

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
The problem being I need a variable that allows a user to toggle a limit and a variable that changes that bool to true and false. I can't use just one because if I use limitTweakable as my sole variable I'm screwed when it gets false and it is no longer visible in the UI. I have no problem with limitTweak being set to True meaning user CAN set the limits of a rotational device, I need another persistant variable that records whether or not the limit is enabled or not during the doration call. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The problem stems from a rotatron. In the CFG, rotateLimits is set to false. Which means it rotates endlessly. Some people are wanting the ability to limit the rotatron so when it gets toggled to True, it renders the idea useless if you want to hide it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Eh. I've been wondering what to do about that important problem. I'm probably just going to add a new flag to the CFG to prevent it from being toggleable. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Just a small update. I'm not going to be adding the text boxes to do min/max for rotations. It's just easier to make the config for the rotatron for example be -360 for min, and 360 for max. Then using that AND a new tweakable "Rotate Limits" you can now move about as you wish. -
Eyes Turned Skywards UPDATE now with Signup Sheet
sirkut replied to NathanKell's topic in KSP1 Mod Development
This is amazing news! Maybe I could learn more from working with the direct source. Count me in! -
How to animate a claw?
sirkut replied to Robotengineer's topic in KSP1 Modelling and Texturing Discussion
Sure thing, good luck! -
How to animate a claw?
sirkut replied to Robotengineer's topic in KSP1 Modelling and Texturing Discussion
Two choices. Do you want an animation that you can only fully open and fully close? Or do you want a claw that you can articulate many positions with? If it's the first option, it's just any other sort of animation for a model which I know very little about but the good news is with that I currently have an unreleased plugin that taps into animations so you can control them just like infernal robotics (not walking but adjusting heights of legs or claws). Like these photos and one video showcasing this idea. The other idea is to create infernal robotic parts (which is what dromoman uses anyway) and make articulated hinges that _look_ like a claw. Damned robotics had a feature like this with the claw part (which I never made a part for unfortunately): -
Eyes Turned Skywards UPDATE now with Signup Sheet
sirkut replied to NathanKell's topic in KSP1 Mod Development
I'll do what I can to help. -
Eyes Turned Skywards UPDATE now with Signup Sheet
sirkut replied to NathanKell's topic in KSP1 Mod Development
I couldn't agree more. Keeping the size in line si the stock parts is crucial. -
What the hell...that is awesome!!!
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Oh god. That would be a neat mod, "inflatable" wings. That is so absurd!
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Eyes Turned Skywards UPDATE now with Signup Sheet
sirkut replied to NathanKell's topic in KSP1 Mod Development
Seeing that page with the crafts has renewed my interest in KSP outside of coding. I want this to happen. -
I'm thinking on cutting my teeth on one of those ideas while I work on the Dynasoar. There's so much awesome on there. I apologize in advance for derailing the conversation.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It's actually a "hack" using 2 separate parts placed together in a special way. Recalling from memory as ZodiusInfuser and I have been throwing this idea around for some time now. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Also keep in mind that the action groups are toggles for Infernal Robotics. Meaning when you press a key for an action group, it will keep moving until you press that key again! Do not forget this important fact. This is useful for space station parts like this unreleased robotic part (using the servo control but action groups will allow it to toggle on and stay on to rotate): I need to ask ZodiusInfuser if we can release these things. One more needs to be skinned but I think I can tackle a more "stocklike" look. -
There was certainly some irony in that post.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
No one mentioned it. You may be the first to actually read that! -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
sirkut replied to Yogui87's topic in KSP1 Mod Releases
Ok now that is great Yogui87. As for a name I'm stumped.