

sirkut
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Everything posted by sirkut
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DROMOMAN - modular arm parts for Infernal Robotics
sirkut replied to nothke's topic in KSP1 Mod Releases
True but the thing is Infernal Robotics uses Configurable Joints to set up the parts and that's how KJR is being used by traversing all the parts and making them in that manner, just much stronger. I'm really paraphrasing here. I would still like to see more robotic parts so don't let that stop you! -
DROMOMAN - modular arm parts for Infernal Robotics
sirkut replied to nothke's topic in KSP1 Mod Releases
Little heads up. The KJR plugin has an 'ignore' line for Infernal Robotics because if it doesn't it really limits the usefulness of robotic parts. I haven't spent time seeing what could be done on my end but it will limit travel for example. -
[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
There are 5 parts in the Soviet pack that require KAS. 2 items allow grabbing the part and moving it during EVA and 3 are storage containers so you can bring more items up to the station/craft/whatever. Here are those parts: Parts\MIR\MIR_core_solar_top\part.cfg (1 hit) Line 62: name = KASModuleGrab Parts\MIR\MIR_KVANT_core\part.cfg (1 hit) Line 101: name = KASModuleContainer Parts\MIR\MIR_KVANT_core_solar\part.cfg (1 hit) Line 61: name = KASModuleGrab Parts\N1L3\Soyuz_LK_pod\part.cfg (1 hit) Line 153: name = KASModuleContainer Parts\Soyuz\Soyuz_Orbital_module\part.cfg (1 hit) Line 82: name = KASModuleContainer -
[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
Awesome! Keep up the good work. You sir are amazing. -
[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
Do what BobCat suggests. I removed certain parts I would never use and it's been a huge improvement. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
sirkut replied to Mihara's topic in KSP1 Mod Releases
Here ya go: http://creativecommons.org/licenses/by-nc-sa/3.0/us/ -
Mods required: Alcor landing capsule (obviously) KOSMOS (fuel lines and spotlights) AIES (landing gear, engines, RCS, batteries, large antenna, decoupler) SpaceFactory PPTS (small dish antenna) NovaPunch (small fuel tanks) KW Rocketry (heavy struts) The panels and descent stage framework parts are all stock. Vehicle weight (not including tasty snacks and assorted lovely beverages): 6.72 tons And the .craft file for the brave souls who wish to fly this beastie: Alcor LEM craft file I tested Mun landings from 50km, 105km, and 125km. All were nominal. You should be able to set her down with a bit of fuel left in the descent tanks, if you haven't tried making any sizeable plane changes with only the LEM. Use only as directed. Some small parts make pose a choking hazard. Warranty void if used for more than looking at under flattering lighting. Thanks for the craft file. I am most certainly going to use this for a munar expedition. Thanks again!
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Here, use the Infernal Robotics version. Let me know how it goes. I used the same sizes as the suspensatron. Place this in the IR_Rotatron directory and keep the file name, don't overwrite what you have in place or it will remove the existing rotatrons. http://www./view/j2ipn70qcel6wb3/suspensatron.cfg -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Something just have been done wrong because all I did was take the download from the link you provided, unzipped them to their own directory and changed all three configs to be 0.20 compliant and it worked on my end. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I would need to see the log file. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Ok. I'll look at it tomorrow and see what is wrong. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
You didn't wrap the text file like I said. You need to take that text file, open it up and at the top put: <<<<this part is the original text>>>>> then at the very bottom put: Save it and reload the game. That part isn't 0.20 compliant so in order for older parts to work you must use the new declaration. -
If you use the ship file included it has a stock parachute attached. I think maybe he didn't want to create one.
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
sirkut replied to Mihara's topic in KSP1 Mod Releases
Here is something I did to the PTK NP. Since I don't have the mesh for this capsule to create the transforms I created 8 unique camera parts and placed them around the outside of the capsule in various places. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Small update. First space station ring part is done. Devo did a great job with the texture. Here's a little video demo. I was too lazy to set an action group to start up the motor so I simply clicked on the GUI button. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Just seems like a cfg change which anyone can do by copying the cfg to a new name, rename the part name and place the joint spring value that's in that package. Probably another setting would need to be changed. -
Sure it has a place. Is it because it's a military craft? It used what later became the FSG as its mobility platform whic is already been made and could then use the sunbeam mod for its co2 laser. I'm tempted to make the polyus anyway.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The old what? Be sure to wrap the text file with PART { and at the end }