

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
Haven't done it yet. RL is getting in the way at the moment. Maybe later tonight I'll have it ready. -
International construction ISS in Kerbal orbit.
sirkut replied to BobCat's topic in KSP1 Mod Development
Do you even read whats going on in this thread? I'll give you a hint, someone is working on it and its not just bobcat. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I understand clearly now. There's a flag in the rotatron CFG Making it true will tell it to stop at the limits. I'll look into reinstating the Min/Max text fields but I don't know what that will do to the actual tweakable menu. If I can get it to work, I'll add it to the 0.6 update. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Right off the bat, you are using an OLD version. Most likely 0.14 since I'm seeing Inv toggle and limits. The current version is 0.15d and can be a game breaking update (Parts get their rotation doubled and can't move back to home for example). There were bugs relating to the toolbar in that version. Whenever you have an issue, please be sure to use the most recent version. If it breaks a saved game then I am sorry I just can't work on supporting older versions. I do have a method that can help you move from 0.14 to 0.15d but it will require some editing of your saved game. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yes but it shouldn't be difficult to redo. I'll also supply that subassembly in the next update. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
sirkut replied to erendrake's topic in KSP1 Mod Releases
Great to hear. Just PM when you have something I can test out. Thanks! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Here's a shot of all the IR parts in the VAB. I do plan on looking into allowing a tweakable for the docking washers (free versus motorized) and the 2 gantry versions. Pretty happy with the results so far. TPS part is a huge improvement than the 9 that were originally present. -
SpaceX to reveal their manned DragonV2 capsule tonight
sirkut replied to Streetwind's topic in Science & Spaceflight
I just had a complete nerdgasm. Rear "fairing" cylinder IS the solar array. Wow. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
sirkut replied to erendrake's topic in KSP1 Mod Releases
I lost the discussion but has there been any development in reintroducing what nivekk had in place for external module registration? I'd like to see about getting IR working. If it's far into the future I could cobble his code with current just to get the ball Rollin on my end. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I've sent ZodiusInfuser the 0.16 release candidate. Couple of things are going to have to change in this release. This update uses TweakScale. This WILL break saves unless you keep both the old parts and the new tweakscaled versions. If you keep both it will now put 4 per part in the Editor. The good news is it's just 1 part per type in the editor. For example only ONE TPS part in the editor instead of nine! -
Just as I suspected. The scaling is incorrect and needs to be figured out. The rocket motor on the left is a standard VR1 engine WITHOUT tweakscale applied to it (I renamed the engine so it wouldn't be affected) and the one on the right is a TweakScaled version of the VR1. Notice the size difference. In other words I don't think it's a bug specifically, it just needs to be factored correctly in order for the scaling to work right.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Now if you are talking about overriding what is the config then yes you won't be able to do that. If you want to go that route, which I won't support, change the values in the CFG files for those parts. Problem solved. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
You have to think like a circle when doing the rotatrons. The reason some are -90 to 90 is do to how the mesh is manipulated in space where as the closed hinge is manipulated differently. No accurancy of the angles with 0 to 180? I'm not even sure what you mean. You don't set negative values when dealing with 0 to 180 you have to think differently due to how the mesh is located. _|_ <--- this is the starting point for a tall hinge for example. In order to go in one direction, it's limit is 90 degrees or negative 90 degrees. = <--- this is the starting point for a closed hinge (the top portion of the equal sign is the moving part, so in order for it to go 90 degrees so it's pointing _| ,if you want it fully open (__) , you must travel 180 degrees. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I don't believe I save it's position but the toolbar allows you to show and hide the control window. Be sure you have the latest version. I haven't had anyone tell me that the latest version doesn't function. -
BobCat Ind. - Colonization, exploring and research vehicle
sirkut replied to BobCat's topic in KSP1 Mod Development
Take your time Dragon01. I have full confidence you will get it all figured out.