

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
Update will have to be done later. I have one more issue I'd like to fix. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That works too. I saw Scott Manely do it with a station he did. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Action groups. Assign a key. It's a toggle. Press the key and it moves 'forever' until you press the key again to stop it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
These parts were my first walk into creating model and actually texturing parts (with the help of Devo) so I get a bit testy sometimes when people fuss over how they don't look simplistic or stock-a-like. I get it, they aren't stock-a-like. I tried to make them at one time and I just couldn't get past how annoyingly simple stock looks with the hand painted look. To ME they look sloppy. If you don't like them there's good news. ZodiusInfuser is working on a Rework that will replace ALL my parts with an equivalent part. His look simplistic albeit not final. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
No it won't be a save breaker. it was just loading the assembly weird. Let me upload the new version that has this fix in it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
He either means a texture reduction pack or he thinks our textures are pure crap. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Well the core of IR has been rewritten if you've been paying attention. It's now a PartModule but I never had much luck with the whole MODEL referencing in the past. I may revisit it in the future. At this point I've eliminated loading multiple parts in the VAB so let's do this in baby steps. -
Good god DennyTX. You even got the blanket. Cool!!!
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Interesting. Let me see if I can replicate it. Do you have a simple craft file to replicate this?
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The lag you are experiencing is the spamming to the log file. I'd be curious if it would spam the file if it was just one of the "bad" parts docking with something that is free from errors.
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![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
sirkut replied to Devo's topic in KSP1 Mod Releases
Did you see #5? -
![ 0.25] Oblivion Bubbleship + Drone166 (Wayland Corp.) Download
sirkut replied to Devo's topic in KSP1 Mod Releases
Glad I don't have to stay silent anymore. This thing is soooo much fun to fly. This is one hell of a way to come back to the scene Devo! -
It's generally best to experiment with all parts but I will tell you. Basic means it has 2 attach nodes, one at top and one at the very bottom of the part. Imagine it as a solid cylinder. The stackable has 2 attach nodes but one is directly underneath the top attach node. This allows you to attach things inside each other. here's a video demonstrating this very concept. The first used is the basic, then the rest are stackable. You'll get the meaning.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Great to hear! Thanks again for letting me know so I can keep this in mind while helping people. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks to DMagic & ozraven I figured out a way to fix the subassembly bug. I'll be updating the plugin & including the extra small sized gantry in the next update tomorrow morning. Thanks again to both of you for finding these issues. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Hey. I figured out the solar panel. I can replicate it. It's an interesting bug that I somehow need to capture when a sub assembly is loaded. When picking that, the gameevent onPartAttach is called despite it being on the actual craft. Thanks for finding this! Its going to take me a bit to figure out how to fix this. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
What is the solar panel from? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Actually you caught something that I did not notice. I forgot a size! There are 4 sizes instead of 3! I forgot the Extra small version. Instead of me having to upload on my DSL, here are the steps you will need to do to get the extra small version back into the game. In the IR_TweakScale.cfg file you will need to add a new section: THEN in both the part.cfg and partVariant.cfg in the IR_Gantry folder you will need to replace the IR_RoboticStock work with IR_RoboticGantry. Reload the game and you should be set. Thanks for noticing that. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks for sharing that. Were you able to still use those parts from goodspeed? Can you use TweakScale for it instead?