

sirkut
Members-
Posts
2,575 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sirkut
-
Crap I thought I sent you a PM about it. I'm definitely on board for doing that! I'm just taking a super short hiatus from coding to do some texturing (modelling is done) for the Dynasoar. There's a few things I want to update for the plugin that is GUI related and this will be a nice addition. kOS has support for interplugin communication but I've hit a small snag on robotic groups but it works nicely.
-
Roger that. I'm relatively "free" for the rest of the day.
-
BobCat Ind. - Colonization, exploring and research vehicle
sirkut replied to BobCat's topic in KSP1 Mod Development
Ok. Now that BobCat has stated his case (a valid one in my opinion) let's consider that topic dead. Let's leave the guy alone and let him work on the new stuff. As KhaosCorp has said, it doesn't take a whole lot of work to get any of the older stuff to work in 0.22. -
L Great news. I'm more than willing to test in the morning (eastern standard time)
-
Dear lord I can't wait to use the update. You guys are doing an awesome job. Thanks for sharing!
-
Use The Unarchiver (its free): https://itunes.apple.com/us/app/the-unarchiver/id425424353?mt=12
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The VTOL engines are set via its animation positions which is completely different than how the robotic parts are handled. I haven't tested allowing users to move parts yet in the VAB but it's on my list of things to test. -
DROMOMAN - modular arm parts for Infernal Robotics
sirkut replied to nothke's topic in KSP1 Mod Releases
I have a robotic claw coming out in a different parts pack soon© -
I do remember you sending me a leg part. If interested I could send you the plugin in a day or two and you can be a beta tester for them if you like.
-
Are you referring to the nodes for the thrust?
-
[0.23] Magic Smoke Industries Reflaginator 0.5 (RCS Fixed!)
sirkut replied to sirkut's topic in KSP1 Mod Releases
Oh, then say tech tree because it will work with 0.22 build just not in career mode. I'll get to it eventually but I honestly haven't played career mode all the way through yet. Imagine that. As for planned I Am going to give the RCS a finite amount in the flag case. That way it isn't infinite. -
[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
Or people can do what you did and just delete the lifesupport folder. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Wrong thread by chance? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'll made a plain "stock" texture pack similar to what damned robotics have to appease the demands. They won't be super awesome or have wear, they will just be two tone colors, one to denote stationary and one to denote the moving side. Probably two shades of ksp grey or maybe go with the DR rotatron scheme. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Wow. Now that is a list! In other news I think I'm going to add a minimize button to the GUI. It's annoying me enough that I want to be able to minimize the window. Hopefully should have an update this weekend when I'm not too busy. -
Devo has been busy with real life so it's still in development. I could release the plugin, provide information on how you can configure any part with animation to use the plugin but I'm unsure of going that route just yet.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
If you want to skin it, I'm all for letting you help out if you want. I mean you are part of the team. I just need a distraction for a bit hence trying to model the X-20 Dyna-Soar. -
[0.23] Magic Smoke Industries Reflaginator 0.5 (RCS Fixed!)
sirkut replied to sirkut's topic in KSP1 Mod Releases
Updated for what? -
Kerbin City Community Project - Phase B - New Islands
sirkut replied to nothke's topic in KSP1 Mod Development
Great news nothke! Can't wait to try the new build for the city. Will you be making a video trailer for it? -
Darth Vaders Imperial Navy R&D-new concept Jul 9.
sirkut replied to Kerbal01's topic in KSP1 Mod Development
Oh nice! More rockets! -
DROMOMAN - modular arm parts for Infernal Robotics
sirkut replied to nothke's topic in KSP1 Mod Releases
I like the name and the nod to the OG plugin/parts. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Expand yes! After spending so many hours skinning what we already have, it just unnerved me a little for wanting to have to go back and undo what work I already did, not even counting what Devo did. I know a scissor lift was one idea that was floated. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The pod is: http://forum.kerbalspaceprogram.com/threads/54925-WIP-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%28UPD-12-11-2013%29 As for the textures, don't like them, don't use the parts. One day I may go back and redo them but it's not feasible right now to do so.