Jump to content

ZodiusInfuser

Members
  • Posts

    1,352
  • Joined

Everything posted by ZodiusInfuser

  1. Thanks. I found the thread for this but not the github link, so ended up exporting them using a GIMP plugin. Fortunately there's only 5 unique textures in the mod so it didn't take that long.
  2. Thanks for the tip! The converted textures will be in the next release.
  3. Maybe it would be useful if you showed a picture of the craft you're testing with. Also I would be very curious to see how the stock robotics would fair with this situation once it arrives later this week. Unless they have implemented some magic we're not aware of, they'll still be bound by the same Unity limitations as we are with this mod.
  4. Okay, I was not aware of this, nor familiar with that file format. How do we create them?
  5. Why? What do you suggest I use instead, and what are the benefits of switching? I'll leave that one for Rudolf to answer You're the first person to complain about them in all these years that those parts have existed. Not going to change them. They were broken when KSP updated its wheel physics several years ago. Maybe I'll get time in the coming months to fix them if I can find a good wheel tutorial. I agree it looks bad but using it is consistent with the stock one, and switching to the ReStock one would add a dependency on our mod for a single part. Its only a model reference though, so if you use ReStock it should automatically switch to their version (although the IR geometry may not fully match any more).
  6. Glad that this is finally out! Hope you all enjoy the new parts! Been a while since I've done modelling for KSP so took me a bit of time to get back into the swing of things. Note that the suspension feet are new for me so I suspect some tweaking will be needed but hopefully they are good enough for people to have some fun with. Here's some craft I tested with
  7. Cool, but again, weird how removing the sequencer would fix it. As I say, because of how we do the texture references of the parts (to save memory) it could be that KSP needs a nudge before it fully realises where they are. Anyway, have fun with the new stuff, and be sure to show off your creations in the release thread:
  8. Did you try it without tweakscale first and it behave fine? Because it could be that removing tweakscale triggered KSP to refresh its database, rather than it being tweakscale itself that causes the problem. Try adding tweakscale again and tell us if they go orange again.
  9. Never had that happen in any of our testing, and even then I can't see how tweakscale would cause it.
  10. The parts being really weak is a known issue that Rudolf is currently looking into, as I have encountered it too.
  11. I'm not trying to make this the "Zodius shows cool stuff" thread but being able to do this with the new parts makes me super happy! They're not the sturdiest thing for landing on due to the IR joints, but it can be done at low enough velocities (that first pic was taken after landing). Also, I'm sure the suspension will need balancing a bit as I have no clue what half the values do
  12. Here's a longer variant Few geometry tweaks to do on both (turns out the foot can only pivot around one axis), but they should be good for people to play with fairly soon!
  13. I honestly can't say. I'm using the stock module for it, so anything that you can do with normal landing gear can be done with these, except these allow for node attachment.
  14. Suspension! This is a part I've had in my modelling folder for ages, but never had chance to finish and rig it up. So thanks to @Eleusis La Arwall for the great tutorial! https://forum.kerbalspaceprogram.com/index.php?/topic/173013-tutorial-for-a-basic-landing-leg/
  15. Cool! I'd be really interested to see if this craft is playing a sine wave or running through a set of user-defined key-frames.
  16. Indeed! That was somewhat the idea with this collection, to offer Rework versions of the rail and gantry, but also provide some new options that fit in with the style. Sadly the legacy parts are quite hard to maintain as nobody on the dev team has the art assets any more, so don't be surprised if they don't feature in the final release. Btw, the lengths are 1.875m and 3.75m for the short and long versions respectively (gantries being the exception), meaning they fit well along the side of fuel tanks and wings!
  17. Thanks! Here's the whole set now in-game! Considering none of these parts existed 3 weeks ago (excluding a few old concept models from 2+ years ago) I think got these made in record time
  18. +1 to this. Given robotics is being advertised as a main feature of this paid DLC, I have yet to see anything that suggests this will be anything more than the bare minimum of implementation. I'd really love to be proven wrong though, which is why we need more info.
  19. Can you test with a single IR joint on top of a command pod? If that works then can you try your craft in orbit or at the launchpad without gravity? I am thinking this could be the same bug I experienced where a joint couldn't lift a relatively light load.
  20. Just thought I'd share another teaser of the rail parts: https://gfycat.com/BlandSpryBarb
  21. Odd. Which version are you running, and do you see the robot arm icon over on the right (same icon as in the editor)?
  22. I've encountered that bug too. Now you say it's more realistic, but let me introduce you to https://en.wikipedia.org/wiki/Slip_ring . Used them myself and they most certainly get around the wires twisting problem. It is a Utilitron, but in this case it's from the below mod rather than the Utility Pack.
  23. Yes, and for the purposes of counting how many unique rotation types there are then these are indeed the same. They just cannot be achieved with the same model though, as the rotation axes need to be in different places such as below: -90 to +90 0 to +180
  24. I can see why you count joints and hinges the same, as fundamentally they do the same thing. However, one goes from -90 to +90 and the other from 0 to +180, and to do that requires differently designed models, hence me counting them separately. Ah, I put the correct number of 5 but thought one in the scorpion picture was a hinge when it was just another joint, so no (3) hinge for large truss shown yet. I'll edit my post to correct that. I would agree with that, and think it would cover what most players would want. Funnily you describe everything that is in IR already, even that 6-7. Admittedly that one is not sized for ships but maybe I'll offer an option if Squad don't. Likewise!
  25. Interesting, I hadn't seen that article. Eager to see the robotic controller they mention. Sad that the robot arms they talk about though sound like-all-in-one parts that play a deploy animation rather than be user controllable (unless the controller is a combination of both IR and Kerbal Konstruction style).
×
×
  • Create New...