*Aqua* Posted July 30, 2015 Share Posted July 30, 2015 Same as me. Nothing beats the sandbox. ^^ Link to comment Share on other sites More sharing options...
lo-fi Posted July 30, 2015 Author Share Posted July 30, 2015 Interesting!Would be cool to have some of the wheels and tracks in a node above advancedMotors. I assume CTT allows you to create them, the MM patch the tech node of that part of its present? Link to comment Share on other sites More sharing options...
smjjames Posted July 30, 2015 Share Posted July 30, 2015 As far as CTT goes, just place them wherever makes sense to you. Link to comment Share on other sites More sharing options...
Tarheel1999 Posted July 30, 2015 Share Posted July 30, 2015 (edited) Interesting!Would be cool to have some of the wheels and tracks in a node above advancedMotors. I assume CTT allows you to create them, the MM patch the tech node of that part of its present?The idea behind CTT is to to have a shared tech tree for all. So creation of tech nodes is frowned upon because it breaks the community aspect. If you think additional nodes are needed I'm sure Nertea, Rover Dude, and the other contributors would be willing to oblige all reasonable requests. That said there are alreadly a lot of extra nodes so you probably don't need more.Here's a slightly out of date visual layout of CTT. https://www.gliffy.com/go/publish/7941469 Edited July 30, 2015 by Tarheel1999 Link to comment Share on other sites More sharing options...
Gaalidas Posted July 30, 2015 Share Posted July 30, 2015 (edited) I never intended to add new ones. I had enough trouble trying to position elements in a GUI for our settings menu, much less trying to position nodes in a tech tree layout. My position on the whole thing is that just about anything we create can be reasonably placed in a stock tech node, so why create a huge tech tree full of nodes that most users won't ever need? But, as I am not a career user, I pretty much loose all rights to voice such opinions other than what I just did. I've put a few of our parts into some advanced nodes, considering the advanced code behind them and the whole "defying the laws of gravity and physics to a certain extent" but I'm not going to go through the trouble of installing CTT, starting a career, struggling through career to experience the tech levels of each node, and balance our parts against it when i really have no interest in even running a career game with the heavily modded game I'm running right now. My main draw towards KSP is the sandbox experience and the extensive modding capability, frustrating as it is sometimes. You just don't see this level of freedom in other mod-friendly platforms... ever. However, like most other mod developers, and I believe I speak for the main author lo-fi as well, we're open to suggestions on where to place stuff. I would suggest waiting for the impending update before making your decisions though.From what I can tell, everything from stock exists in CTT, and it also looks like it's easy enough for mod makers to create alternate paths for the tech advancement without messing with the nodes themselves or the technologies within them, so in all it's pretty easy to work with. The CTT mod itself is simply a bunch of new tech node definitions and a bunch of MM patches to put everything together. As long as you don't modify what they've done, or run your patch after the CTT patches, you're going to be fully compatible. I would think that adding new nodes is only a problem when CTT is updated with more nodes that have been added through official channels (so to speak) or when a user starts to clean out old mods that they've already unlocked nodes from. For the most part, the wheels and such shouldn't need adjustment from their stock positions, and if there is a need for it the CTT has pre-noded (lets see what Aqua's translator does to that word) a number of tech levels, some of which are unused and hidden by default. If you need to use those, you simply need to make sure the prerequisites are not hidden still, or make sure you're not putting anything higher up than what is currently visible. Edited July 30, 2015 by Gaalidas Link to comment Share on other sites More sharing options...
SmashBrown Posted July 30, 2015 Share Posted July 30, 2015 For myself I only moved the repulsor tech into experimental motors. Maybe the screw as well? Anyway, good luck with release! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted July 30, 2015 Share Posted July 30, 2015 I'd certainly welcome some suggestions! The stock tree doesn't really leave me anywhere to go.You could always ask for a few more nodes. That's how I got Nertea to add Advanced and Experimental Actuators for IR. IIRC Experimental Motors is actually a stock node that Squad never added anything to, so you could make use of that without needing CTT. Link to comment Share on other sites More sharing options...
