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sirkut

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Everything posted by sirkut

  1. Nice. Looking forward to the different camera options.
  2. Ohhh. We have some legs coming out with the MSI Animator Pack.
  3. You are more than welcome to go into the config file and copy the whole PART { ..... } part, give it a unique name and add your own rescaleFactor value. Voila, custom size.
  4. Ok here' goes. It's not the best and I'm refining my technique. Some extra screenshots to show the hatch/port artwork. Enjoy. Waiting on approval to include in a parts pack.
  5. They call the unknown "beast" that causes strange things to happen the krakken!
  6. I honestly don't know. I saw the bearing trick from TT's multiwheels pack and thought it would be a neat idea to add it to the robotics pack. It has to do with the jointSpring value being very minute. This value, in unity tells it when to snap back, in this case it takes a very long time which may explain the time acceleration. Here's the class on how it's made. I honestly have't read it all to funny understand it. That groundwork was already done by r4m0n. http://docs.unity3d.com/Documentation/Components/class-ConfigurableJoint.html
  7. I've had numerous people with issues that ended up not being issues and I honestly overlooked yours. I'm loading it now. I do know in your first scenario you mention "free washers unlocked, and you may see some rotation." The free washers do not lock. I know it's misleading and I'm removed it from the flight actions for the next release but I will somehow make it quite obvious that it doesn't lock. I still haven't figured out how to remove it during the editors but I will add more to the description of the actual part that says that it won't lock.
  8. Haven't heard anything about anything not zeroing out.
  9. It's a known bug if you spin it too fast. It's popping the joint off. It happened with the original if you set the speed to high in the cfgs. Now that the user can change it, it's at their own risk. My only suggestion is don't do that. MSI Animator plugin is done on the programming side of things. Just waiting for Devo to finish up his parts. Until then I don't want to release it right now.
  10. Actually this may be a tough one to crack. KW Rocketry hasn't been updated to 0.21 which I highly doubt is an issue. Kethane is now at version 0.7.7. Mechjeb 2, is that v2.0.9? Let me take a look at the log file first and them possible zip up your entire gamedata + persistant.sfs as a last resort. Otherwise this isn't going to be tough for me to figure out.
  11. It's the best I can do. Having mods installed and just assuming it's Infernal Robotics isn't going to help. The only time something stops working for me and it's Infernal Robotics is I time accelerated and ran out of electricity rendering the craft inoperable. And let me rephrase my request. Let me have your persistent.sfs file.
  12. Looks like something KerbTown could use. Or that city they are working on.
  13. I've seen Scott Manley use a bearing part (which is a free moving rotatron/washer) and before he would time accelerate he would stop the rotation, engage quantum struts (to keep it moving) then time accelerate. Here's what I'll do. I'll spend my next update, adding code to not allow the menu to show up to lock the free washer.
  14. It's just a matter of adding a line to the CFG but come to think of it, I think once you use an attachment node it won't come off.
  15. It was begging for it. Only downside is the cage is packed up. If it wasn't I would have set that sucker at a 45 degree angle, put side cage on it and just see how far I could throw a kerbal. What great fun.
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