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Ziw

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Everything posted by Ziw

  1. What do you think about this solution? Command numbers are toggles, and yellow line indicates where the new commands will be inserted. Thus you can delete a command you don't like and easily insert a new in its place without much clicking.
  2. Everybody having troubles with Model Rework textures - check this out http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-28-04-2015%29?p=1887952&viewfull=1#post1887952
  3. Put this file named IR.cfg to "ActiveTextureManagement\ActiveTextureManagerConfigs" ACTIVE_TEXTURE_MANAGER_CONFIG { folder = MagicSmokeIndustries enabled = true OVERRIDES { MagicSmokeIndustries/Parts/.* { compress = false mipmaps = false scale = 1 max_size = 0 compress_normals = false mipmaps_normals = false make_not_readable = false } } }
  4. Can you try again? We've revently pushed updates everywhere.
  5. There was a config for ATM that fixes the problem, I'll post it here as well. - - - Updated - - - Do you have Filter Extensions installed? If not - do you see our custom part category for robotic parts? - - - Updated - - - You can do this already. Jus bind the "Move +" action to desired actiongroup in editor.
  6. If you are using ATM - clear ATM cache and delete the PartDatabase.cfg file near ksp.exe
  7. Do you have ATM installed? If yes clear the ATM cache and delete PartDatabase.cfg from root folder (do it when KSP is not running). - - - Updated - - - A hotfix for IR will be uploaded today, please check again with the latest version.
  8. Our .version file is slightly wrong. We'll fix that soon, it should not affect anything game-wise.
  9. Please drop this accusations. Author is kind enough to make a reusable textures to save you all precious memory - all similar parts reuse one texture that is in the root directory for the pack and it is done in part.cfg. This dummy file is there for other reasons.
  10. Thank you! Could you also post this in ATM thread so it can be included into future releases?
  11. Thank you for the feedback. Modifying sequences is high on the list of things to do, I think it will be ready quite soon, maybe even over the weekend.
  12. Zodius is working on this issue. - - - Updated - - - http://forum.kerbalspaceprogram.com/threads/106656-Editor-Toolbar-Modding-Guide
  13. If you're using CKAN please wait until we push the hotfix release (0.21.1) there as well or just download it manually.
  14. So engine is not attached to the hinge or what? Can you try replace legacy hinge with Pivotron from Zodius's pack [WIP] MSI's Infernal Robotics - Model Rework (Updated: 28/04/2015) ?
  15. Does this happen with latest hotfix (ver 0.21.1) if Infernal Robotics?
  16. list engines in engList. for eng in englist { print eng:stage. } more info here: http://ksp-kos.github.io/KOS_DOC/structures/vessels/part.html?highlight=stage#PART:STAGE Just remember that Engine structure has all the suffixes of Part
  17. As far as I remember they are quite deep in tech tree. We are open to suggestions on that front, but it is best to post them in Zodius Model Rework thread, as he is actively updating his packs. Here: [WIP] MSI's Infernal Robotics - Model Rework (Updated: 28/04/2015)
  18. Please post your output_log.txt - - - Updated - - - I've peeked into the code of KAC for some pointers and pretty sure solved the issue. Unfortunately SQUAD silently changed the way the AppLauncher works and most modders are lost like blind kittens trying out different things.
  19. Thanks! We've figured this out quite quickly and added some code in Start for both our mods as most other 1.0 mods did. I just wanted to post here, to save other people some time.
  20. Update will be posted here asap, we're only waiting on some dependencies to update.
  21. Unfortunately for now I cannot find a way to save sequences to be reusable, sequences are very intimately tied to a craft they were created on. I understand that this is a very needed feature, but due to the way KSP and IR works I don't see a way to do it right now, but I'll keep looking.
  22. It seems like in 1.0 the GameEvent.onGUIApplicationLauncherReady is not fired. This makes most mod's icons not appear on the stock app launcher.
  23. We might bring a concept of STATES to sequencer, but as with BLOCKs it is quite challenging to implement, and this mod was supposed to be a simpler example of what could be done via IR API. As for triggers - I was considering adding another type of wait, such as "Wait for ActionGroup", and this concept is actually much easier to implement.
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