

sirkut
Members-
Posts
2,575 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sirkut
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Do you have the standard infernal robotics plugin and my forked version on your install? Try removing the standard one and keep mine. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Just so you know, the term magic smoke originated from blowing electronic chips. They give off this little puff of acrid smoke when you pop them. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Say what? BOOM! http://www./download/6c2q3i4k17ii59g/dockingwasher_free.zip -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Go here https://github.com/sirkut/InfernalRobotics/blob/master/Parts/MagicSmokeIndustries.zip Click RAW. The zip file will include the plugin which includes the new locking mechanism feature & the 3 docking washers. I will get something set up on kerbalspaceport soon but for right now I'll be using github for parts I want to get out in a hurry. We are working on a new parts pack that will contain a nice assortment of parts. I've just finished a proof of concept for a slider piece which I think would be useful: ps-did you get my PM? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks & enjoy. Now you can uncrookedify your docked vessels. All credit for the plugin goes to DYJ & r4m0n. I just added the lock mechanism for now. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Just get the one from github. it has the parts as well. I wanted to update it with the github after I got a clarification from DYJ but I hope everything is in order. And yes, this will replace the DR plugin. I added a feature that allows you to disable the movement of any part by right clicking and disabling/enabling the mechanism. -
right click GUI? and GUI in General
sirkut replied to pilotdes's topic in KSP1 C# Plugin Development Help and Support
GUI I haven't done yet but here's the 'right-click' window on a part. -
Imagine using this plugin to create a set of videos for all the easter eggs. "Here lies the the monument to....." "Now that you have landed on Minmus, let's get your Kethane rig going. First click...." <head explodes>
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I've supplied a forked version of the plugin, including source at the github. I hope this meets all requirements. waiting for approval before providing link. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Thanks for the heads up DYJ! I will remove the link and see about placing a fork with my source code which will provide the locking mechanism. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Done? Made it slightly larger to support the "Engage Lock" feature once I get it added to Damned Robotics/Infernal Robotics so you can select it easier. Had to use a screenshot to waterpick the orange so I could use it as a "center" indicator. Going to ask Lack Luster Labs first before releasing it to make sure it's ok. -
Do a search for either Infernal Robotics or look at my thread: http://forum.kerbalspaceprogram.com/showthread.php/37707-Magic-Smoke-Industries-Parts
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'll see what I can conjure up. -
I started a thread for the docking washers. http://forum.kerbalspaceprogram.com/showthread.php/37707-Magic-Smoke-Industries-Parts
-
Magic Smoke Industries - Infernal Robotics Making Things Move At Launch AND In The Editor!!!!! Infernal Robotics Parts Pack - v0.19.3 Do not attach IR parts directly to docking ports. It will make your life miserable. You have been warned! NOTE: All files should be deleted and reinstalled for the new version. I had to fix the transform for all the parts. I did however make a mistake in a CFG for closed hinge, delete the 2 in it if you have a craft in flight that uses them before loading your game. I can't fix the package as I'm currently not at a computer for a bit but I will be online periodically with my phone. name = IRHingeClosedScaleable2 When updating replace everything!!! Download from Curse <--may take a moment for it to be approved. Download from Kerbalstuff YOU MUST INSTALL TWEAKSCALE SEPARATELY: Here Changelog for 0.19.3 Removed references to GameScenes.SPH as it is no longer supported. Changelog for 0.19.2 Removed Toolbar mod. Stock toolbar support is now available. Mod supports both. Implemented MODEL{} referencing, now saving a few megs of texture space. Pro TIP: You will NEED to replace the KSPAPIExtensions.dll that is included in the TweakScale plugins directory with the one that is provided in the Infernal Robotics