sirkut
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Everything posted by sirkut
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Ways to move a docked object?
sirkut replied to artwhaley's topic in KSP1 C# Plugin Development Help and Support
You could save the IR arm as a subassembly and tie an action group to the "deploy." -
[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
sirkut replied to marce's topic in KSP1 Mod Development
Exit the game? Holy heck, just save the changes and refresh the game database using the debug menu. No need to exit the game. You must do this at the space center. Great job marce. Glad it's now out. This is an essential modding tool. -
Internal Combustion Engine Construction Kit
sirkut replied to Azimech's topic in KSP1 Mod Development
Awesome. Can't wait to see this. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'll take a look but I need steps to reproduce them. I suppose I can do that. I've been meaning to look into it. -
LineRenderer, Arrows, circles oh my.
sirkut replied to sirkut's topic in KSP1 C# Plugin Development Help and Support
Oh God, considering I just looked at it to figure out how to get the checkerboard mesh for the attachment nodes. Chalk that up to tunnel vision! -
anyone have any examples of drawing a line, a semi circle with arrow based off a transforms location? It must be really easy because I'm certainly not grasping it. The goal is to render lines with arrows or semi circles with arrows to show the direction of movement for infernal robotic parts. That way it would be more of a hint to beginners.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thank you so much for sharing! It's a known bug. Only suggestion I can offer is _save_ your craft first in the editor, test it, then open the save again and set your limits. It's only in the editor that it's a problem. -
So the press of a button you want it to fully extend and that be it? Press the button again and it retracts? That's it?
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Tiny? I think you are underestimating what is involved in this plugin. IR alone is 1330+1943 lines of code and that isn't counting Drag/drop support of IR groups (498)lines. Let me first get this WIP progress done and with this particular mod see what can be done since it is a bit simpler in moving parts for a special purpose that may address the criteria. There's a lot of questions that need to be thought of before even considering a mod that "make wings move when goes fast." What factors cause the wings to move? When lift lowers? When speed lowers? When center of mass rises? There's a lot that would need to be calculated. How far should the wings move? How fast should they move? I'm not saying it can't be done but done assume it would be a tiny mod.
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Maybe one day but I have another IR related mod I'm working on at the moment that has been a WIP for 2 months.
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Virgin Kalactic -- AdvGenerator, TrackResource, and now NodeToggle!
sirkut replied to Greys's topic in KSP1 Mod Development
Greys, figured I would share what I have done to NodeToggle. Now users can SEE what attachnodes will be disabled/enabled from the menu. I'll send you the code when I have a free moment but here's a video(ignore the glitchy graphics issue, i didn't have all B9 required plugins to work): -
Unfortunately that's beyond the scope of what infernal robotics is supposed to be. I've had people request sun tracking for rotatrons for example. It will just compound the complexity of the programming.
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[0.24] - Magic Smoke Industries DevHelper v0.6
sirkut replied to sirkut's topic in KSP1 Mod Releases
Log file or pic? I don't see such warning. -
I've actually considered making some wing hinges for IR that would be super low profile and quite slim. I suppose I will make a few tomorrow and post here the results.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
sirkut replied to Firov's topic in KSP1 Mod Releases
Well then awesome. Back to working on my new "IR" related mod. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
sirkut replied to Firov's topic in KSP1 Mod Releases
I'm debating asking dtobi to resume work on this mod unless someone else has stepped up. -
Official Mod Compatibility Thread for .25
sirkut replied to NathanKell's topic in KSP1 Mods Discussions
Heads up NathanKell, TweakScale has been updated so no need for the remark about reading TweakScale. -
What would you like in .26?
sirkut replied to CDK's topic in KSP1 Suggestions & Development Discussion
Bug fixing. That's all I want. I don't want any new features until bugs are sorted. Adding new features just compound the bugs. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It's something I know about but no way to fix it that I know of. What I suggest using is part wizard. It will let you separate symmetrical parts sp you can the edit each one individually or as subgroups. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks for the log file. Here's your problem (I highly suggest learning to read the output_logs, sometimes just looking at them will answer your own question.) Solution? Trim your mods down so they don't run out of memory or use Active Texture Management mod. http://forum.kerbalspaceprogram.com/threads/59005-0-24-Release-3-4-Active-Texture-Management-Save-RAM-without-reduction-packs! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Maybe but this is your fish to fry. Just compare the two and make changes as you see. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
64 bit version? If so it's not my fault. Blame x64 bit. It's buggy and even some modders have disabled their mods from working in KSP 64bit. I dont think that has to do with Infernal Robotics but as usual I can't help unless I see a output_log file. Showing me a picture does me no good. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
_OR_ better yet, download an older version of Infernal Robotics where all the parts have individual part sizes..