sirkut

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Everything posted by sirkut

  1. Please keep the red as an option. I'm in love
  2. Unfortunately unless I'm missing something I can't have 2 transforms named dockingNode on one part which is why I was creating a copy of the code to create BasicPartCameraModule which mirrors what the docking module code had. I didn't want to use the partmodule because i dont need all the additional controls. The example above would look like this in the CFG: MODULE { name = BasicPartCameraModule dockingNodeName = Camera cameraName = Lower Arm Camera noise = false } MODULE { name = BasicPartCameraModule dockingNodeName = Cameraa cameraName = Upper Arm Camera noise = false } if you know of a better way please let me know.
  3. I have an odd question @linuxgurugamer Would you accept pull requests? I am working on a robotic arm mod that currently uses a custom fork of the docking camera kurs mod so you can utilize cameras from various angles. It's not much of a change but was curious if you would merge something in if I sent it. Here's an example:
  4. About time! Can't wait to give this a whirl. I've been holding off trying anything until you were happy. Kudos @Rudolf Meier
  5. I'm doing some interesting "fixes" to some old transforms and I want to know when the Save button has been clicked. I tried AddListener but it disables my other menu clicks from the part module. I basically want to write an extra method that piggy backs _after_ the OnSave method.
  6. That's not infernal Robotics, it's a WIP and its currently named Infernal Robotics ARMS which is entirely different than the standard IR mod. I'm going to give it a new name to avoid confusion.
  7. Lol maybe go with soon.i need to redo the UI as it uses the old OnGUI method. Also working on shaders for camera styles.
  8. I'm not bringing that entire UI back, I prefer a more simpler approach. Maybe down the road I'll tweak and give it more but for right now I just want it to "go <" and go ">" and maybe center I'm currently fleshing out other features which i think will be very useful.
  9. I haven't found the fix as gave up for the time being and worked on getting my main portion of my mod finished. I do however need to get back into it and fix it. I ran into those weird issues.
  10. Still a work in progress and the jeast parts aren't going to be used if you downloaded it. Requires a new part which I did create utilizing those parts.
  11. I'm working a robotic arm mod that does all that with a much simpler interface. I'm currently working on adding more more additional feature then i'm going to release it. Let me know what you need, you can DM me and I can get you squared away. Forgot to include my WIP post:
  12. Well I spent some time to allow groups to be used (in order to utilize RoverDude's Konstruction parts such as the Crane and Forklift):
  13. This is already useful, it helps me with my robotic arms plugin. Thanks!
  14. So just a little update: I have 3 arms working with this mod: Jeast's Canadarm 1.71 (I took the components and used them to make 1 arm: Romfarer's Canadarm and Buran arms from this pack (UNTOUCHED): https://www.curseforge.com/kerbal/ksp-mods/robotic-arms-pack I've now got my arms saving positions both in the VAB-SPH and in flight. Great for changing up the position before launch. Magnet works (although if you run what you picked up into yourself there is a weird force that acts on your craft). I have a speed setting and you can set an angle (snaps it to the specified angle). Without much further ado, here's a preview:
  15. Yeah soon. Just need to do one more thing and tidy up my horrible dart board code.
  16. It's a single part, no joints are used in the handling of the translations of the arm. There will be no sagging or anything with this method. If you are familiar with Romfarer's Lazor mod, he had a robotic arms pack, it functions similar to that method and not infernal robotics "method."
  17. Been on a huge hiatus but I decided to pick up where I left off. This is the page before where I was working on it then sorta set it aside for a few good years (Note to avoid confusion I'll be giving it a new name): Being that I've been a huge fan of Romfarer's Robotic Arms pack (the Buran and Canadarm) I wanted to see if I could write a similar plugin. Currently I have both the Canadarm and Buran arm working from Romfarer's pack WITHOUT any editing from the models. Just a CFG and one is good to go. I also took Jeast's Canadarm mod and put all the pieces together to form 1 robotic arm part. I also have the magnet portion working with a little red range finder to help point the arm to your target. Only thing left is saving the state of the arm and tidying up the code(possibly revising it some) and I'll release it along with Jeast's complete arm and the CFGs if you want to use Romfarer's arms. If anyone wants to create any arms, please refer to the old thread on the hierarchy. Here are some videos (note I also got DennyTX's docking camera to work, I'll be submitting a minor change to his code to support this): Jeasts Canadarm: Romfarer's Buran: Finally for a little fun I added the module to a version using Roverdude's Konstruction CFG setting to the Canadarm. Both work well together too.
  18. I came out of hiatus and was curious if anyone knows if its possible to move a FixedJoint and all of it's "children." It's the final piece I need to focus on resolving my 4 year old Robotic Arms plugin. I'm currently using KAS to attach my arm to another item, that part works but I am not sure yet if its possible to move the joint that's been created by KAS that attaches it to the other part just yet.
  19. Anyone have code to draw a "Center of Mass" ball for debugging purposes or mods that utilize this so I can get a handle on what I need to do.
  20. Is it possible to create a docking node dynamically via code,specify the position as well orientation?