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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
I suggest you watch the video in the OP with the new UI features, it will answer a lot of your questions. This behaviour has been changed as far as I understand what you mean, but you can try to replicate something like this with Action Groups or Sequencer Addon (see my signature). Set Acceleration to 100 or 1000 (or any other big number). You can type in values in the Advanced Settings (cog shaped icon). You should really use Reworked parts, they are so much better, and there is a beta release for 1.0.5 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Hinge is a known issue, but unfortunately hard to fix as we lack the original model files. Please give Zoduis's Model Rework a try - he has a very nice collection of IR parts. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
You can type in values for min/max if you go into advanced settings (cog shaped icon) for the chosen servo in the UI. Please watch the video for further instructions. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Sorry about your experience. I've never had any problems with blizzy's toolbar, although I find it a bit inconvenient that IR uses blizzy's if its available and does not let you choose whether or not you actually want to use it. When 1.1 hits we'll add a small configuration window where you'll be able to change that and some other options. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Prety much this -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
IR uses Unity method (Transform) to move the parts attached to IR parts, so yes and no. 8) -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Legacy hinges are bugged unfortunately. Please try using Zodius rework parts. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Only with kOS or something like that via stabilizing the central part -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
I'll look into the code, this snapping is really odd. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Unfortunately Legacy parts are a bit wonky. Could you try using Zodius excellent Reworked parts? They don't have the exact model for VTOL rotor, but you can construct one yourself using a combination of parts (rotatron + mount part of your choice). -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
No, it's not a known bug with tweakscale, in fact I haven't had any problems with it for quite some time, just the behavior you described is very reminiscent of an old IR-TS interaction bug that was fixed in 0.21.3 If you can reproduce the bug - can you please post the craft here alongside with the reproduction steps -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
first and foremost - did you scale the robotic parts with tweakscale? Second - does it apply only to translating parts (telescopic piston or extendatron) or rotating parts as well? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Your mechs are amazing, Zodius linked me your youtube some time ago BTW if you have some ideas/requests regarding Sequencer - please post in the thread (see my signature). I do need some feedback. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Please look for solutions in the main post of Rework Thread, http://forum.kerbalspaceprogram.com/threads/65365 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
This is very odd. Could you please send the log and in the meantime try the Zodius Reworked part - Extendatron -
Thank you, will look around more but for now I've ended up with this crude code: private void FixedUpdate() { //because OnVesselDestroy and OnVesselGoOnRails seem to only work for active vessel I had to build this stupid workaround if(HighLogic.LoadedSceneIsFlight) { if(FlightGlobals.Vessels.Count(v => v.loaded) != loadedVesselCounter) { RebuildServoGroups (); loadedVesselCounter = FlightGlobals.Vessels.Count(v => v.loaded); } } }
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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
To Allumhuran, I might be able to remove the ActiveVessel limitation from IR UI and API, it appears to be easier than expected, but updating kOS API might take a bit longer due to longer dev cycle, though I might give you access to preview builds once I have this sorted on IR side. -
Need some help. I want to do something when any Vessel (not the ActiveVessel) is unloaded from physics range, but unfortunately neither GameEvents.onVesselDestroy nor GameEvents.onVesselGoOnRails seem to fire in this case, although I can see "xxxVesselNamexxx Unloaded" in the logs. Is it the intended behaviour or am I missing something? I really don't want to check whether the loaded vessel count changed in every FixedUpdate, but this might be my solution.
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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
Perry, did you try a smaller subassembly - just the ring, washer and 1-2 parts on top of it, did it work? -
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 try multiple KOS cores, each controlling only a limited amount of servos. There were some improvements in multi-core operation with the introduction of CORE object (http://ksp-kos.github.io/KOS_DOC/structures/core.html) -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Changes in speed should only be applied after a new Move command. Limits are checked every FixedUpdate (physics tick) and movement (Transform) is done there as well. Using negative speed is a bit hacky, as it is not the intended behaviour, as you are not supposed to be able to set it below zero in the UI and you are using UI based functions (if you are not using the API). By the way, did you set the acceleration high enough that it would not affect your keyframe animation? Is the inability to control unfocused crafts is the only thing that keeps you from using the API?