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Everything posted by Ziw
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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
Hmm, please post a screenshot of your GameData folder and a link yo your log, I'll look into it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
If you have Toolbar installed then IR use toolbar instead of stock AppLauncher, you need add IR botton on the toolbar via Configure Visible Icons -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Just check out ZodiusInfuser's reworked parts in Addons Development forum They are amazing and much less wobbly as well -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Do you use Legacy hinges or reworked hinges? If you use just one hinge for the whole huge wing you might need to use some struts ( or ActiveStruts/Quantum struts). Unity's joint strength is limited. -
To be precise some simple cases of a reverted joints on parts are handled by IR code, but not all. That is a most likely reason to have at least some people who did not encounter any problems with IR and docking ports. I'm delving deep into the depths of IR code tight now in hopes of fixing most issues, but man, Unity's joint system is really hard to tame if you want to do something complex.
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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
No, only the docking ports -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
It will most likely still be a problem, but you never know for sure until you try. There were some workarounds discussed in this thread about 6 months ago if I recall correctly. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
@ss8913, steve_v is right, docking ports do not behave well with IR unfortunately and it is extremely hard to fix. I have some ideas, but it requires breaking backwards compatibility most likely, so we'll wait until 1.1 BTW do not expect IR to be available shortly after 1.1 hits, I plan a major overhaul, like IR 2.0 that will most likely break some or most of the existing crafts, but on the bright side it might solve some longstanding issues like this one and bring even better UI. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Node strength becomes weaker for sure, but we do not model engine power in IR yet, meaning you can have a tiny servo rotating a massive ship now, unless the joint breaks. -
1) AGX support adds your custom Action Groups from AGX to the list of available commands 2) You can assign a keyboard shortcut to a sequence and you don't need AGX to do that, see screen shot below: the character in the textfield ("2" in my example) is a keyboard shortcut to start/stop this sequence. I can understand the confusion as this field is not documented and for some reason the tooltip does not show up while hovering it. I'll add this to the OP
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Sorry, I missed your question. If you look at the main sequencer window (listing all sequences) there is a text field right next to sequence name - hovering it should give a tooltip as well. It works and looks pretty much the same as in IR mod. i cannot give you the screen shot as I am away from the PC
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Of course, too much festive drinks, sorry.
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--force-dxd11
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Try this http://forum.kerbalspaceprogram.com/index.php?/topic/128660-1051-0-dec-25-2015-dynamic-texture-loader/ And try loading with --force-dxd11 -popupwindow flags or even --force-opengl
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- renaissance compilation
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