Frybert Posted September 15, 2016 Share Posted September 15, 2016 1 hour ago, TARDISES said: The Holy Mackerel is no longer enough and I can't find its crit icon. I was looking for it as well, no luck. At any rate, rate few more fish kills. The mod updates when it gets updated, please leave it at that. Link to comment Share on other sites More sharing options...
TARDISES Posted September 15, 2016 Share Posted September 15, 2016 It's okay - I can wait. There are always other things I can be playing while doing so. Link to comment Share on other sites More sharing options...
lo-fi Posted September 15, 2016 Author Share Posted September 15, 2016 (edited) I quickly tried the stock U5 colliders with the long track. Nooooooope. Sideways jitterbug. We did the right thing developing something. Edited September 16, 2016 by Red Iron Crown Quote removed. Link to comment Share on other sites More sharing options...
lo-fi Posted September 15, 2016 Author Share Posted September 15, 2016 (edited) Cross fingers, I'm literally about to fire up 1.2 with the new colliders. It will no doubt all go wrong and result in a huge anticlimax with much log searching... Edited September 16, 2016 by Red Iron Crown Quote removed. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 15, 2016 Share Posted September 15, 2016 4 minutes ago, lo-fi said: It's fantastic. Cross fingers, I'm literally about to fire up 1.2 with the new colliders. It will no doubt all go wrong and result in a huge anticlimax with much log searching... and across the world hundreds of expectant supporters cross their fingers too.... Link to comment Share on other sites More sharing options...
lo-fi Posted September 15, 2016 Author Share Posted September 15, 2016 Grrrr. Save me searching, how do you bring up the in game log viewer now??? Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted September 16, 2016 Share Posted September 16, 2016 I'll hold yer beer! Link to comment Share on other sites More sharing options...
Shadowmage Posted September 16, 2016 Share Posted September 16, 2016 23 minutes ago, lo-fi said: Grrrr. Save me searching, how do you bring up the in game log viewer now??? (left)Alt+F12 I -think- the (left)Alt+F2 log still works in some screens. And good luck Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 16, 2016 Share Posted September 16, 2016 Thread tidied up a bit, let's stay on topic please. Link to comment Share on other sites More sharing options...
lo-fi Posted September 16, 2016 Author Share Posted September 16, 2016 Thanks. Fail so far. I'll have to add some logging in to see what's going on. Link to comment Share on other sites More sharing options...
lo-fi Posted September 16, 2016 Author Share Posted September 16, 2016 (edited) Was a simple config issue last night. Anyone know at what point KSP adds RigidBody to parts? @Shadowmage, I seem to remember you struggling with this? Well, that was a disaster: Edited September 16, 2016 by lo-fi Link to comment Share on other sites More sharing options...
Shadowmage Posted September 16, 2016 Share Posted September 16, 2016 3 hours ago, lo-fi said: Was a simple config issue last night. Anyone know at what point KSP adds RigidBody to parts? @Shadowmage, I seem to remember you struggling with this? Well, that was a disaster: They get added after all OnStart() and OnLoad() stuff has been called (if I remember right). So the wheels have to be initialized basically on the first FixedUpdate of the flight scene if they need the Parts rigidbody. My solution was to put lazy initialization on the WheelCollider stuff in the PartModules FixedUpdate function. It checked to initialize every FixedUpdate until the Part had a Rigidbody at which point it did its setup stuff. Not the most efficient thing, but was good enough for the testing I was doing. There might be a GameEvent that you can subscribe that might do it. LIke VesselUnpacked... it might fire at about the right time. Or if there is some way to hook into the new physics-easing through events. Link to comment Share on other sites More sharing options...
lo-fi Posted September 16, 2016 Author Share Posted September 16, 2016 Thanks, I'll look into that later. It's hacky, but I went with waiting a few physics frames. Currently all works, but the wheels go absolutely crazy, so I'm trying to figure out why. Back to basics! Link to comment Share on other sites More sharing options...
