Teardown

Teardown

K.I.T.T. v0.95b
RaV Mahov  [developer] 6 Mar, 2021 @ 9:13am
Suggestions
Report your suggestions here. I don't promise anything, but sometimes I look for ideas and suggestions about how I should introduce certain new functionalities.
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Showing 1-15 of 21 comments
klleoo 8 Mar, 2021 @ 1:06am 
I suggest making the steering wheel just a bit more noticable because when I first got into the car I hadn't noticed that there was indeed a steering wheel. Maybe it was just me though.
RaV Mahov  [developer] 8 Mar, 2021 @ 3:03am 
You're right, but I have no idea how to make it more visible :(
Most of the car, including steering wheel, is jet black.
I tried to make it brighter, glossier, more matte. Nothing worked so far. If I could control the glossiness of the screens (we can, currently at least), maybe it would make it more noticeable.
klleoo 11 Mar, 2021 @ 12:08am 
Hey sorry for the delay, I figured it would be hard to do. But I am sure you will find a way.
RaV Mahov  [developer] 11 Mar, 2021 @ 4:24am 
No problem. Got any feature ideas though?
klleoo 11 Mar, 2021 @ 7:01am 
This maybe a little optimistic but, could you add a beeping sound once the car detects there is any explosives near by? Because the one in the show has that feature and it seems really nice.
RaV Mahov  [developer] 11 Mar, 2021 @ 9:53am 
That would be nice, but I wanted to detect any projectiles/explosives/explosions for Quad Damage mod, but you just can't do it... You would need all the objects to somehow support it.
Maybe it's partially doable when you get near the xml-based objects if they have proper tag (didn't mess with these yet).
Which episode contained the explosives detector? Should it react near things like propane tank or fuel truck?
klleoo 11 Mar, 2021 @ 11:58am 
I don't remember exactly what episode it was, I just remember it being in the series. Maybe I am just thinking of something else. Anyways it would be cool to see though.
make the car move little bit slower, it going to be perfect
RaV Mahov  [developer] 13 Mar, 2021 @ 9:33am 
I wish I had control over engine parameters through script. I would separate Pursuit mode from Normal mode exactly the way you're saying, but currently, I have it constant (and increase grip through thrusters instead in Pursuit mode), and the engine strenght is around 2000 units (whatever they are), that's why it literally shaves off the asphalt and concrete off the road. That's why it's so hard to control.
But I really, really want it to keep being able to effortlessly go through the concrete walls and push heavy trucks away without a sweat. I'll probably add more prefab variants instead (they're all prefabs and the scripts are common).
Thanks for the idea, and keep bugging authors for runtime engine parameter reading and tuning (though they're busy with Part 2, so maybe don't :P)
klleoo 24 Mar, 2021 @ 1:38am 
I have a suggestion, possibly make the instruments/gauges of the KITT car flash, or move such as the vehicles in this compilation https://www.youtube.com/watch?v=1ySApNox_8k. This suggestion is purely to make it more realistic.
RaV Mahov  [developer] 24 Mar, 2021 @ 4:05am 
there is a whole init sequence which I planned but didn't introduce yet
klleoo 25 Mar, 2021 @ 3:17am 
Ok, cool:steamthumbsup:
kevinp_uk 6 Apr, 2021 @ 8:40am 
maybe you make a gun that spawns K.I.T.T inside a map?
RaV Mahov  [developer] 6 Apr, 2021 @ 10:05am 
Originally posted by kevinp_uk:
maybe you make a gun that spawns K.I.T.T inside a map?
Sadly, spawning voxels and stuff in general is impossible currently. But as soon as it is, I will be ready.

For now, if you want to mess with KITT on any of the maps, you can copy over the prefab and add an instance in the map through the editor.

I just added (not yet released) an option at the bottom of the Music Player to open KITT custom music folder, so you navigate up two folders and copy `kitt` folder (the one which contains `kitt.xml` and `ReadMe_v0.94b.txt` (or whatever the current version number is at the time of reading), go to another mod's folder, paste it on the mod's root (the one with `info.txt` file), then go to editor and add the `instance` element at the root of the scene, point to `MOD/kitt/kitt.xml`, move the instance where you want and rotate however you want, and you're done. I'll write a short tutorial in separate discussion, unless I can create small wiki here (seen that possibility).
NPC 14 Apr, 2022 @ 2:20am 
Would be cool to see this thing to have a jump button and another button to open a parachute
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