Rudolf Meier
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Infernal Robotics Next - ConnectionSystem
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Releases
Sorry for my late reply for the request to add targetting and autocapture to the Berthing Mechanism. But... this is intentionally not included. I thought about it a long time and for me, the BM is not a docking port and just something you use together with a robotic arm (or similar). That's why I think it shouldn't have it. -
Infernal Robotics Next - ConnectionSystem
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Releases
unfortunatelly not... I tried something with the version you saw on Youtube... but, it's not good enough for what I wanted to achieve (the idea is a dead end which cannot be improved... at least one of the two parts) and that's why I went back to the drawing board and never built a solution that could be distributed... but, I hope to find some time soon to implement the new idea -
Infernal Robotics Next - ConnectionSystem
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Releases
unfortunatelly not... I tried something with the version you saw on Youtube... but, it's not good enough for what I wanted to achieve (the idea is a dead end which cannot be improved... at least one of the two parts) and that's why I went back to the drawing board and never built a solution that could be distributed... but, I hope to find some time soon to implement the new idea -
Just for information: Next has been redesigned a while ago and offers now settings (in the difficulty settingscof the game). The main idea behind it is to fix the game inaccuracies and to make auto-struts obsolete by replacing them with an automatic fix. In case of problems with some ships, tweaking the settings can help. (But for ships a little bit crazier, it could also help to mix it with autostruts... or real struts, which I think are simply necessary for some constructions.)
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try and tell me what you think
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only in flight... in the VAB/SPH the game uses a different camera and I couldn't find out how it works until now
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Infernal Robotics Next - ConnectionSystem
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Releases
no problem, I'm glad to see that there's some interest in this mod... I hope this mod gets a bit more popular soon... and by the way, it also uses the "DockingFunctions" which is also a library to do docking completely without stock functions (and thus without all the problems it has) -
Infernal Robotics Next - ConnectionSystem
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Releases
sure... I did build for example patches for HabTech2 and htRobotics ... maybe that's a starting point (it seems, that they are not yet in the latest release by the way... don't know when there will be a new release) or, if you still have questions, I can also try to create a little documentation (which is planed anyway, but I thought, maybe I'll wait until I have finished all my tests... and then I ran out of time... but I'll do it somewhen in the future... especially now that it seems to be clear, that we won't see a shift towards KSP2) -
Infernal Robotics Next - ConnectionSystem
Rudolf Meier replied to Rudolf Meier's topic in KSP1 Mod Releases
no, it's not, but it is more a mod for other modders to add it to their parts... that's why I don't have much news to post... I can help building MM patches or stuff like that or modify it in case someone wants more features... but in the end it must become popular with the part makers -
I will look into it when I have time and fix it... thanks for the report
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currently not, because the limits are no axis but fields... all you can probably do is turn them on and off
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I am sorry, but I checked this and here on my computer it shows all the axis (about 25). And this has been added about 5 years ago (or even earlier... I did only go back 5 years).
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It should be compatible... I don't know why it doesn't work. I will try to find out what's wrong...
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T2 interactive layoffs
Rudolf Meier replied to Majorjim!'s topic in KSP2 Suggestions and Development Discussion
Well... that's true. But: What they should have done and haven't, is something you can see without playing the game. And this is create a solid new foundation. A stable and reliable foundation. But what they did is create some fancy graphics, a poor performing system and they brought back problems of KSP1 (wobbly rockets for example). And that's where my frustration comes from. But I know, that in such projects you often have customers who only see what they can see... and that's what's on the screen. For every new Windows version almost everyone is talking about the start menu, the icons and how good the browser is. But that's not important. The most important thing is how stable it is. How performant it runs and what driver architecture it offers. Sure, only 1 out of 10'000 speaks about it. But that's what matters! ... a shiny new car is not usable if the wheels fall off when you go into a turn of more than 5° ... and here we have just this: The foundation seems not to work (after 5 years or more). And that's something you cannot fix anymore. Try to swap out the foundation of a house after you moved in. -
T2 interactive layoffs
Rudolf Meier replied to Majorjim!'s topic in KSP2 Suggestions and Development Discussion
That says all... The software project becomes unsupportable, if version 2 of it is in alpha, at best... after 5 (7?) years of development. No idea why this should be so hard (and I am developing software for over 20 years now... so I know what I am talking about). ... I think one of the main problems today is, that today we have "meetings" and no solutions... we try to be "polite" and not address what is crap... and that both developers and managers don't try to achieve a goal but simply maintain their reputation!