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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
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 -
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 } } }
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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
Can you try again? We've revently pushed updates everywhere. -
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.
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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
Our .version file is slightly wrong. We'll fix that soon, it should not affect anything game-wise. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Thank you! Could you also post this in ATM thread so it can be included into future releases? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Zodius is working on this issue. - - - Updated - - - http://forum.kerbalspaceprogram.com/threads/106656-Editor-Toolbar-Modding-Guide -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
If you're using CKAN please wait until we push the hotfix release (0.21.1) there as well or just download it manually. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
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) ? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Please try cleaning ATM cache. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
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 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
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) -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
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. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
This is really strange. On it. -
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.
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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
Update will be posted here asap, we're only waiting on some dependencies to update. -
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.
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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.