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Ziw

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Everything posted by Ziw

  1. Grabbing a dev version right now. Is it possible to make the blue glow (see first image from your album) less prominent?
  2. You'll have to wait for IR to update to 0.21.3 though, as now voxelisation is not updated for robotic parts as they move. We've already added the code to development branch. I'll post it tomorrow in dev thread for people to test.
  3. We've made AS work in 1.0.x, and BTW the code is not messy at all. AFAIK Zodius needs some more time to finish up the Utility pack (there are some nice goodies coming up there). Utility pack wheels work for me as is, no need for updates for them, but if you want other stuff, you should wait a little bit.
  4. They are TS friendly and they reuse textures as much as possible, their memory footprint is actually much smaller than Legacy parts.
  5. It might be an issue. For some reason our Legacy Hinges no longer have nodes on them, and because I don't use them usually, I don't know when did this happen. Zodius's reworked parts are really much better, but he is still working on some remaining parts, like gantries.
  6. First issue was reported already and will be fixed in the next update. Your second issue seems strange. When was the last time you say it worked for you? Because it seems like it shouldn't work at all - pistons are too small to hold all this weight. Can you post the craft so I can experiment? Also, bear in mind that Legacy parts are called so for a reason. Please give it a try with Zodius parts ([WIP] MSI's Infernal Robotics - Model Rework (Updated: 28/04/2015)) - users reported much better joint strengths with them.
  7. FYI: I've added both fixes to our development branch, so in the next version both issues will be addressed. - - - Updated - - - As pandoras kitten said: you can replicate this using octagonal strut or any other part with several nodes.
  8. Good news. I've found a proper way of saving sequences in editor, we just need to wait until IR releases an update, after which I can release an update to Sequencer which will make creating and saving sequences possible in Editor. But there will be some limitations to running sequences in Editors: 1) Servos will move to positions instantly 2) Action groups will not work (obviously) 3) Adding/removing parts to your craft may interfere with current sequences, so it would be best to leave the sequence creation as a last step of creating a ship.
  9. You may actually remove module MuMechToggle from Legacy parts via MM config - thus they will not show on the Robotic Parts filter but stil be loaded for your crafts
  10. there is no way to do that. Why not just delete them?
  11. Something is wrong with your TweakScale and it interferes with IR behaviour Try reinstalling clean both IR and TweakScale - i.e. delete both folders from GameData and install fresh releases from Curse/Kerbalstuff [LOG 23:03:40.779] Parsing bool [EXC 23:03:40.784] NullReferenceException: Object reference not set to an instance of an object TweakScale.ScaleType..ctor (.ConfigNode partConfig) TweakScale.TweakScale.Setup () TweakScale.TweakScale.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () [EXC 23:03:40.797] NullReferenceException: Object reference not set to an instance of an object InfernalRobotics.Command.Translator.GetSpeedUnit () InfernalRobotics.Module.MuMechToggle.Update ()
  12. Here you go: function ir_moveNxP { parameter servoList, //list of servos positionList, //list of corresponding positions speedMult. //speed multiplier if (servoList:length <> positionList:length) { print "[ir_moveNxP] passed lists have different length". return false. } local i is 0. until (i >= servoList:length) { local s is servoList[i]. local currentPos is s:position. local newPos is positionList[i]. if (currentPos <> newPos) { s:moveTo(newPos, s:speed * speedMult). } set i to i+1. } return true. } function Stand{ parameter leg, legServos. for s in legServos { if (s:name = leg + " Leg Fold U") { set hipFold to s. } if (s:name = leg + " Leg Hinge") { set hinge to s. } if (s:name = leg + " Leg Fold L") { set footFold to s. } if (s:name = leg + " Leg Rot") { set legRotate to s. } } print "Begin sequence! Leg: " + leg. //step 1 local currentServos is list(hipFold, hinge, footFold, legRotate). local currentPos is list(60, 60, 150, 0). ir_moveNxP(currentServos, currentPos, 1). } set rightLegServos to list(). set leftLegServos to list(). for s in ADDONS:IR:ALLSERVOS { if (s:name = "R Leg Fold U" or s:name = "R Leg Hinge" or s:name = "R Leg Fold L" or s:name = "R Leg Rot") { set s:acceleration to 20. rightLegServos:add(s). } if (s:name = "L Leg Fold U" or s:name = "L Leg Hinge" or s:name = "L Leg Fold L" or s:name = "L Leg Rot") { set s:acceleration to 20. leftLegServos:add(s). } } Stand("R", rightLegServos). Stand("L", leftLegServos).
  13. This tweakscale interaction keeps reappearing, although we thought we've fixed it couple times already. Can you please tell me what versions of TS and IR are you using? As for symmetry - try setting limits in right-click menu - it should update all symmetry counterparts. In the next IR update we'll add "Apply Symmetry" button to the editor window.
  14. Please post your output_log.txt, we'll look into it - - - Updated - - - It should bein kOS docs after 0.17.3 release. I'll post some examples in kOS thread later.
  15. You can edit part.cfg or write an MM config that sets category to "none"
  16. Try installing IR manually. CKAN indexed outdated version of IR and we had to remove it until they fix their indexer.
  17. Where can I read about the API? I can add this functionality to IR, just need some docs.
  18. Currently I'm not relying on unique names of servos in favor of PartIDs, which are unfortunately assigned to a vessel when it is launched and are unique, that is why serializing in editor is not possible at the moment.
  19. I am working on it. There are certain limitations of IR API and KSP API making this not so easy.
  20. Did you install latest version of Infernal Robotics (first link in my signature)?
  21. Ok, I see the problem. Because we moved parts from Advanced Construction tech node you cannot see them in your career now, until you unlock them again unfortunately. If you do need to fix that temporarily, you could edit part.cfg files or use Legacy parts from previous release (just overwrite the part.cfg file for each legacy part) from the previous version I linked..
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