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About Trufiadok

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  1. I'm a little busy for the holidays. I plan to reinstall KSP because version 1.8 is not running. I will also try the package you reorganized.
  2. CA2_LEE part doesn't need MODULE[KASModuleMagnet]. It remained in the config file by mistake. The fasten function is implemented by MODULE[WireSnareLock].
  3. Thank you very much for your work so far. Hope I didn't mix it with IRminimal very much?
  4. If you already have the original MagicSmokeIndustries folder installed, you need to replace the MagicSmokeIndustries\Plugins folder with the InfernalRoboticsMod folder. If the MagicSmokeIndustries folder is not installed then the full MagicSmokeIndustries folder must be installed. This includes the modified InfernalRobotics plugin. The IKRC plugin uses the InfernalRobotics's API. To my knowledge, IR NEXT currently has no API.
  5. MMS has SSRMS (Canadarm2) and SPDM (Dextre), but doesn't have MBS (Mobile Remote Servicer Base System) and MT (Mobile Transporter). Canadarm2 can't move than worm. Dextre doesn't have the final "dress" texture, yet. (I'm not very strong in texture making.) Creating an MBS is basically a modeling task. (It's a matter of time.) Realizing MT is a big challenge. It is a serious task to create connectable Truss elements, on wich MT unit can move through. (Anyone have any ideas?)
  6. This is probably because the repository on GitHub is not well structured. You have also installed directories that belong to the source. There is a lot of truth in what @Stone Blue wrote. This is what causes most problems for users. Please, send KSP.log for me. ("" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log) I accept your help and thank you in advance!
  7. Thinking of "worm movement"? The basic problem is that in KSP (in Unity), the parts are structured in a Parent-Child structure. This dependency chain is very difficult to reverse in flight mode. There are two reasons why the worm mode doesn't work: 1. The IKRC module operates in base element-servo motors-endeffector structure. If you want to replace the functionality of the elements, you need to re-structure the inverse kinematic chain. This could be done but is not yet part of the module. The bigger problem is the second reason. 2. Used servo motors are managed by the InfernalRobotics module. These motors "work" so that the 3D model has a dedicated stationary part and a dedicated moving part. The stator and the movable part are not interchangeable, because movement is accomplished by rotating the entire motor and with it the subsequent part with the desired angle and then rotating back the stationary part with the desired angle. That's why MagicSmokeIndustries has "Rotor" and "Rotorb" part. PS: I'm working on the problem and there are positive results. It seems that the 2nd problem can be bypassed. Have you tried in version 1.2.2 and it doesn't work? What's the matter with it? If you think, send KSP.log for me. ("" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log)
  8. If you think, send KSP.log for me. ("" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log) I will try to help.
  9. I can help to you faster if you send me the KSP.log file. ("" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log)
  10. I extended the WireSnareLock plugin with KSPAction functions. The following functions can also be controlled from an Action Group: "Turn on DockingPort/Turn off DockingPort" and "Activate WSLock/Deactivate WSLock". The WireSnareLock.dll file updated on GitHub.
  11. I checked my own ksp version, this is 1.7.3. It works for me. I created an email "" for this you can send the log file (eg path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log). I'll try to find out from this what's wrong. I'm working on "bugdetector".
  12. I'm going to look at what is the problem with version 1.7.3 and change the plugin's bug fixes to cause less "headaches".
  13. Thank you so much for this great tutorial video! Helpful for those who are just getting started with the IKRC plugin.
  14. This is an interesting approach. It's worth thinking about. The "hudTextureFile" parameter defines the "green" crosshairs picture, in TRF_CA2_LEE_wCam\part.cfg, TRF_OTCM1.cfg, TRF_OTCM2.cfg files. MODULE { name = Ca2LeeCam fieldOfView = 30 changeableFieldOfView = false wideFieldOfView = 60 narrowFieldOfView = 30 camTransformString = CamExt cameraID = OTCM1 Camera hudTextureFile = otcmhud_real.png }