sirkut
Members-
Posts
2,575 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by sirkut
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
There is nothing that can be done to make the joints more rigid. Blame that on unity and it's joint system. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
One day I will upload the pack as I'm now the sole person in control of them. -
Nobody would be complaining if you removed it? GraafTork, meet Dragon01. Dragon01, meet GraafTork.
-
[WIP] Salyut Stations/Soyuz/Vostok/Voskhod/ASTP - Released!
sirkut replied to raidernick's topic in KSP1 Mod Development
Awesome work! -
What needs updating?
-
I can but I just haven't contacted romfarer and ask if it's kosher to do so.
-
Wrong. That is not how the Lazor robotic arm pack does at all. Lazor creates a dummy gameobject based of of the tip's mesh and uses that to create a fixed_joint when attaching it to something.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Wouldn't invert axis work in this case? -
lo-fi. if you discover anything I'm all ears. The way that this robotic arms (RA) plugin works is completely different than how the IR plugin works. For IR, there consists of 2 separate meshes, each joined at the origin. By naming the mesh, a joint is then created between the two meshes allowing it to move. The way that RA works is the entire part and it's meshes are compiled into a descending hierarchy as noted in the OP. If I move the topmost mesh, the whole thing moves, etc and this is done by merely doing transform rotations (at the moment, I will do pistons eventually). By doing it this way I have to rethink how to do the joint for the endmost point of the robotic arm in order for this to work.
-
The only issue now is attaching the arm to objects. Once that is done it is complete. Everything else works. Movements and the camera is all working.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I need to see the output_log.txt file. -
[SOLVED] KSP won't use updated model.
sirkut replied to CaptainKipard's topic in KSP1 Mod Development
Now that is something worth noting. -
[SOLVED] KSP won't use updated model.
sirkut replied to CaptainKipard's topic in KSP1 Mod Development
Try deleting the .mu file and export it again. I've had this happen a few times. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Nope. Only the docking washer. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Is missed? It was never available. Part count reduced by one, not sure if that is worth the savings alone. Last time I attempted this it would require a destroy/recreate the actual joint for the setting to be done and that caused issues. I'll revisit again but I offer no guarantees. As for the rotational issue I'm aware of it, for now just don't keep going back and forth that many times. Save and save often so it doesn't creep much. -
It's in the wiki if you consider that a reliable source. http://en.m.wikipedia.org/wiki/SABRE_(rocket_engine)
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
People have found that some solar panels on IR parts cause weird oscillations. I think it's the springiness of the IR parts and the movement of the solar panels trying to realign towards the sun. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Make sure you don't have any other versions of tweakscale running. Update to the latest and if it does the same thing you can downgrade to tweakscale to 1.44 and report it in the tweakscale thread. It should have been fixed already. -
[1.8.x - 1.12.x] Salyut Stations (Salyut/Almaz) - 8-26-21
sirkut replied to raidernick's topic in KSP1 Mod Releases
I'd say show the log file. Sometimes it's probably another mod causing issues such as these. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
sirkut replied to nli2work's topic in KSP1 Mod Development
Ok you have my attention with the tug. -
2/10 I've seen you sporadically when I go outside the modding sections.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I need to see a log file but what it could be is when I implemented tweakscale the small and half sizes were removed in favor of tweakscale. One option is to keep your old version of IR and update everything but the CFG files. Only caveat is you won't be able to tweak the sizes from the editor. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
When you "reinstall" IR are you just copying the IR directory you had back into the game? If so, do a fresh install of IR from the zip package. I suspect the coordinates for the control window are out of the range of your window. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
If you want the various sizes then TweakScale is necessary. if you want to be stuck with the "standard" size of each part, feel free not to use tweakscale.