Deceptus
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Yeah, you guys have to forgive me. I am usually running (at best) at 45% when it is 7 am. I saw it was updated, so I informed. Will get back to testing when I get home! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
I've tried multiple stock parts, but they still pop at times. I did notice that the hydro arm and the VTOL are still rotating/translating on wrong axis/in wrong translation, which is a simple fix. Here is the craft, if you want to try it out. http://www./view/4ky7qb2km2a7trg/Craft.craft Oh, and apparently, the 23.5 patch was released as well. Just an FYI. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Wait, pogo stick?!?!?!? That's what I get for skimming.... When I get home, I'm going to do more extensive testing. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Try removing the hydros, flipping them in space, then reattaching them. It could be something I noticed (that fixed it) and didn't think twice about it. Or, you could have another problem entirely, which may be an error in the .cfg file. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
I see it now. Beyond that, on my end, I'm not seeing hardly any other issues. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Not meaning to double post, but the free-moving washers don't move freely. They behave more like the motorized ones. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
The powered hinges, hydro cylinders, and the rota-dock washers work fine. just made a quick solar panel array on a mk 2 can which would work great with that panel deployer mod. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Nope, not trying in Career mode, strictly sandbox. I'll futz with it tomorrow, maybe it was a bad download on my end. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Maybe it is just me derping at midnight, but the parts aren't showing up, even after a forced reload. It shows up that an additional 50 parts were added (up from the standard 229) but there is nothing in the VAB or the SPH. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Sweet. Fresh install, here I come! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Hey man, no rush. You've busted your backside working on this. I was just pushing a shameless plug for me taking over the world! >xD -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Blasted DSL. When I take over the world, I'm making fiber optic a freebie. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
I am tempted to do a fresh install just run it, with backups tucked away. This could be an interesting evening.... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
I'm certainly down to lend a hand as well, if need be. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
It's not just on your end. I noticed last night it did it on several things, like the hinges falling apart, et cetera. I think it is a matter of placement position, but I could be wrong. As far as nodes are concerned, yes, the nodes look off on the pistons, and I was wondering the same last night after looking at them. I haven't used this mod in a while (when KSP first hit early release) so my memory is a bit hazy on what it looked like then. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Awesome, sirkut. Can't wait. Phoenix, can you give an example to clarify? If it is what I think it is, it may not just be a positional (x, y, z) change but a value (+/-) change as well. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
I'm going through and editing all the parts I use on a regular basis, and the rest, oh well. If I put it on and it doesn't work right, I can always edit it fixed. Those less savvy may need someone to do it for them, however. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Normally, I would agree, but this was a quick test on one part, and was the first edit (assuming x, y, z) made. Does it make sense? Probably not, but it works. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Deceptus replied to sirkut's topic in KSP1 Mod Releases
Nice work, ogm. For example, the VTOL rotatron is supposed to rotate, not flex. In the config, it says rotateAxis = 0, -1, 0 but to work properly, it would be rotateAxis = -1, 0, 0 -
LLL - Lack Luster Labs - Development Thread
Deceptus replied to Lack's topic in KSP1 Mod Development
Yeah, which seems to be the typical way of doing things. Also, I have made a manned rover I *really* like, and sadly it doesn't fit into the 2x1 bays, so I was going to try and replicate the enclosed bay with the legs, but the bay sit in a slightly larger cavity inside the craft. There goes that idea. -
LLL - Lack Luster Labs - Development Thread
Deceptus replied to Lack's topic in KSP1 Mod Development
Lack, I must say, the mods are awesome. I am experiencing one issue, however. I am trying to create an SSTO Dropship that can VTOL at the target location (Mun, et cetera), utilizing your Drop-Ramp Cargo Hold, and/or the detached legs. Anything attached to the pad (the lowering/raising section where payload would sit) does not travel with ramp/legs. Am I doing something wrong? For point of reference: Note the Clamp-O-tron JR at the bottom. This is what happens when trying to close the bay: I am tempted to try and add attachment nodes so the parts attach properly, or use a wielding mod, however, I am really not wanting to. Any suggestions/work-around/fixes for this? -
Ah. That makes sense. Thanks for the info!
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Was tired of not being able to use the External Command seat as a crew able seat for my rovers/hot drop ships, so I decided to mod the config file. Everything is working fine, except for one small problem: The chosen crew member does not show up in the seat at launch, nor does their camera profile at the bottom left of the screen. Anyone able to tell me where I went wrong?