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Ziw

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Everything posted by Ziw

  1. 1. Delete the corresponding MM config in kos folder 2. You can download it separately or use IR for example
  2. I can recommend the smallest pod from this set [removed link to defunct website]
  3. The official documentation (http://ksp-kos.github.io/KOS_DOC/) should be your first stop always, not wiki. There is also plenty of example code and libraries here https://github.com/KSP-KOS/KSLib
  4. This is why you need to learn a bit of kOS even just for robotics. It is quite easy now with new API. You can wait for new model rework parts update, there will be an example script there to control mecanum wheels.
  5. It is a bit our of scope of this discussion, but I'll help you anyway. You need to create a shortcut to KSP.exe somewhere and then open it's properties and add "-force-d3d11" after ksp.exe You might get some graphic glitches though depending on your GPU, but for most people its fine. Enabling OpenGL mode is similar, just instead of "-force-d3d11" you should add "-force-opengl"
  6. This is a good idea and can be solved via MM config. I'll try that tomorrow and submit a PR
  7. Nice idea. I'll show up to help answer questions in chat and maybe even ask some of my own
  8. See Zodius Model rework thread for a grabber fix. - - - Updated - - - You can try running in OpenGL or DX11 mode to cut your memory usage. You can try converting textures to DDS, but I'm not sure it would help.
  9. Have you seen the video in the OP? It is pretty awsome and inspiring. - - - Updated - - - You can convert manually, but you most likely will end up copying the texture to each part, which kinda defeats the whole puprose of reusing textures.
  10. ATM is the culprit as discussed here on multiple pages. It is due to the fact that IR reuses one texture for several models and ATM does not like it. With more mods shipping with DDS already you dont need ATM anymore - I ran my 45+ mods main install without it just fine.
  11. Isn't it a question to be asked in ATM thread? Do you really need ATM right now or you are running it out oh habit? Most of the mods have DDSfied their textures already so benefits of running ATM are minimal at best.
  12. Small teaser: Those mecanum wheels are so much fun, but you do need to set up action groups correctly or use a kOS script to control them.
  13. Damn, this is awesome already. You should share at least EVE and Scaterrer configs for Kerbin. Maybe make a dev-thread?
  14. Look back in this thread and ATM thread - solutions were presented. It is an issue with ATM You might no longer need ATM right now as most textures in up-to-date mods are DDS already and you gain nothing (it might even increase memory usage in fact)
  15. I've posted a pre-release version 0.21.3 of InfernalRobotics that includes nuFAR compatibility (IR now informs nuFAR of Servo position changes). You can find it here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/0.21.3-rc
  16. Pre-release of version 0.21.3 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/0.21.3-rc New Features: Apply Symmetry button to apply servo limits to symmetry counterparts nuFAR compatibility - Infernal Robotic parts will now inform nuFar of the position changes, so it can rebuild the voxel model Fixes: TweakScale interaction fixes for translating parts Very minor API implementation fix for IRServo.UID Preset editing is a bit more user-friendly now (values are parsed on focus change instead of every frame). If you have any issues don't forget to post your logs.
  17. Pre-release of version 0.21.3 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/0.21.3-rc New Features: Apply Symmetry button to apply servo limits to symmetry counterparts nuFAR compatibility - Infernal Robotic parts will now inform nuFar of the position changes, so it can rebuild the voxel model Fixes: TweakScale interaction fixes for translating parts Very minor API implementation fix for IRServo.UID Preset editing is a bit more user-friendly now (values are parsed on focus change instead of every frame). If you have any issues don't forget to post your logs.
  18. Yes. I'll post a pre-release in dev thread today for all to test. - - - Updated - - - Shameless plug - try Sequencer? As for action groups - unfortunately it is the price we had to pay to make presets and other cool stuff working.
  19. I cannot run in DX mode due to the number of mods. Hitting apply does nothing. I also get concentric circles on Kerbin in Tracking Station (but it is a known artifact of forced aniso in OpenGL)
  20. I get this in OpenGL mode If I rotate the camera I can make the uncovered circle bigger or smaller. At a certain angle it completely disappears.
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