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sirkut

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Everything posted by sirkut

  1. If you can that would be splendid. Right now is just a really busy time for me so my attention to these weird issues has been rather slim.
  2. It's been asked many times and I honestly believe this is beyond the scope of the mod. I'll look into it when I'm not too busy during this "season" of mine but I can't make any guarantees.
  3. Yup. What they said. Or just delete the plugin and deal with 1 size only. you can go and modify the values to reflect the other sizes but note that your parts list will be longer now.
  4. Yup. Don't use uppercase letters. Haven't figured how to prevent that.
  5. The travel may be messed up in that case. I'll look into it soon©
  6. No. You do it this way. Place hinge onto craft Save the craft Move hinge to test it Reload the saved craft add parts to hinge if you want Save the craft Move the hinge to test Reload the craft If you do this the hinge will always be at '0' I will get to fixing this eventually but this time of year I'm extremely busy. The pistons have 2 attach nodes that are very close to each other. You do not do surface attachments like you are doing. They are supposed to be embedded.
  7. Protip: don't move it so much. Save and reload when testing.
  8. Look at my original post and read the whole thing. It says "other parts supported by Infernal Robotics." You will see a line that says ZodiusInfusers Reworked parts. That's the link you want.
  9. Remove the wave file. Bending parts you build from pieces. Use hinges. Also look for the rework parts which is a separate download.
  10. I figured the "making things move" would be sufficient. Honestly I edited a lot out of the page when 0.25!was released to clean it up. Come to think of it I don't think I ever had a description. I'll get to it eventually but it's low on my list. I had 40,000 downloads(on curse) for 0.19.2 before 0.90 KSP was released. I think people get the idea.
  11. Still working on it. I'm a busy person these days.
  12. Up to them but a while back I exposed the trans and rot values so that kos can utilize them.
  13. Add it in yet again. ZodiusInfuser isn't finished with them and until then, they will remain separate.
  14. IR is now finally updated to supported KSP 0.90. Be sure to update TweakScale too!
  15. Doing it as quick as I can while juggling family, etc.
  16. Infernal robotics will require a recompile and will only partially work. Editor is broken but flight is fine. I should have the updated version in a couple of hours as I'm tied up with family duties. 0.19.2 http://forum.kerbalspaceprogram.com/threads/37707-0-25-Magic-Smoke-Industries-Infernal-Robotics-0-19-2/page489
  17. Heads up gang. IR needs a recompile due to changes in the editor. I'll upload a new version as soon as I'm able.
  18. Given that I can't seem to model it correctly I'm calling it dead.
  19. Check out RoverDude's modpack to see if there is any tips: http://forum.kerbalspaceprogram.com/threads/84359-0-25-USI-Survivability-Pack-%28Formerly-DERP%29-v0-1-3-2014-11-01
  20. I'm too busy to chase wild ideas right now. Maybe when I have free time I'll give it a shot but something tells me that there's a kraken waiting if you start monkeying with negative masses. As for tweakscale, I don't know. Once 0.90 is released I'll look at it.
  21. May have misunderstood what you meant. Let me revisit it when I'm not sick.
  22. Making it one part isn't going to be possible which is why this is in two pieces. Free spinning is just a matter of changing parameters like the free spinning docking washer.
  23. You mean something like this? http://forum.kerbalspaceprogram.com/threads/84566-WIP-Magic-Smoke-Industries-Station-Parts-%28Infernal-Robotics-required%29
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