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sirkut

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Everything posted by sirkut

  1. Are you using the latest version? There's a textbox next to the controls that allows you to enter a custom speed value. You can even use decimal numbers like 0.5.
  2. Sparker. The fix in .7 was due to a different issue. This Current problem is a unity problem and how it handles joints as far as I can tell. I can make piston arms go seemingly out of their "sockets" due to heavy weights and there is nothing I can find to prevent that from happening.
  3. Are you using the latest version? I can honestly say that I have never had this happen to me so I'm unsure what it could be.
  4. Oh that explains it. Do this. Try Albert VDS's camera plugin so you can keep the Zeus mod. Be sure to remove the MuMech dll from the zeus install. http://kerbalspaceprogram.com/hullcam-vds/
  5. What other dlls are inside GameData? Do you have any other plugins in the 'legacy' folder?
  6. You need to make sure you don't have any other InfernalRobotics.dll in your GameData folder.
  7. The animator plugin is done for now. Just have to get the parts ready.
  8. Firespitter plugin also handles animations (I think in the cfg it's FSAnimate) which B9 uses as well. The usefulness of this plugin is shown when you have the B9 cargo bay, go to action groups, click on the cargo bay, the firespitter plugin will then prompt if you wish to have the cargo bay animation deployed or not (it's a simple Yes/No question). This is useful if you want to open the bay doors, place a probe inside THEN toggle the animation to close the doors BEFORE launch. It's worth keeping it for that alone.
  9. Currently I use blender for my modeling and paint.net for my graphics. Both are free and they both work well.
  10. This is awesome. Thanks for your work!
  11. Satellite dish made out of a metal colander. Struts where the end points look like safety pins.
  12. I'm using quantum struts currently in 0.21 but not sure about the other.
  13. I'm working on it along with simple kOS integration. Unsure of the time table for it to be released.
  14. You're welcome. See if quantum struts give you the same grief if you like.
  15. DR is Damned Robotics which is what the original robotics plugin was called until I made a fork that worked for 0.21. People use it interchangeably and some just call it the old Damned Robotics.
  16. The way it currently works is you have New Group, New Group2 and so on when you add a new group. I normally just move the parts around into each group that I want to separate them with. You can't reorder the groups unfortunately at this time.
  17. There's actually a light switch in the cabin.
  18. I tried using beams instead and it caused me the same grief. I think it's the torque in the wheels but not sure just yet.
  19. Never mind. I was able to replicate it. I tried it with beams and I was getting the issue too. I'll experiment more with them. I do know when the smaller probe wheels they behave fine the last time I messed with them.
  20. Oh man. This is nice. These in various sizes, especially probes would be awesome!
  21. Strange. Can you send me the craft file. I will try to replicate it on my end.
  22. I got group movements to work for rotational robotic parts. Also got it to where you can specify which group you want to actuate so you don't move other groups. I'll have an update tomorrow with possibly a video. It's actually easier than I thought.
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