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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks


lo-fi

What to work on next?  

1,282 members have voted

  1. 1. What to work on next?

    • More wheels
      123
    • More tracks
      453
    • Rover bodies
      241
    • Landing gear
      137
    • Landing legs
      108
    • Something completely different
      193


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Indeed, my patch will eliminate CollisionFX from the parts that have DustFX, at least for the time being. Eventually it would be awesome to be able to allow CollisionFX to do it's thing, but simply override the rolling collisions. I'm afraid to do that I would probably need to reimplement the CollisionFX stuff myself though.

Bottom line, I'm making sure they won't conflict in the end. However, as with most MM stuff, I cannot guarantee that all will go as planned due to the fact that CollisionFX, in its currently released state, will add its module to the KF parts, and then my patch will remove them again shortly afterwards. Somewhere down the line I would be great to figure out how to simply have the DustFX override the CollisionFX instead of having to rely on MM. Especially considering eventually I would like to further integrate DustFX into the core KF wheel modules and eliminate the need to use patches at all.

As for the compass, surely you could provide Unity with alternate textures to use, or at least use a development package of those props with the old texture formats available or something.

Edited by Gaalidas
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Gaalidas, I'll add you into the repo I keep with all the source models, textures and everything. If you're going to resize, you'll need it - Normal maps don't do well being resized. Know a little about GIMP?

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Oh, and I resurrected an old wheel design. The small wheels were born out of this, but I figured out how to make it work like the original concept. Smaller, lighter, and I'll probably give it nobbly tyres.

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Oh, and I resurrected an old wheel design. The small wheels were born out of this, but I figured out how to make it work like the original concept. Smaller, lighter, and I'll probably give it nobbly tyres.

https://youtu.be/4oiU5xX9DHM

ha! a Twheel! Cool

http://external.ak.fbcdn.net/safe_image.php?d=AQCAwPnN-NwbB1Bl&url=http%3A%2F%2Fplatform.ak.fbcdn.net%2Fwww%2Fapp_full_proxy.php%3Fapp%3D115463795461%26v%3D1%26size%3Dp%26cksum%3D16f412f8627af7f9dc23f832b0aa5b0f%26src%3Dhttp%253A%252F%252Fi1.ytimg.com%252Fvi%252F4jYcX_D09ig%252Fhqdefault.jpg

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Lo-Fi, you should have a read of the new article HarvesteR posted. This bit is of particular relevance:

Next up is steering. We did have steering already as a separate module, but it was incompatible with rover wheels (or was it rover-wheels only?)... anyhow, looking into it, I was suprised at just how much code there is at making a wheel turn either left or right. I reckon there must be an easier way to do steering... so that's up next on my to-do list. And while we are doing steering, we can set up the new steering system so all wheels on a vessel will behave properly and rotate to follow their own arcs (aka Ackermann steering), instead of just all just rotating to full deflection and leaving you to deal with drifting and doing donuts with an interplanetary rover.

Maybe worth getting in touch with him, as he mentions something about tracks in an earlier section.

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The new wheel colliders will break the mod for certain. The new modules need to be written for the stock game, but it looks like writing a custom module like KF that will handle the more esoteric parts is not so much of an option. I certainly can't afford to buy a license for Edy's code, and it sounds like it would be quite a task recreating all that work myself. There's a slim chance the new stock modules will have the feature set I've built into KF (and possibly more), though whether they're flexible enough to deal with the range of part styles remains to be seen.

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This is why you really need to open a line of communication with HarvesteR, so that he considers these aspects when implementing the functionality. It seems especially important that more than one wheel be supported per part for instance.

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Yeah, I've posted a comment. Will wait and see! Though to be honest, I'm really not interested in using the stock modules. There's some subtle (and slightly crazy) stuff built into KF that allows the asymmetric designs like the mecanums and most of the upcoming tracks that is highly unlikely to see the light of day in a stock module. Life is so much easier when you have control; most of the KF stuff simply wouldn't exist if I hadn't been able to bend the plugin to the parts, rather than the other way around.

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I suspect they'll be arrogant and not take you up on your offer, but as you say lets wait and see. At least this feature won't be coming to 1.0.3, so KF can be updated to that and then everyone can keep an old install around. I know I certainly will if Mecanums no longer become possible with KSP 1.1

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Yeah, I'll be tidying up to do a release so we can get the latest goodies out. I haven't downloaded U5 and played with the new colliders yet - it may all be a storm on a teacup, and all they're doing is recreating a load of stuff I already know how to tackle, but it's still worrying.

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I certainly hope it'll work out! This mod is a fantastic addition to KSP, and I can't imagine stock ever getting this kind of abundance in terms of wheels/tracks/etc.

I suspect they'll be arrogant and not take you up on your offer, but as you say lets wait and see. At least this feature won't be coming to 1.0.3, so KF can be updated to that and then everyone can keep an old install around. I know I certainly will if Mecanums no longer become possible with KSP 1.1

Squad arrogant, where does that come from? Everything i've heard till now point to them being very open about modding/supporting the community. I though they give early beta versions to modders and also take feedback from them so they don't break too much.

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Squad arrogant, where does that come from? Everything i've heard till now point to them being very open about modding/supporting the community. I though they give early beta versions to modders and also take feedback from them so they don't break too much.

Only a select few modders get the luxury of early access to releases. The rest of us have to wait like everyone else to find out what gets broken.

When I say arrogance, I mean Squad are never that open to input and ideas from the modding community when it comes to in-development features. There's been situations where they could have asked the community about how a certain feature should work (e.g because there's already a mod for it) but instead opted to do it there own way, often ending up with an inferior result *cough* aero and heating *cough*. There's a lot of intelligent people in the modding community that Squad could use to their advantage.

I realise my views don't necessarily reflect those of other modders so I won't discuss this further.

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I wont go as far as to say they are arrogant. They simply have their own way of doing things, so what? I stick with the mods i prefer in case stock isnt working out for me. If f.ex. FAR and DRE in their difficulty levels were implemented in stock, someone would cry "gimme old stock behaviour back"...etc. pp.

So i just sit there and alter my game thanks to that outstanding modding community exactly the way i like. That is how its supposed to be, desu ne?

- - - Updated - - -

I am working on some sort of mod too, but until now its just gathering ideas and trial and error in blender :D

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