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Everything posted by Ziw
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[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Part for sure, just not the icons. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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 It seems your TweakScale configs are a bit outdated and have not been overwritten.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! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
It is the same project. But we brought in so many changes, that we decided to post a pre-release first. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
You don't have to overwrite the kspapiextensions, but installing latest TweakScale should help. If it doesn't - please post your craft here -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
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? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
Getlemen, fasten your seatbelts! http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-25-03-2015%29 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
It is a good idea for a mod, but there is nothing Robotic in it -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Hmm, I'll post an issue on that. There is no explanation of ship:status -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
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. } -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
Here's the teaser of new in-flight UI mode -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
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 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
Detaching indeed resets 1 part, but launching works for me in current (non-rework) version. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ziw replied to sirkut's topic in KSP1 Mod Releases
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