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sirkut

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Everything posted by sirkut

  1. I would advise searching first but for now here: For 0.21 download here: http://forum.kerbalspaceprogram.com/showthread.php/12384-PART-0-21-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-0-9
  2. The parts do after modifying but as for the plugin you will need Infernal Robotics. Go here: http://forum.kerbalspaceprogram.com/showthread.php/37707-0-21-Magic-Smoke-Industries-Parts-Infernal-Robotics
  3. I sent Devo something to work with so it's up to him to finish them. It sure when they will be done but hopefully not too much longer now. Devo is a busy guy so it's up to him and I'm not going to rush him since his artwork is a million times better than what I could come up with.
  4. I had to zoom in. You have the free moving docking washer which is essentially a rotational device with no motor therefore it will not move. I need to add a better description but for now try one that doesn't have the word "free" in it.
  5. I thought we were supposed to be getting better loading times but as a person who makes plugins alongside with you I've found this to be quite brutal. Aside from the projects we are working on together I honestly can't wait to see the other stuff (Kerbtown and Extra Planetary Launchpads to be exact).
  6. Do you have the old Damned Robotics plugin still in GameData? If you do, delete it that plugin as it isn't needed anymore. Try not assigning any keys to it and use the arrow keys when you get to the launch pad and tell me what happens.
  7. Look harder. http://forum.kerbalspaceprogram.com/showthread.php/43296-WIP-Leap-Motion-Plugin?highlight=leap+motion
  8. Currently I'm going to make parts that are similar to the old damned robotics with a few additions like a closed hinge. They are simple enough that I don't have to be a modeling wizard to cook up.
  9. Another option is to change the rotateAxis (for the rotatron) to a positive number for the middle number. 1 instead of -1.
  10. Look at the first post, I've updated it. You will need the Infernal Robotics plugin that I have on the mediafire link. Don't use the one that was floating around originally.
  11. Editing the cfg files may be confusing here is a visual representation (the arrows are there to show you what you are adding) I can't make it any more simple in explaining it.: This example is using the DRrotatron part.cfg file. Make the changes here. Original file: After adding PART { Original end of the file Bottom of file after adding }
  12. You can change the direction in the CFG but if you do that it will affect them all. Would you could try doing is making a copy of the part and give it a unique name "REVERSED" so you know what part you are dealing with. or separate control groups i suppose would work.
  13. First off, it doesnt work in 0.21. You need to download Magic Smoke Infernal Robotics from here (use the mediafire link) http://forum.kerbalspaceprogram.com/showthread.php/37707-0-21-Magic-Smoke-Industries-Parts-Infernal-Robotics If you want to use the DR parts you need to make a change to each of the part.cfg files (you have to do this manually because its against the license to distribute a fix, it's someone else's models). for example if the existing part.cfg file said: This is the config file you want it to now say PART { This is the config file } You are adding the PART { and the } to the file.
  14. You can't fold it inside the VAB. The plugin doesn't allow for movement within the VAB. I suppose if you wanted to you could make a copy of the hinge and edit the dae file to be folded. I think I'll add a folded one to the Infernal Robotics pack.
  15. I removed it from my version of the dll because I use F11 for Fraps. I don't think it would hurt people's feelings to remove it considering it still has alt-h.
  16. What if you get a craft hovering high enough to see both ends and use the Lazor targeting system to get the coordinates of each side and use that as your measurement. It would be a rough estimate but I guess it would work.
  17. Here's a teaser video while I wait for Devo to test out the plugin. 1. MSIAnimator parts (Legs, Hatches, etc). Right click one of those and you can control the animation of that specific part. (Window labeled MSIAnimator) 2. MSIAnimatorController part. Animation Controller serves no purpose other than it allows you to control ALL MSIAnimator parts on the vessel. (Window labeled MSIAController) In this video I control the animation of the hatch. You can also just toggle the hatch normal by right clicking and selecting "Open Hatch/Close Hatch" Same with the legs. I later adjust the legs so the vessel is level. Enjoy.
  18. That was magical. I really enjoy everything you have done for the game.
  19. It's merely a fork of the original plugin.I've just made one extra feature. Everything else is the same and you should have no issues.
  20. Yup! For readability I would reach one on a new line. PART { <everything else> }
  21. I would advise against linking that zip. It's in violation of the license. Please use magic smoke infernal robotics dll. Take the original damned robotics parts and edit each part.cfg file. Place PART { at the very beginning of the body of text. Then at the very end place } Make sure PART is capitalized.
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