

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
Well I don't want the user to change the max or min value of the range as that would break the "reality" of the parts as it starts to clip on itself. If you what you say is true could I not just reassign max value the same value it has just to cause it to redraw? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Short answer no. Plugin has zero code to handle that during the editor. It's been asked plenty of times already so it's nothing new. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I have the adjusted increment step almost working but I realized an alternative. What if I gave an array of options instead through another tweak option that allows you to define what step to use. I would be easier to code and wouldn't require any trickery and shouldn't require a redraw of the tweak window. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It's all good! I did a search for hasAncestorPart and saw your github but I wasn't about to make any assumptions on your work. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm not so certain that it is an IR problem exactly. I'm seeing a lot of these errors(which not only show up for the Pistons, I see it for solar arrays, etc): As for the Min/Max not showing up for the Pistons. It's because it isn't set up yet to handle anything that isn't a rotateJoint. It's currently working as it should. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I meant to add something. In the current version you can use decimal numbers in the servo control window. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Looks like Raiden on a skateboard. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Since the post was edited I would have liked to have seen a craft file jus to see what exactly the problem is but I will repeat what Phoenix_ca said about attachment points. The others points if not done correctly will just float. It's a limitation of the code and it's always been this way. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yes to both. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Funny you say that because I too use them for cameras and telescopes. I'll make it work. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Your problem is you are also installing the old Damned Robotics dll: You need to remove that dll as it is no longer working. THEN you have this: AND Your solution is to remove MuMechLib.dll and the InfernalRobotics.dll that is in the Pegasus directory. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yikes? Could you zip these up next time? I'm on DSL and this is taking quite a while. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I hate you both right now. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Probably using the close hinge. Mine is a close clone of it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Ah. That's not how the tweak "scale" operates. It's just 1 increment and that's it. This would have to call for an additional tweak slider (then which would you pick?) and I'm not willing to do that just yet. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yup, still lost here. If I want 25% of the number 5. It would be 0.25 * 5 = 1.25 which is what is calculated behind the scenes as the customspeed variable. What I was referring to was the tweak value being 0.25. Then it wouldn't matter what the Servo Control text box would be. If it's 1x or 10x, if you want 25% of any speed, make the tweak value 0.25 Now I can adjust the step increment to be 0.01 and let the resolution lie there but I don't see how anyone would want to go any further. -
The Tweakables Thread
sirkut replied to dtobi's topic in KSP1 C# Plugin Development Help and Support
I think you would just copy the module definition from one of the stock lights cfg. Maybe? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
You are losing me. Why a multiplier or divisor? On the Servo Control window? On the Tweaked part? If I want a part to go 25% slower out of 5x, I use 0.25 If I want a part to go 25% faster than 5x I use 1.25 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It really shouldn't. Aren't those wrapped in it's own MODULE declaration as well? I can't remember. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Made 2 install videos. Not sure how much more I can do to make it easier for people to install the mod. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
creature feep? naw. People been asking for these features for far too long and I've grown tired of the constant requests for the same thing. At least then hopefully the only one I will constantly hear is "it would be nice if I could move the parts while in the VAB/SPH" Once I resolve one issue with the movement ranges I'm ready for a release. Hopefully today??? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
They will work BUT you will have to make changes to the CFG that won't impact any settings. Here's an example (changes in bold): -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Well keep in mind that this is for the tweakable speed. There will still be the Servo control speed textbox that a user can place a number in. Here's a scenario: The group speed is 5 Tweakspeed (I need a better name for the tweak label for Speed) for the right hinge is 1 Tweakspeed for the left hinge is 0.5 Right hinge moves at 5x speed. Left hinge moves at 2.5x speed. As you can see the travel is different when I actuated the movement of the parts. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Alright, I got the individual tweak speed added to the code. Now the next question is, what should the individual multiplier be? Currently I have: minValue = .1 maxValue = 5 stepIncrement = .1 What would everyone feel would be a good range/increment to be?