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Alewx
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Everything posted by Alewx
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Glad I could help.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
IR/MSI and Kos is used to create this crazy running mechs. amazing constructions They should utilize these kinds of loops, you mentioned. But for more info, you would have to ask one that has more insight into Kos, I never used it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Isn't that more like something that is done with Kos? -
Don't worry, Restarting the game is the safest way. I will look into Sarbians ModuleManager, his last official version contained a reload of the database with the mod configs, maybe it is accessable. But the problem with Lod On Demand would not be fixed by that.
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And in case that he uses any other mods that work with ModuleManager, or he uses Loading On Demand, it won't help him, as it would break the running gamedatabase.
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OK, do you also use, PartCatalog or something like it? Also to get a welded part available in the partslist, requires a restart of the game. But the log will give more information.
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Do you get after that the confirmation that a new part was saved? Otherwise please provide the ksp.log or the Output.log.
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Alewx replied to Stevie_D's topic in KSP1 Mod Releases
Thanks, looks like that is it:) -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Alewx replied to Stevie_D's topic in KSP1 Mod Releases
Nice, nice, I will mark it for further comparison with my mega ship But still how did you make the picture? A lot of photoshop work or any tool that helps you creating such a concept? -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Alewx replied to Stevie_D's topic in KSP1 Mod Releases
And you made this how? Also is it concept you are planning to launch, or parking in orbit for departure? -
Yeah one glimps of what I'm planning to do with it Oh and it is not a spacestation. @MasterTao: I need it just at 5m size, everything else would look strange. I changed the scaling to make the parts more my taste for Fitting into the regular diameter sizes. with my scaling the parts are just slightly wider than regular parts of that size. The Stock_Attach nodes are just for my comfort, to add the parts in "clean" shape, but afterwards I hope to delete them anyway. Ok you got the point for it, I just changed the stack_top node size from 1 to 2, and instantly the part was no longer working correct with IR. That is all what causes my problems. So Tweakscale is only the tool that helps to bring up this problem and no incompatibility itself.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
But if his magic code works, no matter how crazy, everything is fine I hope he is not having too much trouble with his new floor in the house. I enhancd and debugged the weldingplugin, it was not nice. I posted in the stationpart thread. -
Looks like tweakscale and the station rotation ring are giving me trouble with the newest version of IR 1.9a. My tweakscale file of the stationring and the stationcore: SCALETYPE { name = IR_StationCore freeScale = false scaleFactors = 0.625, 1.25, 2.5, 3.75, 5 scaleNames = Small, Medium, Large, Huge, Extreme defaultScale = 1.25 } SCALETYPE { name = IR_StationRing freeScale = false scaleFactors = 0.625, 1.25, 2.5, 3.75, 5 scaleNames = Small, Medium, Large, Huge, Extreme defaultScale = 1.25 } And the Ring part itself: PART { // --- general parameters --- name = ringstandard module = Part author = r4m0n (code) ||Sirkut (code) ZodiusInfuser (model) / Devo (texture) // --- asset parameters --- //texture = ringwide.png mesh = model.mu rescaleFactor = 0.416 //rescaleFactor = 0.75 // --- node definitions --- node_stack_connect01 = 0.0, 0.0, 1.25, 0.0, 0.0, 1, 1 node_stack_connect02 = 0.884, 0.0, 0.884, 1, 0.0, 1, 1 node_stack_connect03 = 1.25, 0.0, 0.0, 1, 0.0, 0.0, 1 node_stack_connect04 = 0.884, 0.0, -0.884, 1, 0.0, -1, 1 node_stack_connect05 = 0.0, 0.0, -1.25, 0.0, 0.0, -1, 1 node_stack_connect06 = -0.884, 0.0, -0.884, -1, 0.0, -1, 1 node_stack_connect07 = -1.25, 0.0, 0.0, -1, 0.0, 0.0, 1 node_stack_connect08 = -0.884, 0.0, 0.884, -1, 0.0, 1, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 // --- editor parameters --- cost = 500 category = Utility subcategory = 0 title = Space Station Ring Standard Size manufacturer = Magic Smoke Industries description = Standard sized space station ring. Attach the standard sized space station core to complete the set! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 stackSymmetry = 7 // --- standard part parameters --- mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 999 maxTemp = 3000 breakingForce = 999 breakingTorque = 999 MODULE { name = TweakScale type = IR_StationRing TWEAKSCALEEXPONENTS { //mass = 0.025,0.05,0.15,0.5,1.5 mass = 0.1875,0.375,0.75,1.125,1.5 } TWEAKSCALEEXPONENTS { name = MuMechToggle ElectricChargeRequired = 0.5,1.0,2.0,4.0,8.0 } } // toggle parameters MODULE { name = MuMechToggle rotateJoint = True rotateAxis = 0, -1, 0 keyRotateSpeed = 50.0 rotateLimits = False limitTweakable = True jointSpring = 0 jointDamping = 0 stepIncrement = 1 onActivate = False rotateKey = left revRotateKey = right fixedMesh = FixedMesh servoName = New Rotatron motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path ElectricChargeRequired = 2.0 } } The part works fine as long as my tweakscaling is default or below, but as soon as I go above it, it messes up the rotation to only a minor shaking of the ring or no movement at all. Running in: x86 mode with Version 0.24.2.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Wasn't is Sirkuts mod? But the mentioning of TS might be a hint, I'm running on 1.41, I will update that shortly. The rest in the almost abandoned stationparts thread. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Thanks for the link but, in 18.x they worked fine, today I updated to 1.9 and now they nolonger work. The Changed of the MM file you suggest are already added. Edit: ok you are partially right, but still there is something broken with them, in small and medium they work fine, but the large or even larger tweaked Versions do nothing or rotate like excentric. Might it be related to size and mass? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Hey Sirkut, Nice update, there is only onething, the stationparts are slightly out of date, and seem to no longer work with the IR current Version. Until 1.86a it was possible to tweak the module of the part so that it still worked, but now also the subassemblies with them are broken Well it affects not all parts, one the rotation ring. If you like I could send you the reworked part file where I worked out the scaling problem, although the demand for these parts seems pretty low in the community, but they make it so much easier to build stations and ships with "realistic" rotation. I would really appreciate it, just send me a PM or anything. The new features in 1.9 are really good, the in Editor view is just extra awesome, and electriccharge in action uuuuh Edit: I had to adjust one Tweakexponent to avoid the StationRing to break saves and subassemblies, but the problem that it no longer rotates, is there. -
[WIP] Nert's Dev Thread - Current: various updates
Alewx replied to Nertea's topic in KSP1 Mod Development
WOW man, that is incredible. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Cool, Im ready to download But as I'm upgrading the welding tool, I don't find much time to Play Did you find some time, to think about the Integration of the stationparts? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Alewx replied to sirkut's topic in KSP1 Mod Releases
Really really, I mean really? that is soo cool, I never thought about electric charge for using IR but yeah that was definetly missing. Sooo Cool