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NateHarms.FPV

14
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A member registered Feb 07, 2022 · View creator page →

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Hey! I'm sorry to hear you are having troubles. I am still actively working on this project. I'm not sure why you wouldn't be getting a file output but I will look into this tonight. One way or another I will make sure you get the mount you need.

I hope they work well for you! It's been noted that the 11 mini needs some work, I'll be fixing that this week. Any feedback is greatly appreciated!

Hey! The 11 should work with the 9-10 mounts. I am working on the mini right now, should have it up soon.

Hey! Thanks for the support. I will hopefully have a smaller update in the next 1-2 weeks for some new mounts and bug fixes. It will take me a bit longer for the next major update but I hope it's going to be worth it. I have big plans to hopefully implement as it becomes too cold to fly.

I'm sorry to hear it's not fitting. I will take a look at it over the weekend and hopefully fix the issue. Is it too big?

Project link: https://nateharmsfpv.itch.io/pixlfpv

This project is a just for fun development experiment intended for submission to the LOWREZJAM 2022. I will be uploading and sharing the progress of my game as I go.

For those unfamiliar, FPV (First Person View) drones, These drones are flown with a VR like headset and allow for full user control unlike your standard camera drone. The lack of computer assistance can make these drones difficult to fly at first, but they are significantly more capable. Commonly these are the drones used in racing events.

The goal for this project is to create an accurate FPV simulator within the confines of a 64x64 pixel resolution. I will try to add as many features and modes as possible within the duration of the game jam.

I am using unity for this project along with some recycled assets from an older project, the 3D models were originally created by Synity studios. Surprisingly, one of the more difficult aspects of this project so far has been getting things to actually render at 64x64. I am using extremely low poly models to help the edges stand out a bit more, and to help with the style.

As of the first upload, I have finished the basic flight mechanisms and control scheme. I have also begun a simple open world environment to fly around in.

Apologies for the late reply.

Which sleeve was causing this issue? And which slicer were you using? There may be some overlap but generally Cura is able to detect and rectify the issue. I am working on a solution that will bake the meshes before export, it is a few weeks away.

I will add your suggestions to the to-do list, thanks!

Hey! I'd be happy to add it to the list.

Is this kind of like what you are referring to? https://www.thingiverse.com/thing:5139433

Hey!

Many Apologies, That is a serious issue and one that I have gone ahead and fixed immediately. If you go to the download page, you will now see 0.6.1(experimental). This version should be able to export the thumb no problem, I just tested the fix in Cura. Please note I was in the middle of working on a new independent base width feature that is included but relatively untested in this fix. If you encounter any further issues, please do let me know.

Thank you so much for your support! 

Hey guys, I'll be working on this item soon. Does anyone happen to know how thick the filter is? I'm seeing 2.5mm online but that seems wrong..

Hey! So I just pushed a quick patch that should fix the manual input fields. I'll begin working on a solution for the other issue shortly, cheers!

Okay,

So I was able to replicate the issue in TinkerCAD but not Meshmixer or Inventor. My Cura (4.12) is also not displaying any errors. Could you try slicing one of the mounts and check it out in previews to see if the layers are going to print as intended? I think the issue has to do with the way the models are generated with separate parts and the variations between how different modelling software interprets it. I have a possible solution in mind and will work on hopefully implementing it here shortly.

As for the manual value entries, yeah there is a bug where they are either 5mm too much or 5mm to little, I have already fixed this and will include it in the next update. When in doubt, the number displayed above the slider is the actual bolt offset. For some stupid reason, I forgot to do the math to account for mesh dimensions. The sliders do not move when using manual entry, I may change this but currently it does not due to the size cap on the sliders to allow for accuracy. For example you can enter 100.0101mm but the slider would only go up to 60mm and wouldn't reflect your manual entry, I may change how this works in the future.

I apologize for the issues you are having and thank you for helping me work through them, I'll do my best to implement fixes shortly.

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Ohh boy, this is new to me. Just you so far. What slicer are you using? If you could, maybe email me this STL file to nate@mountmaker.net and I'll take a closer look at it. Is this issue happening everytime you export? Thanks for showing this to me, I'll do what I can to remedy the issue.

Edit: also, could you possibly screenshot or tell me what settings you had used for this? It will help me figure out which rabbit hole to go down.

Thank you Patrick,

I have gone ahead and added 0.5mm of material to all 4 walls (equalling 1mm reduction on both width and height). I have also added 4mm of material on the back to reduce depth. I am building a quick patch right now that will include this model. It may require further refinement. The patch will also address the clipping issue. Should be live tonight.