

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
There is no option to do this. It's been suggested many times and when I release the next version I will address these constant questions/feature requests. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Updated coming out probably _TODAY_ that will fix a lot of issues. Hopefully this one too. You'll have an invert axis tweakable you can toggle while in flight and it will save it's state. It will however _might_ break saves but there is code that will load old encoded legacy saved game data. -
Just wanted to say that I love this plugin! Works really well with the new version of Infernal Robotics that I'm going to be releasing soon. Also works with my Animator plugin that has been collecting dust so I need to release that too.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yes it will have all the features from the plugin (tweakables, speed, etc). The parts will just look different. -
This is something I've been meaning to share for some time now. If you are on a Windows machine that has powershell you can leverage it to extract all the MBM images in the install folder if you wish to edit or use them elsewhere. This script will loop through all the folders and if it encounters a file with the suffix .mbm it will run mbm2png (http://kerbalspaceprogram.com/mbm-to-png-file-converter/) Enjoy.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
What I will probably end up doing is providing a download for either choice. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yup. It's to quell the incessant fussing about how crappy my parts are and that they don't look stock enough. I may get bored and redo all my parts using references from the squad textures. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yup. TweakScale is certainly in use with his parts. In fact you can download them and test them out right now. I would implement TweakScale but I'm unsure if I want to because I know some will complain it will break their saves. :/ -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
have you seen ZodiusInfuser's robotic parts preview that will be replacing my parts? http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Structural-Pre-Release%29?p=1138752&viewfull=1#post1138752 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I suppose so. I don't use action groups much. I'm just glad to fix some of the docking bug issues. There is one but that I will showcase but it deals with a certain application of a piston and a docking port. I'm going to have a few videos showing what not to do. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
How about this scenario. 2 crafts, each share the same group OutsideHinge while also having unique groups for each craft. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I don't know. Maybe this video will help. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It would be nice and it has been asked time and time again. Maybe one day but I'm not going to hold off this release just to start work on an attempt on that feature. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm finally getting close to an actual release. So far we have: 1. Minimum Range tweakable so you can constraint the lowest value of travel (determined from part CG 2. Maximum Range Tweakable so you can constraint the highest value of travel (determined from part CG 3. Coarse speed tweakable - range .2 to 5 (increments to 0.2) 4. Fine speed tweakable - range -0.2 to 0.2 (increments 0.01) 5. Invert Symmetry tweakable (toggle) 6. Lock motor tweakable (toggle) 7. Undocking fix for the Servo Control window. When docked and one craft has 4 parts and the other has 4, when you undock the servo window will autofit to the current craft) 8. breaking force/torgue values have been increased within the code, haven't yet deprecated the CFG values yet. They will read but have no affect on the settings. -
The Tweakables Thread
sirkut replied to dtobi's topic in KSP1 C# Plugin Development Help and Support
Anyone have any luck disabling symmetry mode for tweakables? Currently if you place a part in symmetry mode and make a slider value change it goes across all parts. -
[0.24] - Magic Smoke Industries DevHelper v0.6
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm stumped on this one. I can't replicate the error that you are getting. -
No one complained meaning just you right?
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You guys need to give it a rest. He will release them when he has time and thinks they are ready. He has said in the past he will not release anything unfinished or give them to someone else to continue the work. He tried it in the past and they ended up messin it up (his words a while back) Im sure it's really annoying for him to work on new stuff when people keep hounding him to fix the old stuff. Have you guys ever thought he doesn't want to continue the old parts and work on something fresh and new to keep his interests in the game alive? Maybe he isn't happy with them just yet and wants to get them just right before releasing them. Maybe he has a family and needs to focus on them more. There are a lot of things we don't know about BobCat but I think it's real lame to keep hounding him. Just show him some support and quit nagging him.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
When I do the next release I will list the bugs that are still present so people will know what to expect. I'm going to try to eliminate the constant questions that occur in this thread.this isn't directed at you smunisto just in case. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
You are missing something. Docking and moving stuff while docked is not fixed. The Next update fixed SOME docking issues but the one that hasn't been remedied is when you use pistons with a docking port and docking. The parents if the parts get screwy. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Taniwha added code that will read the old legacy encoded saved game data for the robotics and it appears to work well although I haven't done extensive testing with it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Next update will require the CFG changes. For now adjust the axis values around until they work again. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Well news flash, you are going to have the change your CFG files whether they worked or not because the parts are no longer MuMechServos but are now parts. You will also have to wrap all the infernal robotics specific variables around the MODULE declaration in the CFG. Might as well expect to edit each one anyway or they won't work at all when 0.15 is released. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Work for everyone! I can't thank both on you enough on contributions made. This includes ozraven, omgnull, and mrblaq. In the next update I will give proper credit to all of you guys. Now if I can finish one more thing I will have this ready this weekend! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It also helps to think backwards visually. It's what I've always done and I never once wished I could move the parts in the editor. Maybe I'm weird.