V8jester Posted September 16, 2016 Share Posted September 16, 2016 Hey @lo-fi and @Shadowmage None of us have really said this in a while. But what you guys do isn't appreciated enough! While more often than not, you get "when will it be ready" messages. When you should really hear, "Dude thank you for sticking around as long as you have and continue to plug away" So regardless of what is to come, or when. Thank you for everything you both have done for all of us. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted September 16, 2016 Share Posted September 16, 2016 8 hours ago, V8jester said: Hey @lo-fi and @Shadowmage None of us have really said this in a while. But what you guys do isn't appreciated enough! While more often than not, you get "when will it be ready" messages. When you should really hear, "Dude thank you for sticking around as long as you have and continue to plug away" So regardless of what is to come, or when. Thank you for everything you both have done for all of us. I'm going to add to this. Even if all this work doesn't result in a new wheel module, it's been a learning experience for everyone watching the thread, on wheels, and Unity physics, and a bunch of things. Even if this was just experimental poking at KSP/Unity/PhysX and how they misbehave, it'd be worth it for anyone interested in either using the existing modules in odd ways, or building any type of module for physically interacting parts. And, I'm still hanging out for tracks and wheels that drive nicely. But the path to get there has been a brilliant journey (and I'm sure occasionally frustrating as hell journey) as well. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted September 17, 2016 Share Posted September 17, 2016 On 9/15/2016 at 0:49 AM, SpannerMonkey(smce) said: There's also some element of proportional steering, as if the wheels know where they are, the center groups are moving a lot less than those at the ends when turning. The proportional steering was there in 1.1. Very noticeable on 6 wheeled craft. Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted September 17, 2016 Share Posted September 17, 2016 I also noticed ackermann steering in both versions. As a rule my wheeled creations steer like a car, IE only the front two wheels(Darn it GIVE US MORE THAN 15 DEGREES OF SWING), and in 1.1 I've been noticing the inside wheel steers quite a bit farther than the outside one. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted September 17, 2016 Share Posted September 17, 2016 I was rummaging through old screenshots looking for a pic of something else when i found this blast from the past, how things have changed... This would likely have been one of the first tests for the original APU part ..(mind you i still use the chassis parts all the time) Link to comment Share on other sites More sharing options...
lo-fi Posted September 18, 2016 Author Share Posted September 18, 2016 Thank you - and I'm sure I speak for shadowmage too - it is appreciated. If it weren't for all the brilliant, crazy people who have stuck with us over the years, we wouldn't be here doing what we do. It's certainly been an interesting journey, and I hope the knowledge, discussion and open forum will benefit other projects in the future, and not just for KSP. You'd be amazed how often I bump into my own posts when researching - it's cool, but rather frustrating. I'm currently stripping a model and the plug in right back to basics to work up from there, which will hopefully let me see what's going on. Stay tuned On 17/09/2016 at 8:48 AM, Kenobi McCormick said: I also noticed ackermann steering in both versions. As a rule my wheeled creations steer like a car, IE only the front two wheels(Darn it GIVE US MORE THAN 15 DEGREES OF SWING), and in 1.1 I've been noticing the inside wheel steers quite a bit farther than the outside one. Oooo, Ackerman. The proportional steering in the stock stuff didn't actually work properly when I tried it. I had to wonder if our work had an influence, though! I might revisit the Ackerman thing. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted September 18, 2016 Share Posted September 18, 2016 3 minutes ago, lo-fi said: You'd be amazed how often I bump into my own posts when researching - it's cool, but rather frustrating. I feel the pain. All you need is a fairly obscure subject and a few posts. I doubt my Land Rover Defender mod will EVER get there, but last time I googled "North American Rockwell Mars Excursion Module" the 1st hit was my mod. Link to comment Share on other sites More sharing options...
lo-fi Posted September 21, 2016 Author Share Posted September 21, 2016 Can't quite figure out what's going wrong. Have a nasty feeling it's to do with kraken stuff, but I might be totally off the mark. I'll pick it back up next week as I'm off to Norway for a little break tomorrow. Sarcifises to the Kraken may have to be made. Link to comment Share on other sites More sharing options...
Shadowmage Posted September 21, 2016 Share Posted September 21, 2016 5 hours ago, lo-fi said: Can't quite figure out what's going wrong. Have a nasty feeling it's to do with kraken stuff, but I might be totally off the mark. I'll pick it back up next week as I'm off to Norway for a little break tomorrow. Sarcifises to the Kraken may have to be made. No worries, enjoy the break If you want to push what you have to the repo I can take a poke at it as well. I'm off work for the next week (camping trip, cancelled due to rain), so should have a fair bit of time to play around with it. Link to comment Share on other sites More sharing options...
lo-fi Posted September 22, 2016 Author Share Posted September 22, 2016 Sorry, I ran out of time before I left! Basically, I made a part module that searches the part for wheel colliders, removes them then adds in ours to the relevant game objects. I'd modified KFModuleWheel to look for SLWheelCollider and utilize it the very slightly different way in needs, mostly to do with the hit info. At the moment, it goes bonkers, so I was looking at stripping a load of stuff out of the plugin and enabling some debugging info and debug lines in to see what the hell is going on. We're talking explodes the runway, makes the wheel parts go odd shapes and phantom forces the craft into orbit kind of crazy. Link to comment Share on other sites More sharing options...
0111narwhalz Posted September 22, 2016 Share Posted September 22, 2016 37 minutes ago, lo-fi said: We're talking explodes the runway, makes the wheel parts go odd shapes and phantom forces the craft into orbit kind of crazy. Seems like it's release ready to me! Link to comment Share on other sites More sharing options...
TOMMY (JEB 2.0) Posted September 23, 2016 Share Posted September 23, 2016 2 hours ago, 0111narwhalz said: Seems like it's release ready to me! Haaaaahhhaaaaa that is so funey but serasley I want to see that phantom forsees plz @lo-fi Link to comment Share on other sites More sharing options...
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