, IR Rework and KF stuff together:https://docs.google.com/spreadsheets/d/1Xuo5LediKls2P91sudoXpxwhubX39Pp1fw01bDyEyfIAwesome, I'll take a look later. Off to see Mad Max shortly Link to comment Share on other sites More sharing options...
Gaalidas Posted May 18, 2015 Share Posted May 18, 2015 (edited) You don't need JSI installed Retract is on the list for when I tackle landing gear. I'll probably write my own animation module.Not just "JSI"; you'll need the specific addon "JSIPartUtilities" if, as I stated, you are having issues with the standard wheel configs, not the KF ones.The italic text there has the relevant information that I assumed would be taken into account when reading that paragraph.I thought you already had an animation handler for retract/extend that was, at one time, placed on those overly large wheels which, while lacking an animation specific to it, caused the wheels to become unresponsive until extended again. Have you removed that since? Edited May 18, 2015 by Gaalidas Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 19, 2015 Share Posted May 19, 2015 Also, I've just updated the plugin to better suit Zodius' mecanum wheels, as well as improved the mirror and lookat code which can now be effectively used on the ASET wheel. I still need to finish the new repulsors...Any idea when the next version of the mod will be released? My parts are ready to go but I'd prefer not to bundle the current KF plugin with then whilst those tweakables are exposed. Thanks. Link to comment Share on other sites More sharing options...
lo-fi Posted May 19, 2015 Author Share Posted May 19, 2015 Not just "JSI"; you'll need the specific addon "JSIPartUtilities" if, as I stated, you are having issues with the standard wheel configs, not the KF ones.The italic text there has the relevant information that I assumed would be taken into account when reading that paragraph.I thought you already had an animation handler for retract/extend that was, at one time, placed on those overly large wheels which, while lacking an animation specific to it, caused the wheels to become unresponsive until extended again. Have you removed that since?Ah, no. The retract isn't animation based as it is...Any idea when the next version of the mod will be released? My parts are ready to go but I'd prefer not to bundle the current KF plugin with then whilst those tweakables are exposed. Thanks.Sorry, remembered you asked in pm, and I forgot to reply. I need to do a quick check on some other stuff, but I think its good to go apart from that. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 19, 2015 Share Posted May 19, 2015 Ok thanks.Btw, just a heads up, looks like the next version of KSP will break everything with physics and wheel colliders: http://forum.kerbalspaceprogram.com/threads/122159-Devnote-Tuesday-Back-to-Work%21 Link to comment Share on other sites More sharing options...
lo-fi Posted May 19, 2015 Author Share Posted May 19, 2015 (edited) So, I've been playing with another repulsor design. These ones are truly omni-directional: Gaalidas, over to you with the dust effects configs Edited May 19, 2015 by lo-fi Link to comment Share on other sites More sharing options...
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