sirkut
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Everything posted by sirkut
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Yeah soon. Just need to do one more thing and tidy up my horrible dart board code.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
sirkut replied to Angelo Kerman's topic in KSP1 Mod Releases
It's a single part, no joints are used in the handling of the translations of the arm. There will be no sagging or anything with this method. If you are familiar with Romfarer's Lazor mod, he had a robotic arms pack, it functions similar to that method and not infernal robotics "method." -
Been on a huge hiatus but I decided to pick up where I left off. This is the page before where I was working on it then sorta set it aside for a few good years (Note to avoid confusion I'll be giving it a new name): Being that I've been a huge fan of Romfarer's Robotic Arms pack (the Buran and Canadarm) I wanted to see if I could write a similar plugin. Currently I have both the Canadarm and Buran arm working from Romfarer's pack WITHOUT any editing from the models. Just a CFG and one is good to go. I also took Jeast's Canadarm mod and put all the pieces together to form 1 robotic arm part. I also have the magnet portion working with a little red range finder to help point the arm to your target. Only thing left is saving the state of the arm and tidying up the code(possibly revising it some) and I'll release it along with Jeast's complete arm and the CFGs if you want to use Romfarer's arms. If anyone wants to create any arms, please refer to the old thread on the hierarchy. Here are some videos (note I also got DennyTX's docking camera to work, I'll be submitting a minor change to his code to support this): Jeasts Canadarm: Romfarer's Buran: Finally for a little fun I added the module to a version using Roverdude's Konstruction CFG setting to the Canadarm. Both work well together too.
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I came out of hiatus and was curious if anyone knows if its possible to move a FixedJoint and all of it's "children." It's the final piece I need to focus on resolving my 4 year old Robotic Arms plugin. I'm currently using KAS to attach my arm to another item, that part works but I am not sure yet if its possible to move the joint that's been created by KAS that attaches it to the other part just yet.
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How to draw "Center of Mass" ball
sirkut replied to sirkut's topic in KSP1 C# Plugin Development Help and Support
Awesome sauce. Thanks! -
I've been gone for quite some time and decided to resume work on something I started long ago: I'm having an issue rendering the camera on my test arm for the first time. It shows the sky as being completely black. (yes this is Romfarer's Buran Arm that I've retrofitted to use my code, no change to his model, just cfg edits to access the internal mesh hierarchy) BUT if I exit to the Space Center then reload the current launch pad, open the camera, it then works: What do I need to do for it to work correctly? To add to it, something else is going on but this shows my inexperience in dealing with cameras ("smearing" of the image):
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Hey, looking forward to seeing what you have. Once the code is out I'll take a look and maybe help make some parts (i've done the first ones before ZodiusInfuser came along and did the Reworks). I have certainly been inactive for quite some time but I'm very interested in seeing what you accomplished!
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[WIP] US Probes - Old and New - Dev Thread
sirkut replied to raidernick's topic in KSP1 Mod Development
ooof, as usual amazing work. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Recompiled version for 1.0.5 has been uploaded. Sorry for not posting sooner. Lots of craziness going on in life at the moment. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Updated to the latest and greatest. Enjoy! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Have you read the past few pages? http://forum.kerbalspaceprogram.com/threads/116064-1-0-2-Magic-Smoke-Industries-Infernal-Robotics-0-21-2?p=1899016&viewfull=1#post1899016 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Updated to version 0.21.2 Enjoy guys and gals! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
In the original post it says How is this confusing? It even says it will EVENTUALLY will replace the current parts. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Updated the .version file. NOTE: kerbalstuff got weird on me so i had to append an "a" at the end of the version number. There isn't a 0.21.1 a, it just wouldnt let me upload the correct value. *sigh* -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
From which site? Curse? Kerbal Stuff? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Are you wanting the rework parts? Those are a separate download my friend. Read the OP -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Hotfix is in. Go get it guys and gals! -
No, please take your time.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
It's a feature that squad put in but modders have to code it for their plugin. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
Link was updated for curse. Download and have fun! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
sirkut replied to sirkut's topic in KSP1 Mod Releases
It wasn't bad. It's out now so download it and have fun. I made it version 0.20.0a but I'm going to fix it to 0.21 but go crazy and download it anyway. Both will work.