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Everything posted by ZodiusInfuser
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Ziw is looking in to updating the Sequencer to 1.0.5. I have encountered a similar issue with renaming parts (regrouping works fine). If you do rename them, save your craft, exit out of the hanger and then go back in. It will reload fine and be functional again. I did this with your walker to make things easier to understand. Edit: Wow I can't believe I missed this! Great work on that design!
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Ok, that's interesting. Just downloaded 1.0.5 and copied over the version of IR & Kerbal Foundries I was using before, as well as the test craft that I encountered the bug on, and the pause menu is behaving fine for me. Assuming nothing crops up in my testing, I may actually be able to properly release my mecanum wheels! Is a 1.0.5 compatibility patch planned in the near future for KF? If not can I distribute the 1.0.4 version as per our PM discussion a while ago?
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It's an exception that's at fault (I PMed you the error back when I encountered it a month ago). Because the exception isn't handled in your code it gets pushed in to KSP to handle, causing it to not finish all of its pause procedure. The solution is to prevent the exception from occurring or catch it when it does. I found it 100% reproducible with my mecanum wheels. Maybe try a fresh install of KSP with the Kerbal Foundries files bundled with those parts and see if it occurs then? Regarding the icon, that may have been an issue in 1.0.4 too. I know I encountered it after doing a database reload. See if you can get in contact with Ziw as he fixed the problem completely for Infernal Robotics. Edit: Here was the exception I encountered: NullReferenceException: Object reference not set to an instance of an object at KerbalFoundries.KFDustFX.OnPause () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 at FlightDriver.SetPause (Boolean pauseState) [0x00000] in <filename unknown>:0 at PauseMenu.Display () [0x00000] in <filename unknown>:0 at PauseMenu.Update () [0x00000] in <filename unknown>:0
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That will either need you to write a kOS script or make your own mod to command the rotatrons from joystick input. -------------------------------------------------- I'm just going to say this now, even though 1.0.5 is out don't expect an update to this pack any time soon. Although I was able to work on a few things a number of weeks ago, IRL work has got super busy again
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
My mecanums point to a null path and you just get a few minor warnings in the log. The parts work absolutely fine. -
Hi Gamerscircle! Nice to see you on the forum. All the parts are in the tech tree. Did you download all the packs? Given you're using CKAN I suspect you only grabbed the Core pack. The wheels and foot are in the Utility pack (https://kerbalstuff.com/mod/677/Infernal%20Robotics%20Model%20Rework%20-%20Utility%20Pack). Note that this pack hasn't been updated to KSP 1.0 yet, but the wheels and foot work fine if you manually copy them over. The other parts for the walker are in the Expansion pack (https://kerbalstuff.com/mod/676/Infernal%20Robotics%20Model%20Rework%20-%20Expansion%20Pack) As for getting the feet from the walker working, you'll need to ask Darren9 for specific details. From what I know though he used the Kerbal Operating System to synchronise the leg movement. If that's not your think you could give the IR Sequencer a go instead (http://forum.kerbalspaceprogram.com/threads/116076-1-0-4-IR-Sequencer-v0-4-Add-On-to-Infernal-Robotics-(updated-10-07-2015)).
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For a game that's supposedly about space, KSP has an awful lot of plane parts. I'd be ok with that if there were lots of places they could be used, but engines only work on two bodies and wings on just 5. Unless they are planning to add more places to explore on Kerbin and Laythe these extra parts seem largely unnecessary and could have been offered as an official mod like Asteroid Day. That's an aside to the turbine discussion though.
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[WIP] TweakScale - Development Thread
ZodiusInfuser replied to pellinor's topic in KSP1 Mod Development
That was a very nice change. I picked up on this a few releases ago, and it certainly makes removing the patches a whole lot easier. -
[WIP] TweakScale - Development Thread
ZodiusInfuser replied to pellinor's topic in KSP1 Mod Development
There's already a solution for that. Delete the patches folder. That's what I do anyway, since IR has its own scale definitions as you know. I think of this as the "only allow scaling on parts mod makers have designed to be scalable". In fact it would be nice if there was a version of Tweakscale available for download that didn't include the patches by default. -
You'd need to look 30+ pages back to find it. From memory though the Movatrons, Robostrut Lite and Pro, Magnet, and Landing Foot work. The things I have to update are the Grasper (needs a CFG change), the other Robostruts (need a new DLL and License) and Surface Sampler (kinda works but need a new DLL anyway). All of these changes I've got locally but need to spent time finalising them. This will be the next pack I do after updating the core pack (which needs all its collision meshes fixing).
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Just wanted to post in here to let people know I've continued this idea in the IR Model Rework. Still in alpha and not the same scale as these ones, but may be useful for some applications: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%2828-04-2015%29-On-Hiatus?p=2249445&viewfull=1#post2249445
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Another part on the list of things nobody has asked for , an in-line bearing! If you're not familiar with the concept you can check out this old mod thread from me and Sirkut: http://forum.kerbalspaceprogram.com/threads/84566-WIP-Magic-Smoke-Industries-Station-Parts-(Infernal-Robotics-required) Here's a crazy example I made with a free spinning one and the some updated uncontrolled pivotrons: http://gfycat.com/LateNaturalFantail If anyone is interested in testing these parts out and providing feedback, you can download both the bearing parts and U-pivotrons from: IR Bearings & Uncontrolled Pivotrons - Alpha.zip -------------------------------------------------- Also, as a reminder, there's packs for the half extendatrons and mecanum wheels that I would appreciate some playtesting of: - http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%2828-04-2015%29-On-Hiatus?p=2248061&viewfull=1#post2248061 - http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%2828-04-2015%29-On-Hiatus?p=2246295&viewfull=1#post2246295 -------------------------------------------------- Edit: Turns out these bearing make helicopters extremely easy to build and fly!
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Well, since you asked nicely: IR Half Extendatrons - Alpha.zip -------------------------------------------------- In addition to the half extendatrons I had a go at modelling a suspension foot part to go with them. This has been something on my mind for a while after seeing pictures of some seriously big mobile cranes, but could be useful for adjustable landing gear setups too: If it's not clear from the picture, the part is attached to a half extendatron basic in the same way as stackable extendatrons are. The plan is for me to make it actually feature suspension, unlike my previous landing foot part, so ironically may actually be better at landing on
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I'm just going to leave this here: Having shorter extendatrons was mentioned on a stream I watched recently, so I thought I'd quickly mock them up today. Hopefully they will be useful to some people whenever I get around to release them. -------------------------------------------------- Also, if anyone wants to play with the Mecanum Wheels you can get them from: IR Mecanum - Alpha.zip Video of them in action: I won't be officially releasing them until the next version of Kerbal Foundries is made, as there's some annoying bugs (such as it breaking the pause menu). Functionally though the parts work and are probably the best I can get them until after KSP 1.1's new wheel physics hits, so there's no reason for me to keep them to myself. The download also contains 3 example craft (you'll need other IR stuff and maybe Tweakscale too) and 2 kOS scripts.
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If you're interested in having that station ring spin using IR, may I suggest you model a version of the part that works like this old concept: http://forum.kerbalspaceprogram.com/threads/84566-WIP-Magic-Smoke-Industries-Station-Parts-(Infernal-Robotics-required)
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