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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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The collision with waterslider is caused by the water collider activaing when it shouldn't. Yes, I know there weren't any repulsors on that craft; the water collider has to work a somewhat different way. I thought I'd fixed that, but clearly not. Odd this didn't come up during testing, but it's impossible to cover all the bases. Apologies, I'm just testing a better method I wish I'd thought of before.

As for the wheels not being able to accelerate a 100000 ton craft craft at the same rate as a 1 ton craft, please see the release notes. It's possible the config needs tweaking, but I suggest either tweaking the torque up, or adding more wheels. It is a feature not a bug, though one that may take a little getting used to. The wheels used to be infinitely powerful. Not any more.

And very cool hovering shenanigans. Explosions included.

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On the water slider thing, I was looking at the code and it's possible that the water slider is being activated somehow whether or not "isReady" or "isActive" is true. Either way, I don't see how it could ever collide with anything since it sits below the surface of the planet/water.

In other news... A few features that I am working on which I may be able to get out in a future "bugfix" release include the ability to set the interval value for the slider and/or the action groups that control the ride height using a slider of its own. Also looking into adding some action groups that set ride height to some specific presets such as 0, 50, or 100. On the drawing board are functions that assist in smoothing the transition between ride height levels for the repulsors so that, for example, you set your ride height to 0 when you're currently at 100, it will slowly descend to 0 instead of just dropping the craft into the dirt. I'd like to equip the low-power cutoff with a slow descent as well, perhaps lowering the maximum height slowly as the power level of the craft reaches certain percentage-based thresholds.

lo-fi might be moving on to models and textures mostly, but I'm still not bored with the code yet.

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Bug fixing aside, I'm going to take a step back and mess about with the U5 colliders for a while. See if they're really as bad as the river of tears would suggest. I suspect not, and there are just a lot of numpties who get the rage when they can't work out why their 1kg car with wheels the size of a house doesn't work... We shall see!

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Congrats on the beta release! I have been away, and unfortunately I am encountering a problem with texture replacer vs windows 10. Stupid OS upgrades, this still looks lovely, i will probably be waiting until the U5 update to start playing ksp again, but this mod will definitely be on "must have" list, to be honest, it's a stock mod for me now :). Thanks for the CTT cfg as well, always feels great when the modders go out their way to listen to you (me) :D:D:D

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Yes, I'm to blame... errr... I take the credit for the original implementation of the DustFX for the wheels, but in the end it has been a group effort. I'm not done yet with the dusty side of things though. I intend on slowly reimplementing various effects that already exist within CollisionFX, which is the mod the dust here is based on, and possibly a few new ones to further enhance the illusion of interaction between the wheels and the terrain. Lots more to come in the future, assuming I can pull any of it off. I just knew it was going to be a hit when it hit the public.

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any chance of adjusting the tracks so they are more spread out in the TT? it doesnt feel right to have the tracks all clumped together at the far end when some of the smaller tracks and wheels seem like they should be a earlier unlock. keep in mind i'm using the seti/community tech tree mods.

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I confirm that it's no use trying to build a kind of explorer vehicle with Kerbalfoundries stuff and then load it in a spaceplane.

It will crash your game....

What a pity! Those parts are great....!

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Well, sorry if you feel it agressive, the fact is that each time I loaded a vehicle made with KerbalFoundries element in a plane and that I launch the plane, we are in the middle of nowhere in blue sky with no possibily to to make any return with any key.

So I must quit KSP.

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I confirm that if you file a sensible bug report, I will try to help. Passive-aggressive and a total lack of information will get you nowhere.

Gilflo, this^

Stuff like output logs and perhaps screenshots will also be optimal.

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Ok but I don't see how I can get output log, because once launched, i got no active key on my keyboard. I can just see the scene and the only way to leave or come back is to quit KSP window.

So if you give me a way to do it I'll try next time.

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Ok but I don't see how I can get output log, because once launched, i got no active key on my keyboard. I can just see the scene and the only way to leave or come back is to quit KSP window.

So if you give me a way to do it I'll try next time.

Sounds like KSP freezing up.

Anyways, for the output log, go to your main KSP directory (steam/steamapps/common/Kerbal Space Program if you're using Steam), then go into KSP_Data folder, the output log is in there. You can copy the text in there and put it on pastebin or zip up the file and upload it to a file host of your choice.

Edit: Actually, a screenshot of what you're trying to do might be of help.

Edited by smjjames
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Sounds to me like a memory problem really. KSP is somehow freaking out between starting the scene and moving your focus and/or craft to the correct launch position/vector. Reminds me of back when I was playing Morrowind and installing random mods all the time. There was a spot in the outside world that was considered the "center" of the massive collection of cells that made up the game world. If a mod tried to teleport you to a position in the world that the scripting system could not get a reasonable return from the locational awareness engine, then it would spit you out in that "center" spot.

My guess is that KSP goes through several passes before it lets you see anything in the flight scene (abstractly in order: instantiate assets, get universal body params, initiate on-rails physics, set positions of said bodies (crafts & planets included), apply velocity vectors, apply lighting params, retrieve new ship params (parts, persistent params, launch vector and coords, etc), create said ship, attach camera center to said ship, sync vessel with assigned launch vectors for the assigned object (the static object that corresponds with the launch position/vector requested), activate local camera, call event that says "we're about ready to start", initialize physics/IU/control schemes and key assignments ...)

Well, we all know what the rest feels like. If KSP runs out of juice (memory) during one of these operations, it may throw an exception and, if the operation is not flagged as a critical one, it may simply move on to the next operation that does not rely on the class that was running the previous operation. Instead of reaching your final launch position with everything active and working as well as your awesome (or pathetic) building skills allow, you end up in the middle of nowhere, with non-functioning UI and key assignments, and incomplete physics initialization. Game then starts trying to process new information from the flight scene that is not initialized (correctly, anyway) and wracks up a bunch of errors that it cannot express because it's out of juice and ... the picture is much like if you were to take an Egg in a sealed jar and increase the pressure inside said jar until a complete implosion occurs. Then burnt the remains... twice.

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