smjjames Posted July 30, 2015 Share Posted July 30, 2015 For myself I only moved the repulsor tech into experimental motors. Maybe the screw as well? Anyway, good luck with release!Yeah, that node could be used for the odd, exotic, and ridiculously OP stuff. Link to comment Share on other sites More sharing options...
lo-fi Posted July 30, 2015 Author Share Posted July 30, 2015 ExperimentalMotors sounds good to me. Thanks guys. Link to comment Share on other sites More sharing options...
frozenwatters Posted July 30, 2015 Share Posted July 30, 2015 As a sole (at least so far anyways) career mode player, I would suggest to just through it in a few spots for now, release it so that you can get more exposure and feedback, and get it sorted after you get a bunch more feedback. Where it is in the TT should not hold it back from release (please don't let it delay the release).Once it is, I would be more than happy to throw my two cents in after playing through some career gameplay. I am actually holding off on a new career game until this is officially out anyways (this mod and one other - did I mention I am a modaholic?)Cheers, Link to comment Share on other sites More sharing options...
lo-fi Posted July 30, 2015 Author Share Posted July 30, 2015 Thanks for your thoughts what's holding us up is my work rate, I'm afraid. I have a part of two to texture, then I think we're ready! I've completed some cleanup and memory reduction work too, which is rather pleasing. The intention is to release 1.9, which will mostly be a feature release with only a couple of new parts. Get feedback and whack any remaining bugs there *may* be while completing some more models for 2.0 shortly after. There are some enhancements and extra features planned beyond that, but none effect core operation.Beyond that, I'm pushing on to really crazy stuff. I *will* get the hitch to a releasable state, and in doing so will open the door to a lot of other really "out there" parts I don't think anyone else has tried:I want to make tie-down guns that secure rovers onto carrying vessels without the need for docking ports or even being docked. A set of lifting arms with a grapple to be used for base construction. A canadarm where you can command the end effector linearly, not by controlling individual joints (oh, the tedium!). You get the theme? Joints are fun.Wheels have been a challenge. That lot is going to make them look as simple as making fuel tanks! Link to comment Share on other sites More sharing options...
frozenwatters Posted July 30, 2015 Share Posted July 30, 2015 Thanks for your thoughts what's holding us up is my work rate, I'm afraid. I have a part of two to texture, then I think we're ready! As an appreciative player, I certainly understand that good work takes time. A canadarm As a Canadian, this part in particular would be very cool to see implemented.Joints are fun.Oh my! Most of the time, I can't even recall the fun that I have had with those things.Thanks again for the update.Cheers, Link to comment Share on other sites More sharing options...
Gaalidas Posted July 30, 2015 Share Posted July 30, 2015 Wait... when did making fuel tanks become simple? I'm so out of touch these days. Link to comment Share on other sites More sharing options...
*Aqua* Posted July 31, 2015 Share Posted July 31, 2015 while completing some more modelswhen did making fuel tanks become simple?I'm envious that you two can create models. I know the basics but I'm not creative enough. And I'm a loser at texturing.I only know how to hammer code into my computer. ^^I want to make tie-down guns that secure rovers onto carrying vessels without the need for docking ports or even being docked. A set of lifting arms with a grapple to be used for base construction. A canadarm where you can command the end effector linearly, not by controlling individual joints (oh, the tedium!). You get the theme? Joints are fun.Wait! What?! Please, no more vector math! I just suck at it! Link to comment Share on other sites More sharing options...
lo-fi Posted July 31, 2015 Author Share Posted July 31, 2015 It is for me I was going to set one up live on my twitch feed this eve, but my internet wouldn't play ball.Sarcasm always appreciated here, frozenwatters. Made me chuckle. And thanks Link to comment Share on other sites More sharing options...
mythbusters844 Posted July 31, 2015 Share Posted July 31, 2015 So today I stumbled upon the stock wheel configs for KF, and after realizing what that meant, quickly installed it, and boy, I was impressed. I spent the entire day today just screwing around with rovers that used stock wheels and didn't instantly flip over and had tons of fun. The stock rover wheels finally weren't useless, but there was one thing that bothered me. Wheelsounds didn't work with it, so I made a modulemanager patch to add its sounds to the newly-configurated stock wheels:@PART[roverWheel1]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/RoveMaxS1 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}@PART[wheelMed]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/KerbalMotionTR-2L volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}@PART[roverWheel2]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/RoveMaxS2 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}@PART[roverWheel3]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/RoveMaxXL3 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}Feel free to use it and even include it with the config if you guys like it .Also, thanks a ton for this amazing mod. The tank treads and the absolutely astonishing wheel module seriously makes navigation so much more fun and easier. Link to comment Share on other sites More sharing options...
