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Thread: [0.25] Magic Smoke Industries Infernal Robotics - 0.19.2

  1. #1

    [0.25] Magic Smoke Industries Infernal Robotics - 0.19.2

    Magic Smoke Industries - Infernal Robotics
    Making Things Move At Launch AND In The Editor!!!!!

    Infernal Robotics Parts Pack - v0.19.2

    Do not attach IR parts directly to docking ports. It will make your life miserable. You have been warned!

    NOTE: All files should be deleted and reinstalled for the new version. I had to fix the transform for all the parts. I did however make a mistake in a CFG for closed hinge, delete the 2 in it if you have a craft in flight that uses them before loading your game. I can't fix the package as I'm currently not at a computer for a bit but I will be online periodically with my phone.

    name = IRHingeClosedScaleable2

    When updating replace everything!!!

    Download from Curse
    Download from Kerbalstuff

    YOU MUST INSTALL TWEAKSCALE SEPARATELY: Here

    Changelog for 0.19.2
    Removed Toolbar mod. Stock toolbar support is now available. Mod supports both.
    Implemented MODEL{} referencing, now saving a few megs of texture space.
    Pro TIP: You will NEED to replace the KSPAPIExtensions.dll that is included in the TweakScale plugins directory with the one that is provided in the Infernal Robotics install.

    Changelog for 0.19.1
    Fixed the undo (control-z) bug and the base creep bug.

    Changelog for 0.19a
    1. Exposed rotation to the tweakmenu and hide rotationDelta. It was useless for users. Now kOS users can have fun.
    2. swapped control button methods so now those in the position editor will match what the servo control window does at launch.


    Changelog for 0.19
    1. Stock Toolbar support. delete the toolbar folder if you don't like using it.
    2. Electrical use is now enabled. Power usage values also scale with tweakscale. If you don't want to use it, edit the config.xml located in: GameData\MagicSmokeIndustries\Plugins\PluginData\I nfernalRobotics and change 1 to 0
    3. Lastly ----> You can now move the parts in the VAB/SPH!
      In the group editor in the VAB/SPH you can now move ALL the parts simultaneously.

      In the tweak menu of an individual part, you can now open a position editor for that SINGLE part! << and >> move the part as you hold down the button. < and > do steps of 1 so you can fine tune the position.

      Custom speed is NOT a feature currently in the VAB. I still have some issues to contend with even considering this an option. This will at least get your parts moving amiright? I mean, this wasn't a feature before, be thankful of all the hard work I've done.


    Demo:


    Other parts supported by Infernal Robotics

    Tired of wobbly structures? Give ActiveStruts a try (lots of options): http://forum.kerbalspaceprogram.com/...uts-Dev-Thread



    How do I use the gantry and it's variant?


    Source
    Source

    This software & parts are released under the GNU GPL version 3, 29 July 2007.

    My free time is quite sparse these days but I make the best of what I can do to keep this plugin going. If you think I deserve anything (mostly beer!), feel free to donate.


    HOW TO INSTALL
    Standard way


    While inside the KSP directory


    If you want to make your own custom robotic parts, fret no more! I wrote a simple tutorial on how to do so: http://forum.kerbalspaceprogram.com/...obotics-plugin
    Last edited by sirkut; 8th November 2014 at 20:56.

  2. #2
    This is fantastic!! My OCD was a gibbering wreck in the corner of the VAB before, but now it is content beyond belief. Thank you very much

    Edit: Would you mind putting a link to the required plugin just to make life a bit easier?
    Mod Setup;
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  3. #3
    Kerbal Wannabe Simplicity's Avatar
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    Many thanks for this, as I said in the other thread this is going to make my life a lot easier joining parts to my large stations - now I can finally start building my Mun station

    One request tho if I may, is there any chance you can make square washers so they fit with the Lack Luster parts
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  4. #4
    Quote Originally Posted by Simplicity View Post
    Many thanks for this, as I said in the other thread this is going to make my life a lot easier joining parts to my large stations - now I can finally start building my Mun station

    One request tho if I may, is there any chance you can make square washers so they fit with the Lack Luster parts
    I'll see what I can conjure up.

  5. #5
    Quote Originally Posted by Simplicity View Post
    Many thanks for this, as I said in the other thread this is going to make my life a lot easier joining parts to my large stations - now I can finally start building my Mun station

    One request tho if I may, is there any chance you can make square washers so they fit with the Lack Luster parts
    that's not going to work, since the ports themselves are still square. you'll be able to get the main body aligned, but you'll still have the docking port at an angle, looking like you drew outside the line. in space.

  6. #6
    Rocketry Enthusiast
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    @Sirkut, I got to play with the washers this evening - they are awesome! Not only do they completely replace the rotatron functionality in a smaller and more aesthetic part, but they work great No bouncing or bugs I've experienced yet. So far, I'm using them to make a low-g vtol probe with ion engines - 'the hummingbird'

    Thanks!

  7. #7
    Quote Originally Posted by Simplicity View Post
    Many thanks for this, as I said in the other thread this is going to make my life a lot easier joining parts to my large stations - now I can finally start building my Mun station

    One request tho if I may, is there any chance you can make square washers so they fit with the Lack Luster parts
    Done? Made it slightly larger to support the "Engage Lock" feature once I get it added to Damned Robotics/Infernal Robotics so you can select it easier. Had to use a screenshot to waterpick the orange so I could use it as a "center" indicator. Going to ask Lack Luster Labs first before releasing it to make sure it's ok.



  8. #8
    Kerbal Wannabe Simplicity's Avatar
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    Quote Originally Posted by sirkut View Post
    Done? Made it slightly larger to support the "Engage Lock" feature once I get it added to Damned Robotics/Infernal Robotics so you can select it easier. Had to use a screenshot to waterpick the orange so I could use it as a "center" indicator. Going to ask Lack Luster Labs first before releasing it to make sure it's ok.
    Oooo, that looks great, here's hoping Lack doesn't have any objections to us using it. - thank you very much for going to the trouble of figuring it out and making it...
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  9. #9
    Supreme Addon Commander DYJ's Avatar
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    Infernal robotics still has no source available and as such is in violation of the forum rules.

  10. #10
    Quote Originally Posted by DYJ View Post
    Infernal robotics still has no source available and as such is in violation of the forum rules.
    Thanks for the heads up DYJ! I will remove the link and see about placing a fork with my source code which will provide the locking mechanism.

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