

sirkut
Members-
Posts
2,575 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sirkut
-
[0.21.1] Ordan Industries Telescope! Last Updated August 23, 2013!
sirkut replied to hubbazoot's topic in KSP1 Mod Releases
Yesterday Albert VDS posted a forked dll to fix the camera issues that was plaguing the older dll. http://forum.kerbalspaceprogram.com/showthread.php/46365-Hullcam-VDS-Mechjeb-hullcam-fork-fixed-VAB-SPH-bug -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That's been around since damned robotics and happens when you use symmetry mode on an robotic part. Only way I suggest avoiding that is not put hinges on in multiples that are opposite of each other because they will travel the same direction. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Impressive use of the parts! The way the parts are created they are essentially 2 parts. Both parts are skinned from the same texture so in order for me to fix it I will have to adjust the texture a little bit. Not a big deal but I will update all the parts I made to denote what moves. Maybe little arrows. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
send me your craft file so I can see what's going on. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I connected a bunch of parts and it worked for me (reminds me of a furby..I guess this is a kurby?): Before After The UI is going to get an overhaul once I move it over to the new module{} style. I can handle the GUI better in that case using TacLib's GUI library. That's certainly a great idea that you have. I'll try to make something like that happen in the future. Not sure when this will occur because I may take a small break and just play the darn game after Parts Pack#2 comes out. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Interesting. Let me redownload that now and test it(on the wife's machine). -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Your welcome but thanks for using the plugin & parts. I've learned a lot from tackling this endeavor with the help of Devo. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Maybe you are imagining things. It doesn't compress further than it should nor extend further than it should. All pistons have the same starting point and have been rescaled on how far they can travel. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I see what you mean but I think most people, coming from using Damned Robotics, wasn't so confused with the hinges. I'll make some small animated gifs showing the min/max movement of each part. Also. can you provide a screenshot of the medium hinge issue you mention? I am not seeing the problem. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm not sure what you mean. I did upload a version that allowed the piston to travel further than it should. I suggest downloading version 0.7 if you haven't already. I'll make better documentation soon. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Is it from reloading the scene? Coming back after a saved game? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Gah. WTF. Thanks for the confirmation. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That's fine. it will give me something to work with. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
That was a problem with an old version of the plugin. The translation has been fixed in 0.7 (and noone has told me otherwise). However you will have to restart that flight in order for the fix to work. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Wow I'm a tard. I know exactly what you want now. Making it hollow may cause attachment problems but I think I can do that! Question, do you still have that model and if so is it in blender? If so, send it to me and I can make it a reality. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Ah yes. Amusement parks the Kerbal way. That is awesome!! Love that last picture. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Did you download the update? I made an error and uploaded the wrong directory that didn't have the correct sizing information. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Questions. What is the dimensions of this washer idea? Will it have an opening like the ball bearing image? I'm trying to get an idea of how I'm supposed to model this. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Ohhhh. I believe I can do that. I will test that out. The new docking washers have a red designator painted on the edge that you can see on the bottom left where the white grid is. That and the bottom half being darker designates the fixed side. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm confused. You basically want a circular hinge that you could use to connect two fuel tanks together for example and when in space make the craft bend into a letter "L" for example? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Being that the docking washers were my first part I had no idea what I was doing. I decided to add a skin to it thanks to Devo's awesome texture. These will replace the existing ones in the near future. Now that the plugin is out I'm going look at some of the suggestions & issues that were brought up. Next up. The Magic Smoke Industries Animator plugin & parts: http://forum.kerbalspaceprogram.com/showthread.php/39367-WIP-Magic-Smoke-Industries-Animator -
(0.23) Wayland Corp. Development and released download Thread (new parts)
sirkut replied to Devo's topic in KSP1 Mod Releases
Infernal Robotics parts have been using 999 as it's basic value. I haven't heard any issues yet so give it a shot. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
sirkut replied to Albert VDS's topic in KSP1 Mod Releases
I almost want to jokingly make a KerbPro camera. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
sirkut replied to Albert VDS's topic in KSP1 Mod Releases
Oh god bless you. One less thing for me to fix! It was on my list. What sort of camera model do you need? I'm going to make one for my probes. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
As you have seen before, Devo created an awesome Claw that will come out with the Magic Smoke Industries Animator pack, sound is the last thing I add to the plugin then it's just a matter of seeing what else Devo can conjure up and that will be released. Here it is on a probe. You'll also notice how nicely the 1/4 sized parts work for probes. To be honest this is the main reason why I picked up this project is so I can make probe parts!