

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
In order for that to work correctly you must attach the base first to another part otherwise you will get weird instances like that. It's a known limitation. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Ctbram. Have you tried saving your game before goin to KSC? See what that does for me. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Well it's more of a "lean to" shelter for our stupid yellow lab. She has a back porch with pillows but prefers to lay in the dirt/grass so she can watch the road and wait for us to come home. I'll take a pic when it's done. Thank for the tip on the crafts. What I will do is redo the plugin in the PartModule format then see if it is causing the same problem. I know that taniwha said he fixed a symmetry issue. Omgnull found another bug that he submitted to github that I will test as well. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
What do I do in order to replicate the issue? Any specific steps? Thanks for the mockup. After I finish building this dog house I'll take a look. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
A red line where? How would it look like. Can you do a mockup? I will see what I can do but I never have issues with orientation. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
This is why it's a tentative release. I haven't tested it fully and I advised to make a backup of your game before proceeding. I'll have some time tonight to look at what is going on. If there was a stock version that I could use to test that would make my life easier. Stupid autocorrects... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks! I will check it when I'm at a computer. At a glance I'm seeing a lot of null reference errors from other plugins but didn't spot anything odd with infernal robotics. I will poor over it later. Just to double check you are usin .23.5 right? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Give it a try and see if you still experience it. I honestly never experienced it so it's hard to know what causes it. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I've heard people having bugs with the positions when they go back to a craft. I've never seen this issue personally but what I have always done is hit F5 to save the game before switching scenes. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It's a place where you can copy and paste text. Open the file, copy and paste the text to tho website: http://pastebin.com/. After you this you should be provided a link to share. Let us know the link here. I'm on my phone so I can't give you full instructions. I suppose I will add that to the bottom of my OP. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm looking forward to trying them out. You certainly got a greater vision than what I mustered up with the models I've done. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The file is output_log.txt it's in the ksp_data directory. You can upload it to pastebin and give us the link. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The toolbar plugin actually checks the internet and will let you know when there is an update. Must have been broken. Sorry you had issues but the time I uploaded the plugin it didn't alert me. Is it workin for you now? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Did you include the toolbar in the gamedata folder? If you did do you have a log file that we can see? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
With my testing I'm leaning towards it being fixed but since it was 3:37AM when I released the plugin I just wanted to be safe. Make a backup of your game and give it a try and see what happens. Btw. Thanks for the donation. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Exactly what taniwha said. I will be bringing in his changes that will fix that bug. Should have that one out soon and fix the toolbar bug that had plagued the plugin too! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Before I pass out (it's 3:37AM) I wanted to let you guys know that Dromoman robotic's parts pack work without any CFG changes. Enjoy! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
She's recovering but is sore and in a lot of pain but the meds are working. Thanks for your concern. Now at least I can go visit and not have that cloud hanging over my head with Infernal Robotics. As soon as few people think the tentative release is good I'll mark it 0.14 officially but from my testing when I worked on the parts in the past all passed. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Just posted the release on the OP. Give it a try and PLEASE let me know of any issues you discover. I tried all the crafts I could find during the first testing phase and everything appears to look good. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
With the assistance of omgnull, I was able to merge his changes on my github (I really need to learn how to used this!) In order to get the latest version, visit: https://github.com/sirkut/InfernalRobotics The parts & plugin are located in the Parts folder on the link. Delete the entire contents of the MagicSmokeIndustries folder with the new one. All the parts contain minor config changes that are necessary! Please thank omgnull for finding what was needed in order to fix what I have been struggling with. So far on the surface it looks like everythis is working as expected BUT I'm not too quick to call this version 0.14. Please give it a try and see how it comes along. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Docking washers? Yeah suppose you have two crafts that are shaped like +'s and when you dock, you end up with + docked with x... if you put docking washers on before the docking port, you can motorize and realign the crafts so they both are + and +. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
katateochi IRTESTER - PASSSED freewashertest - PASSSED multiparttest - PASSSED uwot - PASSSED WrongTOL - PASSSED It looks like after testing almost everyone's submissions it looks like omgnull has found the magic bullet to get this working! No popped joints, no silly reversals of directions, nothing that I was experiencing when I was trying to wrap my head around the anchors. Little did I know that I also needed to change the axis values too! Once I receive permission to do a pull request from omgnull on his fork (it's the right thing to do) I will incorporate it into my github and release the dll and parts(the translation/rotation has been changed). If you are handy with visual studio, check out omgnull's source, compile it and go crazy. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Biotronic's Contributions IR Hinge _ Rail Test 0 - PASSED IR Hinge _ Rail Test 1 - FAILED - I think it always failed this way since the bottom must always connect first IR Hinge _ Rail Test 2 - PASSED IR Gantry Var - FAILED Must place the capsule on the top platform in order for this to work correctly, this isn't actually a real bug. IR Gantry Var_ Upside Down - PASSED -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
From the contributions so far here are the results of my testing: BioTronic IR Rotatron Test 0 - PASSED (IVA moved too when crew swapped root capsule) IR Rotatron Test 1 - PASSED IR Rotatron Test 2 - FAILED (I think this has always worked this way though, you have to place the base on the root in order to work i believe) ObsessedWithKSP IRTEST1 - PASSED IRTEST2 - BROKEN (does this work in .23?) Legola Piston Test - PASSED Deceptus Craft - PASSED -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
omgnull. I'll certainly be resuming github. I'm actually getting tired of uploading the source zips to mediafire. The gantry & gantry variants were created for various applications and I can honestly say I don't remember what they were but I'm sure someone on here can certainly test them.