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KSP2 Release Notes
Everything posted by Ziw
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It is a sensible idea, although it would be hard to implement it properly, as there is no such thing saved as "Original Position" for a sequence, and it is hard to define one as well, as it might change depending on the result of user input or other sequences. Sequences stop when something changes in the vessel due to a number of reasons and more as a safeguard from null-refs. What I can try to do is stop/reset only the sequences affected by lost/detached parts, although it is a challenge on its own.
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Ok, here's the beta release with FSM functionality. https://github.com/MagicSmokeIndustries/IR-Sequencer/releases/tag/1.0-beta1.1 This is a save-breaking update, you will lose sequences on your existing crafts and will have to recreate them, tread carefully. Also you must do a clean install (delete previous version of IR Sequencer and install 1.0beta). ModuleManager is required, but not included in the download. Please post any issues you encounter here with a link to a log, this release has some verbose logging so I can see what went wrong.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
You might want to use this dll in your IR to use the new integration properly. https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/0.21.5-pre I will not make it a proper release though, I have bigger plans for the next update. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
It's a bit old, but it should work nonetheless. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Did you try an alternative free rotating part from Zodius Model Rework (see below)? -
Well, yes. There are couple important things though: 1) You can now have more than 1 sequencer per vessel, so you can have a sequencer for Legs separate from sequencer for Arms for example. It is achieved by moving all sequencer logic to PartModule and is for now attached to probe-cores. This sequencer stores its States and corresponding Sequences and manages their proper execution. 2) For each sequencer module only one state-changing sequence can be executed at any given time, although if you have non-statechanging sequences, any number of them can be ran simultaneously as long your sequencer's current state matches their start state and they don't lock each other's servos 3) Although you can have multiple sequencers, keyboard shortcuts are shared between them, so you can use one shortcut key to start/stop multiple sequences across multiple sequencers, but only sequences with proper Start State will be started, depending on the current state of each of the sequencers on your vessel. P.S. All this was made possible thanks to @ZodiusInfuser, who poked me enough about this feature although he is really busy IRL.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
For now you can only achieve this using Quantum Struts or Active Struts to handle the weight and lifting power of the wings. Alternatively you can scale up the hinge/rotatron parts in part.cfg to make them bigger with bigger nodes and bigger mass - it has been reported to help as well. -
Small teaser for one of the upcoming features of new version of Sequencer. In short: Sequencer will allow you to create Finite State Machines, with all Sequences having a Start State and End State (could be the same state). If a sequence that changes the current state of the machine finishes successfully, then state is changed to the sequence's End State and if there are any sequences, that are set to auto-trigger on machine entering their Start State - they will be started (see how lights begin to flash as soon as the tower is raised by Raise Tower sequence). Current state of UI is only temporary as there will be a major UI overhaul once KSP 1.1 is released.
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New GUI will bring more pain, at least at first, but better performance, so its worth rewriting all UI, especially for UI heavy mods like IR and Sequencer. As for your question - no, there is no problem like that, you confuse this with presets in IR (which indeed need to be in ascending/descending order).
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It may become obsolete soon, but you may peek some basic stuff here https://github.com/MagicSmokeIndustries/IR-Sequencer/blob/master/IRSequencer/IRSequencer/Gui/Sequencer.cs#L726 Main Method is onGui, but it seems you already got this figured out.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Oh, that is new What if you just drop them first and then pick up and attach to the new ship? That should definitely work, at least it worked before when I tested it. -
Mod update for 1.1 - how long it will take after 1.1 came out?
Ziw replied to omelaw's topic in KSP1 Mods Discussions
Well, I hope someone (like TriggerAu) starts the library. I'll try to contribute as much as I could, and these DefaultControls could be the building blocks for this library. Our mods (IR, Sequencer) involve a lot of UI elements, so need that as well, although we might use the AssetBundle solution to load some UI prefabs. As for Layout (like the analogue of the old GuiLayout) - I'm going to try creating new http://docs.unity3d.com/Manual/UIAutoLayout.html from code, as far as I understand you need to add some components to your UI elements (like http://docs.unity3d.com/ScriptReference/UI.LayoutElement.html and http://docs.unity3d.com/ScriptReference/UI.HorizontalLayoutGroup.html) and let Unity arrange the items for you. -
Mod update for 1.1 - how long it will take after 1.1 came out?
Ziw replied to omelaw's topic in KSP1 Mods Discussions
There is a bug in documentation, it actually uses this Resources (you can check the source code for proof) http://docs.unity3d.com/ScriptReference/UI.DefaultControls.Resources.html public struct Resources { public Sprite standard; public Sprite background; public Sprite inputField; public Sprite knob; public Sprite checkmark; public Sprite dropdown; public Sprite mask; } -
Mod update for 1.1 - how long it will take after 1.1 came out?
Ziw replied to omelaw's topic in KSP1 Mods Discussions
Hmm, are you sure? Here's the source code of DefaultControls: https://bitbucket.org/Unity-Technologies/ui/src/b5f9aae6ff7c2c63a521a1cb8b3e3da6939b191b/UnityEngine.UI/UI/Core/DefaultControls.cs?at=5.3&fileviewer=file-view-default There is nothing there about asset bundles at all. -
Mod update for 1.1 - how long it will take after 1.1 came out?
Ziw replied to omelaw's topic in KSP1 Mods Discussions
Will this help? http://docs.unity3d.com/ScriptReference/UI.DefaultControls.html It is not much, but at least it handles the creation of basic controls for you, all you need after is position and tweak them to your liking. Also I do remember somebody at Squad mentioning that they will provide modders with access to some UI library they made for themselves, but it was a LONG time ago, back in September or something like that. -
No, it's a Unity thing. You can try to scale them up and make them bigger, with bigger nodes - that helps a little.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
You can actually do it, but you will have to save and load the game or switch to other vessel and back so IR re-reads the new vessel structure. -
If you attach really heavy loads, you might consider Quantum Struts or Active Struts to hold things in place once you stopped moving them around. Apart from that and tweakscale there is not much else you can do. Can you post a gif of a 1 ton wobble? In my experience you only encounter problems with joint rigidity when you attach really heavy loads (5t+) or wings to IR parts.
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Use IR Model Rework Parts by ZodiusInfuser They are much more rigid.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
BTW, kOS devs in the dev chat are seriously discussing making this possible: https://www.reddit.com/r/Kos/comments/438nkx/robot_wars/ I'm really looking forward to what people may come up with -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Ah, this is fixed in dev version of KOS, and should be definitely in the 0.19 release that is coming really soon. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Hi, KOS devs specifically forbid this kind of interaction, I think they've even closed the loophole with getmodule():doaction() for vessels in physics range in latest version. But now we can send and parse messages between kOS CPUs so you can work around it and actually use IR integration properly (coming in 0.19 of kOS I believe, but I may be wrong). As for limit snapping - I'll have a look into it, although I think it has to do with 150 acceleration you have on that part. Anyway I'll look into the formula just in case it can be remedied easily. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
As V8Jester pointed out it there is a warning on the OP re docking ports. Usually adding a fuel tank between a docking port and IR part completely solves the issue, but YMMV