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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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Brilliant!! That's a major bug to have ticked off the list. In the course of messing, I've also figured out why the RBI inverting track disappears sometimes. All good stuff!

Should just be a config edit, SmashBrown. Change the kind that says advancedMotors to experimentalMotors. (I think that's right)

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I just stumbled upon a couple of videos with some really cool wheel concepts.

and
.

I'm curious if there could be any possibility of seeing wheels like these in Kerbal Foundries if for nothing more than the cool factor?

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New commit is out.

http://i.imgur.com/b6Ihq0e.png

We just need to add "IconOverride {}" to all part cfgs which have that bug.

Look at the code. KFPersitenceManager.FixPartIcon() might be a good place to fix the other size issue, too.

Edit: The scale display is wrong. I don't know why.

I see glitchy textures, and what's that odd looking wheel?

edit: No wait, the medium wheel is duplicated and I guess the ski is too, no idea what you guys are doing with those.

Edited by smjjames
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I just stumbled upon a couple of videos with some really cool wheel concepts.
and
.

I'm curious if there could be any possibility of seeing wheels like these in Kerbal Foundries if for nothing more than the cool factor?

Certainly some nice ideas there. Thanks!

I see glitchy textures, and what's that odd looking wheel?

edit: No wait, the medium wheel is duplicated and I guess the ski is too, no idea what you guys are doing with those.

The odd looking wheel is probably the swing axle concept I made a while back. Glitchy textures are old dev models I've not bothered to texture. The medium wheel has been abused for a lot of things...

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Although, having brought down one bug, another rears its ugly head.... Tracks that have been tweakscaled down cause incredible problems when switching back to the craft after initial launch. One time in five they're OK, but the rest the launch the craft sky high. Only seems to be when the parts are scaled DOWN. My TS is up to date. Easy to recreate: Rollcage, medium tracks. Launch, switch to space centre, fly craft again. BOOM!

Also, the rolling resistance and load co need scaling with TS. More bugs for the tracker I'm afraid!

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Brilliant!! That's a major bug to have ticked off the list. In the course of messing, I've also figured out why the RBI inverting track disappears sometimes. All good stuff!

Should just be a config edit, SmashBrown. Change the kind that says advancedMotors to experimentalMotors. (I think that's right)

Hmmm i'll try, had problems before trying to write .cfg for the cct.

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What is cct?

EDIT: Ah, apologies, the typo threw me off. I've no idea about CTT I'm afraid! As long as you get the name (and case) correct, I'd imagine that would work.

The config line you want to modify will be:


TechRequired = advancedMotors

Just change "advancedMotors" for whatever they've named the node in CTT. Or I could be totally wrong. I expect they have an FAQ, though, so shouldn't be hard to figure out. HTH!

Edited by lo-fi
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Although, having brought down one bug, another rears its ugly head.... Tracks that have been tweakscaled down cause incredible problems when switching back to the craft after initial launch. One time in five they're OK, but the rest the launch the craft sky high. Only seems to be when the parts are scaled DOWN. My TS is up to date. Easy to recreate: Rollcage, medium tracks. Launch, switch to space centre, fly craft again. BOOM!

Also, the rolling resistance and load co need scaling with TS. More bugs for the tracker I'm afraid!

I doubt it's anything to do with TS itself. Probably a bug in the various new stuff we've done lately.

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What is cct?

EDIT: Ah, apologies, the typo threw me off. I've no idea about CTT I'm afraid! As long as you get the name (and case) correct, I'd imagine that would work.

The config line you want to modify will be:


TechRequired = advancedMotors

Just change "advancedMotors" for whatever they've named the node in CTT. Or I could be totally wrong. I expect they have an FAQ, though, so shouldn't be hard to figure out. HTH!

Oh it worked... simple... almost... too simple.... *strokes chin and looks around suspiciously*

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I'm not even sure "wrote" is the correct way to say it. I basically copied another config and renamed a few things. I've had it for quite some time too, just never got around to sharing.
I did the same with the icon fix. ;)

xExilReeperx, if you read this thread:

Thank you very much for your mod! :kiss: I don't think I'm be able to figure out what you've done!

Brilliant!! That's a major bug to have ticked off the list. In the course of messing, I've also figured out why the RBI inverting track disappears sometimes. All good stuff!

