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sirkut

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Everything posted by sirkut

  1. No one gives me any method of reproducing this bug. I have had over 12k downloads on one version alone and I don't hear a peep from all those people. Give me a method to reproduce it and I can see about fixing it otherwise that's it. Honestly I don't play KSP anymore so I'm not going to run across this bug because I find maintaining the mod more entertaining.
  2. Small update guys. I have both rotating and sliding parts operating correctly in the VAB/SPH. I also have them loading correctly onto the launch pad EXCEPT for the piston and the gantry for some strange reason(adjustable rails work fine). I'm certain it's a model issue so I'll have that fixed and will be sending out a beta version of this new feature to a few people to test out. It's been the most requested feature since I picked up where Damned Robotics left off so to have this off the request list will be an awesome win for me.
  3. I'm sure it is but I haven't figured that out yet. "shouldn't be too difficult" is all relative. If you asked me 3 weeks ago if I could get parts to move in the VAB/SPH I would have said it was hard but now that I figured out the stupid rotational issue with Unity importing blender(btw this bit of code is AWESOME for fixing my issue http://wiki.unity3d.com/index.php/FixBlenderImportRotationhttp://wiki.unity3d.com/index.php/FixBlenderImportRotation it isn't so hard now.
  4. I've highly debated on preventing docking ports to even connect to certain IR parts to prevent it from even happening but some have said to not do that. Can't win.
  5. Hrm. Did you do a control-z in the editor? There is a bug with that I haven't fixed or know how to at the moment. Also what version.
  6. It's a typo that has been perpetuated since I used the same license that was included with damned robotics. I'll fix it in the next update. In-editor movement has been successfully accomplished for rotational devices EXCEPT I now have to fix a few of the parts because of how unity imports meshes from blender. Even though the mesh (in this case the base) is orientated correctly, it shows it's eulerangle as 270 in the code which causes really bad rotational movements. Fun fact, in order for attachment nodes, etc to move properly with the part, everything EXCEPT the base is allowed to move which means you have to move the base in the opposite direction. Next step I will work on the translational parts (adjustable rail, gantry) and those shouldn't be so difficult. I'm hoping by this weekend to have it finished.
  7. I'm not sure what the issue is but I've stated that any docking mechanism(the claw is a docking port of sorts) is a no-no when attaching directly to an IR part. Things can misbehave so tread lightly.
  8. I'll be uploading a fix tomorrow morning as I'm wrapped up with family duties. Thanks to everyone for being patient. Updated to 0.18.6 to fix the input locking. Thanks TriggerAu!
  9. If you are going to scale pistons you need to specify the travel value. Look at the original Infernal Robotics Telescoping pistons for what to do. Also, making suggestions to the PLUGIN is pointless in this thread since this thread is just for the rework parts that will replace the existing parts for the mod. While I do read this thread from time to time it's best to provide suggestions in the main Infernal Robotics mod. I'll see about the suggestion but currently I'm working on moving the parts in the VAB first. I'm close to an actual release and once that is done I may throw the angle/trans view in.
  10. You will have to use Infernal Robotic parts in order to make a crane. I used the TPS (telescoping pistons) that are part of the Infernal Robotics pack for the boom arm. A Rotatron for the base and a TallHinge for the top portion. The claw (Mr Grabby) hasn't be released yet but you can still use KAS magnetic connector for that.
  11. Maybe but at this moment I have bigger fish to fry for IR.
  12. Update! 0.18.5 Added a folder to include licenses of all supported external mods being used. Added Drag & Drop support for moving servos to different groups in the servo editor. No need to click up or down arrows! (Thanks TriggerAU!) Added input locking to prevent clicking THROUGH the UI. (Thanks TriggerAU!)
  13. Glad to hear everything is being resolved. Take as much time as you need helldiver and certainly don't rush it.
  14. I was asking because he made a set of forklift parts using Infernal Robotics.
  15. Answer Time! Arrow keys will not account for speed for the time being. Once I get that squared away I will implement speed but for the time being I just want the parts to move and not complicate my implementation. Moving parts in a group is not currently in the scope of the first version. That will follow later. I'll probably add a numerical text field to allow setting the part. Uncontrolled parts?
  16. TriggerAu has a pull request for Drag & Drop sorting of the servos in the group editor & input locking that will prevent clicking parts THROUGH the window. BloodyRain2k has a pull request for a stock toolbar implementation for those that must refuse to use toolbar plugin. So what have I been doing? Here is this sneak preview (NOTE: I'm testing limits (hardcoded within the CFG) that's why it stops in one direction and ignore the debugging coordinates.
  17. I have a few improvements coming up soon. I'll add that to my list.
  18. I'm working on an extension of Infernal Robotics that _might_ solve the riddle I have with parts moving in the VAB/SPH. It wasn't the goal but I now think I know how to tackle it.
  19. You can give them the free moving option but there is no physics to stop them so they will clip through itself. Try it on a tall hinge and you will see what I mean.
  20. Correction, the only bug that would exhibit that behavior is if you used Control-Z. I would just grab the part and remove it the "old" way and it will delete it just fine.
  21. Location is: https://github.com/ducakar/TextureReplacer/blob/f3fb0bae3a2b07024027feb9b4a65831075f0368/TextureReplacer/Personaliser.cs#L266 it basically enable/disables the renderer for that helmet mesh.
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