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sirkut

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Everything posted by sirkut

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. This is amazing news! Maybe I could learn more from working with the direct source. Count me in!
  6. 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):
  7. I couldn't agree more. Keeping the size in line si the stock parts is crucial.
  8. I need to download unity and I will demonstrate what needs to be done but the trick is to not group it in a folder under the root "folder" in Unity.
  9. Move Base and Piston one step up so that it is immediately underneath GameObject and get rid of the Hydraulic "folder"
  10. Oh god. That would be a neat mod, "inflatable" wings. That is so absurd!
  11. Keep in mind it's case sentive. If your mesh is Base and it shouldn't move then it needs to be Base when you define it as your fixedMesh. No empty game objects. Just both meshes and their colliders.
  12. Seeing that page with the crafts has renewed my interest in KSP outside of coding. I want this to happen.
  13. 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.
  14. 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.
  15. 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.
  16. You can only rotate one part of the a robotic part at a time and that's the limitation of the plugin. One part moves, one more stays still. That's all there is allowable. Now you can put to parts together in order to do that though.
  17. Been in a few versions already just wanted to proclaim my gratitude.
  18. No one mentioned it. You may be the first to actually read that!
  19. Ok now that is great Yogui87. As for a name I'm stumped.
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