

sirkut
Members-
Posts
2,575 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sirkut
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
sirkut replied to damny's topic in KSP1 Mod Development
There are already six different parts to this mod. When you open up the map the little hi lo bio and other labels he describes in his original post turn green when you enable a specific satellite part. Grey when it's off. It's a great setup. Certainly diversifies your tasks. -
You may be lactating. Seek help.
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sirkut replied to ferram4's topic in KSP1 Mod Releases
I didn't see anything strange in the error log but I will try again and get that to you if my internet at home is cooperating.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
This. Making hatches shouldn't be that difficult.
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
sirkut replied to damny's topic in KSP1 Mod Development
Wow. Despite the issues mentioned this is pure awesome. I'm very impressed. It was fun getting the Z-Map craft up and running. -
[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
Or just remove the whole part in the craft file. beats having to clone the whole game. -
[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
Glad the bug was spotted and sorted out. It pained me to not be able to use the Buran for a supply mission to my Mir station. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sirkut replied to ferram4's topic in KSP1 Mod Releases
I was having a strange issue where I would ignite the engines then release the launch clamps it would just sit there suspended in space. I'll try to reproduce this issue this morning in order for you to troubleshoot.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
sirkut replied to alexustas's topic in KSP1 Mod Development
Great work alexustas. I really love the VNG plugin to support changing colors. Insanely useful. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sirkut replied to ferram4's topic in KSP1 Mod Releases
Bravo. Thanks for the update.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
sirkut replied to ferram4's topic in KSP1 Mod Releases
Infernal Robotics uses ConfigurableJoints and I just saw that your plugin too uses ConfigurableJoints. I think during the iteration process it is overriding the values that the Infernal Robotic parts have.- 2,647 replies
-
- kerbal joint reinforcement
- kjr
-
(and 1 more)
Tagged with:
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Good to hear. Enjoy your nearly discovered sized parts. -
Personally I giggle when people get into whether or not a particular mod is plausible scientifically or should even be made. The pilots are little green people. I say go for it and have fun with it.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I noticed its the 90 degree hinge, I'll double check the CFG to make sure it has the three sizes tomorrow. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That particular hinge has three different sizes contained in one single CFG. In fact a lot of the parts come in three sizes. The telescoping piston actually comes in a lot of sizes, once again in the CFG. Just to be certain, when you go to launch you have custom speed control too right? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Most of the parts allow for a rescalefactor if you wish toake a different size. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Nice one rhoark. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Victor tan. I honestly don't know what the problem is. If you can give me steps to reproduce it I can try. From my experience in using it I have no issues. Only thing I can think of is to do quick saves. -
Roger that. Thanks!
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The locking is done within the source code. The joint spring in the cfg allows the free movement of the joint. I would have to code support for the free moving washer which I haven't done. -
Do you have the hatch box collider(recalling from memory) on the outside of the mesh?
-
Are there any plans for an IVA for the Gemini Lander Pod? I debating on making one for myself but if there are plans in doing one I can hold off.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I will see what I can do. I should have enough free time to do a texture reduction. -
What node attachment system are you using? The one where you define via coordinates in the CFG or the new node attachment system introduced in .20 that isn't fully fixed yet?