sirkut
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Everything posted by sirkut
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This mod is just lovely! Perfect size!!
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We got bendy antennas and now THIS? Best time to get back into the game!
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Your simple yet somehow difficult task in blender is mad easy. I stepped away from coding mods to work on my modeling/texture skills using Blender. If I can do it, I know you can.
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They are working on a second edition actually. http://nick-stevens.com/2020/05/27/n-1-for-the-moon-mars-a-second-edition/#more-1994
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[WIP][1.8.x-1.12.x] KSP Secondary Motion [v0.1.1]
sirkut replied to Icecovery's topic in KSP1 Mod Development
I take a break and I come back to see this. Epic! -
[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
sirkut replied to linuxgurugamer's topic in KSP1 Mod Releases
Unfortunately those shaders don't work and I got swamped on assisting LGG to get it going. It has to do with how it renders shaders. I can get it a blueprint shader to work within unity, I just need to tackle the code. Here's a result in unity: -
This is your chance to fire up blender and get some IVA action going. Honestly with those MOL windows I don't think it's a big deal missing an IVA experience. I was thinking about these windows and how honestly there really isn't anything worth having an IVA for these _BUT_ if there was a plugin that existed where you could right click and pick "view from window" it will just load up dockingcam kurs plugin and just open up a window from that view would be enough in my book.
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Please keep the red as an option. I'm in love
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*cough*
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[1.12.x] Docking Camera KURS Style Re-Adopted (Fixed in 1.9)
sirkut replied to linuxgurugamer's topic in KSP1 Mod Releases
Unfortunately unless I'm missing something I can't have 2 transforms named dockingNode on one part which is why I was creating a copy of the code to create BasicPartCameraModule which mirrors what the docking module code had. I didn't want to use the partmodule because i dont need all the additional controls. The example above would look like this in the CFG: MODULE { name = BasicPartCameraModule dockingNodeName = Camera cameraName = Lower Arm Camera noise = false } MODULE { name = BasicPartCameraModule dockingNodeName = Cameraa cameraName = Upper Arm Camera noise = false } if you know of a better way please let me know. -
[1.12.x] Docking Camera KURS Style Re-Adopted (Fixed in 1.9)
sirkut replied to linuxgurugamer's topic in KSP1 Mod Releases
I have an odd question @linuxgurugamer Would you accept pull requests? I am working on a robotic arm mod that currently uses a custom fork of the docking camera kurs mod so you can utilize cameras from various angles. It's not much of a change but was curious if you would merge something in if I sent it. Here's an example: -
About time! Can't wait to give this a whirl. I've been holding off trying anything until you were happy. Kudos @Rudolf Meier
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That's not infernal Robotics, it's a WIP and its currently named Infernal Robotics ARMS which is entirely different than the standard IR mod. I'm going to give it a new name to avoid confusion.
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Lol maybe go with soon.i need to redo the UI as it uses the old OnGUI method. Also working on shaders for camera styles.
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I'm not bringing that entire UI back, I prefer a more simpler approach. Maybe down the road I'll tweak and give it more but for right now I just want it to "go <" and go ">" and maybe center I'm currently fleshing out other features which i think will be very useful.
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Still a work in progress and the jeast parts aren't going to be used if you downloaded it. Requires a new part which I did create utilizing those parts.
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Well I spent some time to allow groups to be used (in order to utilize RoverDude's Konstruction parts such as the Crane and Forklift):
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[1.6.1] Chrononaut v0.4.2 - part mod tool (2019-05-12)
sirkut replied to Katten's topic in KSP1 Mod Releases
This is already useful, it helps me with my robotic arms plugin. Thanks! -
So just a little update: I have 3 arms working with this mod: Jeast's Canadarm 1.71 (I took the components and used them to make 1 arm: Romfarer's Canadarm and Buran arms from this pack (UNTOUCHED): https://www.curseforge.com/kerbal/ksp-mods/robotic-arms-pack I've now got my arms saving positions both in the VAB-SPH and in flight. Great for changing up the position before launch. Magnet works (although if you run what you picked up into yourself there is a weird force that acts on your craft). I have a speed setting and you can set an angle (snaps it to the specified angle). Without much further ado, here's a preview: