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Ziw

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Everything posted by Ziw

  1. We don't really want to limit people in creative options, but this flag seems reasonable, in case you design very specific parts. Can you create an issue on github for easier tracking?
  2. Please do not DDSfy our icons. We load them ourselves in our code. Icons are 32x32 pixels, you won't save much by DDSing them.
  3. I'm using it on my career save right now. I know, I'm that risky Seriously speaking, it is stable enough, so it should not crash your game or corrupt your save. We wanted to make a pre-release to get some feedback, not only bugs, but feedback on some new ways robotic parts now operate (acceleration, presets, sound pitching), so we can maybe adjust them before release.
  4. Thank you, we've added more checks into the preset movement code. New version of pre-release would be up soon for you to test. What TweakScale issue are you having? Have you tried making a clean install of IR?
  5. Your craft loaded completely fine on my test install. Can you try backuping somewhere and then deleting your MagicSmokeIndustries folder in Game Data and install a fresh copy of pre-release and try again. It seems your TweakScale configs are a bit outdated and have not been overwritten. BTW nice Timber Wolf!
  6. Please clarify, are you using the pre-release version of the plugin (from the Addon Development thread)? If yes, can you post a screenshot with a craft open in Editor - - - Updated - - - Can you post a craft file? Or at least a screenshot from VAB
  7. It is the same project. But we brought in so many changes, that we decided to post a pre-release first.
  8. You don't have to overwrite the kspapiextensions, but installing latest TweakScale should help. If it doesn't - please post your craft here
  9. It was recorded quite late, but you're right, I should've turned the music lower. I will post updated video for main release. - - - Updated - - - Thanks! Sound pitch scaling apart from pure aesthetic aspect also serves as some sort of audible indication of what is happening with a servo: is it stopping, picking up velocity or moving at constant speed.
  10. I see a plenty of exceptions in your log, but none of them have anything to do with IR (mostly other mods). Can you try to reproduce your error on a clean(er) install on your system, at least without Clouds, Realchutes and EPL?
  11. Getlemen, fasten your seatbelts! http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-25-03-2015%29
  12. It is a good idea for a mod, but there is nothing Robotic in it
  13. Hmm, I'll post an issue on that. There is no explanation of ship:status
  14. Here's one possible staging script: set stagemaxthrust to ship:maxthrust. when status <> "PRELAUNCH" and (ship:maxthrust<stagemaxthrust or ship:maxthrust<1) then { print "Stage!". stage. set stagemaxthrust to ship:maxthrust. preserve. }
  15. I'll try to address most of your questions: 1) Legacy parts are sometimes a bit floppy, it may have something to do with smaller-than-intended nodes on them. Try using KJR. New parts (from Zodius Model Rework) are less prone to this, but you cannot defy laws of physics with them too, like using a small hinge to lift/rotate a 30t craft. 2) No, and it is not planned. But KOS is really easy, or just wait until we release an API for IR and somebody creates a smart-trigger. 3) I've had issues with that too, but with KJR installed it is rarely needed 4) This information is somewhere in part.cfg. But if you start using Zodius Rework parts you may notice that they are all synced (he put a lot of effort into it). 5) Please wait for new release (we'll post a pre-release version soon-ish in Addon Development). The whole concept of speed was redesigned. 6) No, parts have to be designed to be free-moving. If you need more free-moving parts - head to Model Rework thread here http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-27-08-2014%29
  16. you can assign keys to servo groups, but I'm not sure you can assign them to KSP default control keys. You can try this even in current version.
  17. We are currently looking into this bug, but no fix yet. It seems like weird rounding issue with Unity transform. If we fail to fix it completely we will create a "reset part" button somewhere
  18. It is an interesting idea. No promises, but I'll try to find out if it possible. - - - Updated - - - 1) have you tried latest version of tweak scale (1.52.1)? 2) you can use this mod without tweakscale, but you'll be limited to only one part size - - - Updated - - - this should be fixed in the upcoming version.
  19. it is easy using kOS: set pitchvector to heading(160,90-pitch). lock steering to lookdirup(pitchvector:vector, ship:facing:topvector). you can replace ship:facing:topvector with any vector pointing at "up" for the roll you like
  20. Detaching indeed resets 1 part, but launching works for me in current (non-rework) version.
  21. So you want the robotic part to move to preset positions? It is in the works, we just need to come up with proper UI for it. - - - Updated - - - You mean when you detach a part it resets to original position or something else?
  22. Well most of them, except maybe green arrows are self explanatory. We'll leave the mystery of bigger green arrows till release then.. sorry about scale, macosx has its own ways of making screenshots
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