Kenobi McCormick Posted July 31, 2015 Share Posted July 31, 2015 Am I the only one that doesn't particularly like how narrow the steering swing is on most rover wheels? Even the KF stuff, I've found, leaves turning radii far too wide. I usually edit the .cfg to put the low speed swing at between 30 and 35 degrees. Link to comment Share on other sites More sharing options...
smjjames Posted July 31, 2015 Share Posted July 31, 2015 (edited) It is for me I was going to set one up live on my twitch feed this eve, but my internet wouldn't play ball.Sarcasm always appreciated here, frozenwatters. Made me chuckle. And thanks Oh you have a twitch feed? Cool.Edit: What's your twitchtv username? I tried lo-fi, but that got me nowhere. Edited July 31, 2015 by smjjames Link to comment Share on other sites More sharing options...
Gaalidas Posted July 31, 2015 Share Posted July 31, 2015 (edited) I'm envious that you two can create models. I know the basics but I'm not creative enough. And I'm a loser at texturing.I only know how to hammer code into my computer. ^^Technically I really have no clue about modelling. I'm barely able to keep up with texture formats and their respective performance hits. I'd have trouble making a simply cube, even with a "click here to make cube" button.So, lo-fi... I noticed during my playti.... err, important mod-related testing... (yeah, that's what it was) that the surface track's diffuse texture seems to be missing. Edited July 31, 2015 by Gaalidas Link to comment Share on other sites More sharing options...
lo-fi Posted July 31, 2015 Author Share Posted July 31, 2015 (edited) So today I stumbled upon the stock wheel configs for KF, and after realizing what that meant, quickly installed it, and boy, I was impressed. I spent the entire day today just screwing around with rovers that used stock wheels and didn't instantly flip over and had tons of fun. The stock rover wheels finally weren't useless, but there was one thing that bothered me. Wheelsounds didn't work with it, so I made a modulemanager patch to add its sounds to the newly-configurated stock wheels:@PART[roverWheel1]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/RoveMaxS1 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}@PART[wheelMed]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/KerbalMotionTR-2L volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}@PART[roverWheel2]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/RoveMaxS2 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}@PART[roverWheel3]:NEEDS[KerbalFoundries&WheelSounds]:FINAL{ !EFFECTS {} EFFECTS { WheelEffect { AUDIO { channel = Ship clip = WheelSounds/Sounds/RoveMaxXL3 volume = 0.0 0.0 volume = 0.1 0.5 volume = 1.0 2.0 pitch = 0.0 0.3 pitch = 1.0 0.9 pitch = 100.0 400.0 loop = true } } }}Feel free to use it and even include it with the config if you guys like it .Also, thanks a ton for this amazing mod. The tank treads and the absolutely astonishing wheel module seriously makes navigation so much more fun and easier. AH, I must have forgotten to add that to the stock configs. Reminds me they'll need updating for the next release. Thanks!And I couldn't help noticing your sig and suffix. Love that loco! This is one I spent many, many years as part of the volunteer restoration team over here: http://www.6023.co.ukAm I the only one that doesn't particularly like how narrow the steering swing is on most rover wheels? Even the KF stuff, I've found, leaves turning radii far too wide. I usually edit the .cfg to put the low speed swing at between 30 and 35 degrees.With the digital nature of the control input, irs a bit of a trade off between flipping over and turning a decent amount. Low speed could maybe do with a tweak, though.Oh you have a twitch feed? Cool.Edit: What's your twitchtv username? I tried lo-fi, but that got me nowhere.http://twitch.tv/kerbalfoundriesI don't tend to do much; mostly just tutorial bits, though I'm thinking about just firing up the stream while I'm working once a week and letting people see what I'm doing.Technically I really have no clue about modelling. I'm barely able to keep up with texture formats and their respective performance hits. I'd have trouble making a simply cube, even with a "click here to make cube" button.So, lo-fi... I noticed during my playti.... err, important mod-related testing... (yeah, that's what it was) that the surface track's diffuse texture seems to be missing.Ah. I will have deleted by accident. Liking the reduced texture sizes and sharing?I'm envious that you two can create models. I know the basics but I'm not creative enough. And I'm a loser at texturing.I only know how to hammer code into my computer. ^^Wait! What?! Please, no more vector math! I just suck at it!My texturing-fu isn't particularly strong either. Modelling I've been doing for many years on and off.Yes Vector math!!! I think we may need some of Zodius' mathematical voodoo to get some of it to work, though. Can't wait to show you guys what I've got in mind Edited July 31, 2015 by lo-fi Link to comment Share on other sites More sharing options...