It's only half done. There's still the bug with the wrong size in the Engineer's Report. :(

What's with updateWhenOffscreen you found? Does it calculate correct values?

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Haha! Just wait. The Mun will fall on Jebs head any moment...

I've got a feeling it's to do with how the craft is placed, Gaalidas. The newer versions of KSP seem to leave the craft a little closer to the ground than they were before. All have a funny habit of jumping a little when physics starts, though it seems to affect down scaled tracks and smaller craft much more...

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It's only half done. There's still the bug with the wrong size in the Engineer's Report. :(

What's with updateWhenOffscreen you found? Does it calculate correct values?

Just saw this, sorry. I experimented.... The extents values are a factor of 10 out. This appears to be a Unity issue. If I set the to the correct values, the extents box is too small and the track surface disappears when you get too close. If I set to the correct size, the values are out and that's what throws KSP a curve ball with the size. If I tick the updateWhenOffscreen box, not only does it needlessly update the animation when out of view, but it over-rides the set values. So, nice try, but no further forward. Very annoying!

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Do I see right? 4 issues were opened & closed today and a 5th only needs some cleanup (meaning it's 99% finished)? Wow! That must be a new record!

Stay tuned folks, only 2 more issues (balancing & cfg updates) and 1.9 is ready.

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I believe you do! I'm working on getting all the configs - at least the modules - all done for testing. The weight, cost etc. have no impact on stability, so require little testing.

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Do I see right? 4 issues were opened & closed today and a 5th only needs some cleanup (meaning it's 99% finished)? Wow! That must be a new record!

Stay tuned folks, only 2 more issues (balancing & cfg updates) and 1.9 is ready.

Feels like it should be 2.0, not 1.9.

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I pushed a small commit.

I'm currently looking into the balancing the parts and found another bug. :( Putting up a new issue in a few minutes.

@smjjames

IIRC lo-fi wants to release 1.9 as a beta release. And when all bugs of that release are fixed we'll call it 2.0 'stable'. I'm not sure if I understand that right.

lo-fi?

Fixes were applied to a lot of places but 1.9 doesn't feel much different to 1.8 on the surface. Or I'm already used to the new stuff. ^^

Edited by *Aqua*
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Tell me about it. 2.0 will be full release after the Dust(FX)TM settles from 1.9, along with some of the newer parts that I haven't had time to finish yet.

EDIT: Ninja'd! With so many changes, I'd feel happier soft releasing it as final beta for a short time, dealing with any funnies, then calling it stable. Make sense?

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actually, there is one more undocumented issue to deal with. We've done a number of updates to how DustFX functions, but I don't believe the repulsor version of the module has been updated to match. We need to either update that module to match the changes to the rest of the dust system, or finally merge the two back into a single module.

As for 1.9 not feeling much different... it really isn't a whole lot different other than DustFX and our global configuration system. This is more of a functionality update, and less of a content one. that reminds me, better add to the patch notes that a complete reinstall of the mod is required, not just a copy-over, since we've changed the entire directory structure.

Edited by Gaalidas
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Hmm... so sorta like the surface tracks except a thinner profile, a wheel instead of a track, and a slight compressional suspension in the arms.

- - - Updated - - -

Yes, good call. I'll try and get one or two new parts done for 1.9. There are a few just need textures

Well, to be fair, I don't believe 1.8 had the TT tracks or those BV tracks you've got in the assets right now.

Another thing to bring up: are you interested in getting all the textures converted to DDS? I have a reliable way to produce non-mipped DDS files from the originals so you don't get the blurry effect when you have half-sized textures enabled in the KSP settings. I would probably keep the rover body texture/normal mipped since it's so freakishly huge though. I also noticed a few of the normal maps do not match the diffuse for the track surfaces and have been using Gimp to re-map them based on the geometry of the diffuse texture. Unfortunately the conversion to DDS, which includes a vertical flip, seems to eliminate some of the details so I tend to leave them in PNG format. Still fiddling with using a manual conversion to DDS to keep the details fresh. Either way, I can try to update github with the textures converted over if you're open to it.

Edited by Gaalidas
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Always specifying the class name when logging stuff to the log files bugged me. So I revamped the KFLogUtil class.

It's now much more flexible and easier to use. Examples are in the commit text. Have fun! ^^

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