smithton
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
smithton replied to sirkut's topic in KSP1 Mod Releases
The best answer is a little more nuanced than that Henk: -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
smithton replied to sirkut's topic in KSP1 Mod Releases
I tried replacing <string name="exemptModuleType3">MuMechServo</string> with <string name="exemptModuleType3">ModuleIRServo</string> in the KJR config.xml but leaving <bool name="multiPartAttachNodeReinforcement">1</bool> hoping that it would improve things, but the IR components seemed more bound together and stuck than the default KJR config. Seems like the best current option is still simply changing multiPartAttachNodeReinforcement to 0. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
I found a bug I believe. When assigning shortcut keys to servo groups if uppercase letters are used all servos cease to function using either the key or the gui to activate the servo. I'm using the 0.16 and the newest rework stuff. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
Sweet about the update! I'm not concerned about my save, the only reason I continue to play ksp is because of your great mod. Thanks for the work you do! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
I just updated from 0.14 to 0.15d with a clean install of kerbal. Am I doing something wrong or do the min and max angle bounds no longer work on any of the rotatron parts from both sirkut and zodiac? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
Oh thanks goodness, I was sweating for the last 5 minutes. I hope you're not sick of hearing it, but for(1..Infinity){println("Thanks!")} for your efforts working on this mod. I went out of town the day of the update and was going to be gone for only a couple days; I can't play on this crap laptop I'm using and decided not to bother going back home to my gaming rig until you've had time to fix it, since I have no other real reason to return home My parents are thrilled to have me visit this long and my mom would say take your time! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
I've been working on a .craft file parser to help me set action groups in a less tedious fashion than the game currently supports. Is that kind of thing verboten? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
Oh man though, That vid is great! You are a devious builder! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
I'm not sure about this but it may be possible to get the effect you desire using an action group and the IR parts "Move +" and "Move -" actions. It seemed to me that once activated via action group it would keep moving indefinitely. I'm pretty sure I accidentally created a behavior similar to what you are looking for when first using IR via action groups instead of the servo control. I've updated to 0.23.5 so I can't whip something up to test and confirm for you presently. EDIT: I have no idea how time dilation will impact the rotation but I think it worked at 1x at least. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
Thanks for the work you do sirkut, Your creativity has brought an entirely new dimension to the game! -
Yeah, I looked at the KOSMOS stuff, but the aspect I enjoy most playing the game is dealing with the little fiddly stuff and with 200+ mw panels, I'd have had no excuse to make ! I had to create a new game today as treeloader wasn't initializing in my existing career game; New career treeloader worked normally for me.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smithton replied to sirkut's topic in KSP1 Mod Releases
It isn't clear to me from your question, did this problem occur after ksp updated today or in the previous build? The latest build has rendered all my IR ships inoperable in flight, despite everything looking normal and working in the VAB. -
I was working out the very same thing before .23.5 seems to have caused Infernal Robotics to stop working. 240 XL panels @ 75,000 km kerbol orbit are making 470 MW. Part count there is 560 or so by that stage I think. You can see int the vid I need to add some more heatsinks. Edit: I forgot to add it only has two batteries. both are the largest type in stock i believe (4000 charge).