Gaalidas Posted July 31, 2015 Share Posted July 31, 2015 Ah. I will have deleted by accident. Liking the reduced texture sizes and sharing?Oh yes, it's getting better and better. I've even been able to actually run KSP recently... though that is probably more to do with eliminating huge part mods that I really don't ever use but so with I could have. Every little big helps. Of course, I sacrifice a lot of detail and whatnot and also convert everything to DDS that I can, so I'm not going to notice much of the performance upgrades in relation to texture sharing from this mod alone. I think the end users will appreciate it though... or at least, they won't complain about it.- - - Updated - - -http://twitch.tv/kerbalfoundriesI don't tend to do much; mostly just tutorial bits, though I'm thinking about just firing up the stream while I'm working once a week and letting people see what I'm doing.That could be entertaining sometimes.- - - Updated - - -So today I stumbled upon the stock wheel configs for KF, and after realizing what that meant, quickly installed it, and boy, I was impressed. I spent the entire day today just screwing around with rovers that used stock wheels and didn't instantly flip over and had tons of fun. The stock rover wheels finally weren't useless, but there was one thing that bothered me. Wheelsounds didn't work with it, so I made a modulemanager patch to add its sounds to the newly-configurated stock wheels:[I] -snipped-[/I]Feel free to use it and even include it with the config if you guys like it .Also, thanks a ton for this amazing mod. The tank treads and the absolutely astonishing wheel module seriously makes navigation so much more fun and easier. Not only do we need to update those configs, but I'll then have to update the MM patch. See, lo-fi? I told you... (a long time ago)... people would want to replace the originals with your module. It's simply not enough to copy the originals, cause then everyone would have to swap out their wheels on their rovers. Link to comment Share on other sites More sharing options...
lo-fi Posted July 31, 2015 Author Share Posted July 31, 2015 I ought to just fire up the stream and let people look into what goes on behind the scenes I guess Maybe we ought to MM patch the stock wheels. That's certainly interesting feedback! Link to comment Share on other sites More sharing options...
damerell Posted July 31, 2015 Share Posted July 31, 2015 Maybe we ought to MM patch the stock wheels. That's certainly interesting feedback!It would be a thing of joy, making much more sense than having everyone do it by hand. If inexplicably someone doesn't want KF-stock wheels, it's the work of a moment to remove the MM config. Link to comment Share on other sites More sharing options...
smjjames Posted July 31, 2015 Share Posted July 31, 2015 (edited) I ought to just fire up the stream and let people look into what goes on behind the scenes I guess Maybe we ought to MM patch the stock wheels. That's certainly interesting feedback!Yeah that would be cool actually, make them not break so easily. Though not neccesarily nearly indestructible with a 3km/s crash rating. Also, come on man, stop making new features and release already! /tease (or whatever you want to call it, I'm not trying to be rude here.) Edited July 31, 2015 by smjjames Link to comment Share on other sites More sharing options...
V8jester Posted July 31, 2015 Share Posted July 31, 2015 I ought to just fire up the stream and let people look into what goes on behind the scenes I guess Maybe we ought to MM patch the stock wheels. That's certainly interesting feedback!I vote for KF MM patch for stock wheels. Your plugin is far superior to stock. Link to comment Share on other sites More sharing options...
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