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Everything posted by ZodiusInfuser
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Since I have a bit of free time over this Christmas break, I've been working on finishing up some of my remaining part ideas for the Model Rework v02. Here's a preview of a new part I've just finished modelling inspired by the Curiosity rover. Say hello to the Utilitron - Observer! This will be another science part for the mod, letting you take EVA reports without needing a Kerbal. I will also add in some Hullcam VDS configs for it as well as a light source since none of the stock lights are small enough to go well with this. In terms of the Hullcams I would be open to suggestions on what to do for this (i'm not familiar with all the options). My general thought was to give it a zoomable camera up where the telescope section is (is that possible?), and maybe a wide angle one down where the stereoscopic cameras are meant to be. Or I could just have one and say the other is for the science capture. I am open to suggestions Thanks and Merry Christmas! Edit: Anyone familiar with making Firespitter propeller engines? I may as well work on finishing those parts up once I'm done with this one
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If I'm not mistaken you've placed the part on wrong. You should only attach parts to your craft via the node that's indicated by the yellow and black arrow markers, if you don't then the part won't move as expected. If I am mistaken please try uploading the video again. if its short you can send it to Gfycat. Edit: I'm not sure what you're meaning by the first point. I have put the part late on in the tech tree, but I don't plan to do any code to allow upgrades. Yep it is, specifically this controller:
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Does anyone want to test a new non-robotics part I've made? It's a surface attachable Probe Core with IR Sequencer and kOS support. The idea of having a dedicated part for this was raised over in the sequencer thread: http://forum.kerbalspaceprogram.com/index.php?/topic/104547-105-ir-sequencer-v05-add-on-to-infernal-robotics-updated-10072015 In terms of this part, I suspect the parameters will need balancing a bit to not make it OP compared to the existing KSP probe cores, so any suggestions on that would be appreciated. Here's the download: IR-1 Robotics Control Unit - Alpha Thanks! P.S Who can guess what the design is based on?
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So, can anyone guess what this is based on? As Ziw has said, this would be a probe core, sequencer store and kOS processor, with a little bit of battery. We're still discussing whether this should be part of the Sequencer mod or part of the IR Rework, because its surface mount nature gives it uses outside of the scope of this mod (plus who really uses the sequencer without the rework anyway ). Input on this would be most welcome
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macTijn, Since this is a pre-release I would rather there not be a CKAN definition for it (especially because it's all 3 combined packs). You are welcome to use it yourself if you are set on using CKAN for mod installing, but I certainly do not want it added to the main CKAN database and will not be providing support for it. Also, your timing couldn't have been worse, because... -------------------------------------------------- v02 Pre-Release - Beta This version adds in the fixed Foldatrons and a 1.0.5 version of the active struts that seems to be behaving fine in my testing. This is all of the existing parts of the mod updated, so the next step is to finish up some of my WIP parts such as the rails I've previously shown off. Thanks and Enjoy!
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The collisions on them no longer work in KSP 1.0, meaning they fall through the floor. It's not a hard thing to fix, just time consuming. As for the active struts, that's missing from that download as I need to double check if that exception was resolved. Remind me what the situation was to reproduce it.
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Hi All, I had a fair bit of time today to revisit this mod and see what's left to be done. There are a few things left but overall it's looking in pretty good shape. As such I thought I would put a v02 pre-release out for you all to play with v02 Pre-Release - Alpha This download contains all the updated parts and the new ones I recently pre-released. Note that foldatrons and active struts are absent as I need to spend a few more days on them. It would be great if you could try this out in a fresh KSP install (along with the latest IR) and see if there's any major problems I need to address that I've probably missed. Thanks and Enjoy! P.S I totally didn't rush this out because Das Valdez is doing an IR stream later today
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The scissor lift would fall on the "still more work needed" side of things (i.e. it works fine but the model needs tweaking). If you're meaning in terms of packs then I plan to put all Rail parts in the Expansion Pack, since they're a new form-factor like the foldatrons are (I have 4-6 types planned).
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Why would you have to update any of the links? Surely with the forwarding algorithm in place that will work every time? On my mod thread all the links to other threads are working fine, and they're definitely the old link format. Only links to specific posts in threads seem to be lost (which is still kind of annoying).
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Unfortunately I've not been able to give the new forum a thorough test due to the 502 errors constantly happening. What I will say though is that the lack of BB code support (or at least conversion for old posts) and broken links is a major deal breaker for me. As a modder I don't have the time to spend going through all my posts to manually update everything. So what am I supposed to do, divert my time from modding to do it, or just leave everything as is? Also, has the advanced edit page been removed due to it being a wysiwyg only editor? Edit: Regarding links, any chance of adding redirects for the old URLs if it's not possible to get the current paths to match up with the old style forum ones? At the moment you're basically asking everyone on the internet that has something tied to KSP to update their URLs, be it modders, youtubers, streamers etc.
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[quote name='KasperVld']They will be transferred over, and I can have a look at the storage quota.[/QUOTE] Thanks. An unrelated follow-up question. What is the reason for the forum migration in the first place? The OP just details what is changing, but not why it is being done. Is there a technical, financial, or other reason that means vBulletin is no longer suitable?
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I don't think this has been asked yet, but will private messages be transferred over, and will the available storage space remain the same/increase?
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A long time ago there was a part request for a scissor lift. Unfortunately due to the multiple linkages involved this is not possible; however, I recently came across this video that shows another way to achieve the same effect using just pistons: [video=youtube;PBlLghQCtPQ]https://www.youtube.com/watch?v=PBlLghQCtPQ[/video] This got me thinking, "could this be done in KSP using ContraintFX?". So over the past few weeks in my very limited spare time I've mocked up the following part: [img]https://www.cubbyusercontent.com/pl/IR_ScissorLift.png/_568cd303cb624b888250e88172ad8986[/img] (There's a slidertron rail on top for reference) Looks pretty cool right, but does it work? Well, check out the answer for yourself :D [B][SIZE=4][url]http://gfycat.com/BowedDifficultDutchshepherddog[/url][/SIZE][/B] Not only do the ConstraintFX work between the two halves of the part, they also operate within the editor (something I was unsure of). This means for those fellow IR modders who want to make beefier looking joints, adding pistons on to them is now an option :D Edit: Because I'm sure people will be curious. Here's a mobile lift of 10 rails going up the side of the flag pole [img]https://www.cubbyusercontent.com/pl/IR%20Scissor%20Tower.png/_3382a030e65944759e0819cddf9d8297[/img]