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sirkut

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Everything posted by sirkut

  1. People normally find new issues that I missed when I release a new version so I spend a few days fixing them. Hopefully there aren't too many left. I do have one that I need to work on so I may roll out that fix this weekend. Enjoy!
  2. One thing. What's the license for this project? Are modders allowed to include this dll with our mods? This is pure awesome. I'm glad it works with the robotic parts that ZodiusInfuser has done. Can't wait to put this into place. Great work!
  3. Now updated to 0.15b Added stepIncrement to the CFG for now. Also fixed the 3rd party robotics parts bug where it was trying to load a sound effect that isn't present. Enjoy!
  4. I'm looking at the orientation according to the horizon. They don't line up. Have you considered using a standard docking washer or possibly a rotatron instead of the VTOL version?
  5. The Destroyer, Your design doesn't make sense to me. Is it supposed to be a ferris wheel meaning the big wheels are supposed to turn while the launch clamps are still connected? I get weird breaking if the two nose cones aren't connected to the launch clamps. Also the moment of rotation of the vtol rotatrons don't match up with the free moving docking washers so there will be some weird forces causing it to fall apart.
  6. I want to first say how wonderful it is that someone can help me out in finding bugs. You gave me an output_log.txt file. THEN you answered by giving me an exact list of parts you were using for your craft. Now for the fun: With your parts list, I noticed you were using the Dromoman parts so I loaded a craft that had all the parts that were using the infernal robotics plugin. I was able to replicate the bug. I then deleted all my parts because I knew they work and left only the Dromoman arms. THIS is where the bug was coming from. I failed to check if the audio source was null in the CheckInputs method! So I thank you. I fixed it and the next update (today) will contain the fix. This bug has been in the code for quite some time so I guess it's nice when a new release is out, people notice things.
  7. How about I give you an inch in 0.16 but demand a yard kthnx?
  8. Perfect, I'm able to replicate it now. I'll look into it now that I can repeat it.
  9. If it's the free moving parts then I haven't figured out a way to prevent them from traveling past the tweakable values.
  10. It's something else which is why I asked what parts you have on the craft. I'm seeing this in the error and I _need_ to know what parts you have. Is it lagging on it's own or are you making the parts move then it lags? Does this happen while in the VAB/SPH or does this happen in Flight?
  11. Still getting the error? What parts do you have on the craft? Can I see a new log file?
  12. Awesome. Thanks for sharing! I always have a blast seeing what people can do.
  13. Download 0.15a. Reinstall everything, not just the plugin.
  14. Floats to Ints is not happening. I've already asked for everyone's input and I essentially got only 2 responses on what to do. One deals with robotics in the real world so I'm just going to go with their input for now. In the next release, if you want it to not increment by 0.01 then you can edit the CFG to make it 1.0 I'll look into the rotatron issue.
  15. Like I said, if you'd just wait I'd get another release out that had a KSPField parameter in the CFGs that will allow you to specify your own increment step.
  16. Nah. I'm just going to make a video to show what it does. I'll have that done this morning.
  17. Baby steps. I get a new release out and the requests resume.
  18. As I have said plenty of times it will not make the motors move on the parts. It's merely for rotating the position of the parts.
  19. Well whatever you are doing keep it up. I won't speak for everyone but I certainly do value your hard work. If your WIPs are anything like what you have done we are in for a big surprise.
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