install. Changelog for 0.19.1 Fixed the undo (control-z) bug and the base creep bug. Changelog for 0.19a Exposed rotation to the tweakmenu and hide rotationDelta. It was useless for users. Now kOS users can have fun. swapped control button methods so now those in the position editor will match what the servo control window does at launch. Changelog for 0.19 Stock Toolbar support. delete the toolbar folder if you don't like using it. Electrical use is now enabled. Power usage values also scale with tweakscale. If you don't want to use it, edit the config.xml located in: GameData\MagicSmokeIndustries\Plugins\PluginData\I nfernalRobotics and change 1 to 0 Lastly ----> You can now move the parts in the VAB/SPH! In the group editor in the VAB/SPH you can now move ALL the parts simultaneously. In the tweak menu of an individual part, you can now open a position editor for that SINGLE part! << and >> move the part as you hold down the button. < and > do steps of 1 so you can fine tune the position. Custom speed is NOT a feature currently in the VAB. I still have some issues to contend with even considering this an option. This will at least get your parts moving amiright? I mean, this wasn't a feature before, be thankful of all the hard work I've done. Demo: Other parts supported by Infernal Robotics SMS Height Adjustable wheels and landinglegs ZodiusInfuser's Reworked Models (will replace the stock versions of IR parts eventually) Dromoman Robotic Arms NOTE You must implement these changes to get them to work: Source Tired of wobbly structures? Give ActiveStruts a try (lots of options): http://forum.kerbalspaceprogram.com/threads/85599-WIP-ActiveStruts-Dev-Thread How do I use the gantry and it's variant? Source Source This software & parts are released under the GNU GPL version 3, 29 July 2007. My free time is quite sparse these days but I make the best of what I can do to keep this plugin going. If you think I deserve anything (mostly beer!), feel free to donate. HOW TO INSTALL Standard way While inside the KSP directory If you want to make your own custom robotic parts, fret no more! I wrote a simple tutorial on how to do so: http://forum.kerbalspaceprogram.com/threads/81568-Tutorial-How-to-make-robotic-parts-for-the-Infernal-Robotics-plugin
-
DROMOMAN - modular arm parts for Infernal Robotics
sirkut replied to nothke's topic in KSP1 Mod Releases
Great job man. Can't wait to check it out. -
Sure I will make one tomorrow.
-
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
sirkut replied to Majiir's topic in KSP1 Mod Releases
This is exactly what I need to see. Thanks for doing this. -
Feel free to redownload my docking washers. I smooth out the docking washer, both parts move separately from each other now! It will break what you have so don't be mad. I'll try pistons and other items next. I did notice that the docking washer works fine during initial docking but if you go to exit the flight and revisit it, the docking washers both move in sync with each other rendering this useless. Do you normally adjust then leave it be? Download here Here's a video
-
Let me know what you guys think of it while I work on the issues I mentioned. I will upload a newer version when I get it figured out. Oh and with a better texture.
-
(0.23) Wayland Corp. Development and released download Thread (new parts)
sirkut replied to Devo's topic in KSP1 Mod Releases
Robocop. Ed209 -
I'm terrible at textures at the moment but I did make two "docking washers" that are relatively low profile rotatrons that you can use to attach docking ports to. Then when docked you can use it to rotate your vessel so they can line up. Here's a screenshot of before and after (I was wanting to align windows). The little light & dark gray line between the docking port and the capsule is the docking washer. They are two colors because one was supposed to be the base while the other was the spinner. The spinner would only move but something isn't working correctly and I'm trying to resolve it. Until then you can play with these. I made a standard and a jr size. I offer no guarantees but they work for me. http://www./download/j1h4gxc3q4j83vv/dockingwashers.zip before after
-
Now that's an interesting idea. I'll give it a shot when I have a free moment.
-
[0.21.x] ReflectiveShader Plugin (Version 1.2)
sirkut replied to Razchek's topic in KSP1 Mod Releases
You sir are awesome. Trying this now. Thanks! -
How to do reflective metal surfaces
sirkut replied to BlazingAngel665's topic in KSP1 Modelling and Texturing Discussion
Now that would be something interesting to see.