John C

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Hmm... Will have to do some investigate. Looks like I'm still using 1.2.0 in my dev setup as well; so perhaps the stock code broke something in that update.

Hehe, at least its a proper mystery :) I'll be doing some investigation into this as soon as I have the wheels stuff on to the next stage.

Sadly this is far more complex than just 're-orienting the adapter' (because that adapter is also used elsewhere). Because of how the models are done (and composited at run-time), it...

Implemented and working. Seems to have no negative impact on kerbals or other parts interaction with the effected colliders. Cannot detect any extra memory allocations from material assignment. Undergoing final...

Potential NaN sources cleaned up. Needs testing of a config-specified zero-length wheel setup. Needs further examination for memory allocation.

NaNs not a problem. Memory allocation not a problem. Zero-spring and Zero-length suspension setups both working, with caveats. Needs further investigation on ways to disregard collisions with the top and...

Further work on this feature has revealed low-level PhysX/Unity problems that will prevent it from working properly in many cases. The essence of the problem is that given a craft...

Ideally, yes. Unity/PhysX are far from ideal though. However, how do you calculate how stiff the suspension needs to be to make sure that it will -never- completely bottom out?...

You are aware that the offset-tool has a 'global' and 'local' mode? (press the 'F' key to switch). In local mode, you can offset the legs with perfect accuracy. (global/local...