sirkut
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Everything posted by sirkut
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks for all the kind words guys. It makes me keep going with this project. BahamutoD, I'll had a config parameter in the next release that will fix the direction issue if they are swapped. -
Saw you guys talking about the single joint restriction for IR. Now that I have the parts moving in the editor I feel squirrelly enough to see about expanding it to multiple joints. I now have a huge grasp on how things work. I already have a working prototype for something related to this that I started a little over a month ago. I'll PM you when I progressed enough with the plugin for you to try.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I must have changed it by accident when I was tackling a transform issue I was dealing with, my apologies that it slipped by. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That is probably related to TweakScale and not necessariy IR. I'll look into it when things quiet down a little here. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
You'll have to do the expansive tweakscale cfgs for now. Allowing for more than the allotted sizes from past versions was beyond the scope of this release. I spent almost a month, almost daily, getting the parts to move in the editor so you will understand if I didn't look into that feature. marce contributed the electrical use feature. BloodyRain2k contributed support of the stock toolbar. ps. If you are going to support electrical charge, you will need to add those values to the CFGs too. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The 0.1 is there for a reason when you tweakscale the parts to very small sizes. I will see about the possibility of expanding the position editor GUI with more features but that will come later. I'm going to be extremely busy for a few weeks and I don't believe coding will be in my future for a few days. And thank you for using the mod! Hopefully the most requested feature has been laid to rest. now it will be "what if we had this, what if we could do this." -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I apologize for the confusion. I'm uploading 0.19a. I made a few minor mistakes. ie. rotation values isnt' show, rotationDelta is which is useless to the users and kOS users. :/ Update is now complete. Grab it from one of the two links provided. Enjoy. -
Here's the problem. The meshes for the foldatrons weren't set to zero with regards to the rotations. If they aren't zero'd out they screw up bigtime. It's something I had to deal with. I used taniwha's .mu blender importer, reset all the rotations to zero (control-a, rotation) then exported that mu back to the directory, refreshed the game database it worked correctly. These will have to be done in order for them to be work.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
If you remove the toolbar, go into the editor, place an IR part you don't we the IR button on the bottom right of the editor? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Protip: don't use the docking washer as the first part. always start with a command body. problem solved. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
If anyone finds any bugs. I want an output_log.txt and an EXACT method to reproduce it. I'm going to be EXTREMELY busy this weekend so I will do the best I can to fix it when possible. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Revising the post as I go. Removing the old junk. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Boom. 0.19 is now released. Stock Toolbar support. delete the toolbar folder if you don't like using it. Electrical use is now enabled. Power usage values also scale with tweakscale. If you don't want to use it, edit the config.xml located in: GameData\MagicSmokeIndustries\Plugins\PluginData\InfernalRobotics and change 1 to 0 Lastly ----> You can now move the parts in the VAB/SPH! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Chalk the Subassembly bit up to a user mentioning it on irc and I had an moment that I realized I didn't even consider it! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Wonderful news! btw Subassemblies work. Sent the prerelease to a few people to test. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That's rework parts I think there is discussion of that in the rework thread. If not post it there. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Sorry I haven't been paying too much attention to this thread. I do answer sporadically but there is a reason: It's all resolved EXCEPT for storing subassemblies that have parts that have been moved. I consider this minor so I am looking to releasing it tonight sometime. I just need to tidy the code up and send it to a few people to test. Master Tao, expect a PM in a few hours. -
Kerbal Stuff, an open-source Space Port replacement
sirkut replied to SirCmpwn's topic in KSP1 Mods Discussions
Modders, be sure to update your mod links to www.kerbalstuff.com instead of beta.kerbalstuff.com. -
[WIP] US Probes - Old and New - Dev Thread
sirkut replied to raidernick's topic in KSP1 Mod Development
_awesome_ keep this up! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm going to need to see the complete output_log.txt file. -
[INFO] KSP floatCurves and you - the magic of tangents.
sirkut replied to Taverius's topic in KSP1 Mod Development
I agree. This is really important stuff. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yup. It's also Tweakable so depending on what size, the charge will change. Everything is done except for one part that isn't resetting when you remove the part. Once I get that figured out I will release 0.19