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Everything posted by ZodiusInfuser
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I had a bit of time this weekend to do some modelling, so managed to finish off the planned propeller line-up . For reference the size of each engine is: Large = 2.3m diameter Medium = 1.8m diameter (should fit in a MK2 cargo bay) Small = 0.98m x 0.2m I'm still very busy with IRL work so have no idea when I'll get chance to get them in-game, but thought I would tease nonetheless
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[WIP] Nert's Dev Thread - Current: various updates
ZodiusInfuser replied to Nertea's topic in KSP1 Mod Development
Wow! They look amazing! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Is this an issue that occurs only with your part, or does it occur with the adjustable rail and other piston parts? If it's just your part then there's something you're missing from your Unity setup. Some pictures of how it looks would help us diagnose the problem. Until given evidence to the contrary I'm doubtful it's an issue with the plugin. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Do you apply any rotation to your model in Unity (e.g to align it to the vertical)? That's the only thing I can think would cause VAB issues as I've had similar but with rotational parts. -
[WIP] Nert's Dev Thread - Current: various updates
ZodiusInfuser replied to Nertea's topic in KSP1 Mod Development
All I can think of is the pod front from Thunderbird 2. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
What part(s) does this problem occur on? Is it all piston parts (from both rework and legacy) or just a specific one? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Make sure you're controlling the craft from the side you're wanting to remain stationary, otherwise you get in to the situation you describe. You may wish to take a look at this: http://forum.kerbalspaceprogram.com/threads/84566-WIP-Magic-Smoke-Industries-Station-Parts-(Infernal-Robotics-required) Not sure if the parts still work, but the second video shows a working setup using SAS. Alternatively, use the free spinning washers and some engines to spin the ring up to speed. -
[WIP] Nert's Dev Thread - Current: various updates
ZodiusInfuser replied to Nertea's topic in KSP1 Mod Development
That they took the render without permission? Probably -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
"translating" , e.g pistons. -
Porkjet is not involved in the project any more, so the current texturing (if you can even call it that) will have to do until either A) I can get someone in to do a texture pass on all the parts, or I learn how to do texturing from scratch (which I don't have time for). If anyone is genuinely interested in doing a texture pass on the parts, please get in touch. There's a lot of parts which are now considered functionally complete so there's no reason they couldn't be getting textures whilst I'm creating new parts for the mod.
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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
IR has issues if parts are scaled up too much, as KSP does some funky stuff with joints and attachment nodes. If you really want to have a part at a large size you're best to make a copy of its .cfg and change the rescaleFactor. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
The best people to ask about this are Ziw, erendrake and pellinor (our current coders). They're able to compile it just fine for all the preview builds I've tried, but maybe there's something missing from the repo. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
That's pretty much it, although I suspect the game does tell mods that a dock / undock occurs. Without the other information though there's not much that can be done from there. Someone is more than welcome to try and figure it out though -
[1.0.X] Kurrikane - A science Probe parts v1.0
ZodiusInfuser replied to Beluwel's topic in KSP1 Mod Releases
There was the beastly science mod which had an arm to take surface samples, but that has long disappeared. IR does indeed have such a part as Grumman says though, and it needs to physically touch the ground in order for a sample to be taken, so no drilling in mid air even if the craft is on the ground. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
<Slow clap> Well done Squad </Slow Clap> -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
To expand on this, I've just done some quick testing as its been a while since I've played with this bug. The fundamental problem is that when you dock two craft together the tree structure of the craft causes some parts to be reversed (that we knew), but it causes the created joint to behave strangely almost as if there's two fighting each other, and if you force this then the craft is liable to be krackened. Now if you save and load the craft again the joint will be fine but the part would just be visually reversed. Also any rotation you applied before the save will be treated as zero when you reload, potentially causing the part to move more or less than you intended. This seems to be true for translational parts too, but the position of the part gets changes. Basically, because IR does not know if this part switch-around has occurred, there's no way for the plugin to even begin to flip the models or whatever to overcome this issue. If you're willing to spend the time, you may find situations which will work, but ultimately the original disclaimer still applies. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
KSP has its own rules for changing the root parts when docking craft together that are unknown to us modders unfortunately. -
[1.0.X] Kurrikane - A science Probe parts v1.0
ZodiusInfuser replied to Beluwel's topic in KSP1 Mod Releases
Does this mod do any sort of checking to see if it's in contact with the surface before being allowed to take a surface sample? Just wondering how its science collection method compares to the Surface Sampler part in my own mod (which DMagic helped create): http://forum.kerbalspaceprogram.com/threads/65365 -
Re: the node thing, the best and easiest way to go about this is either for lo-fi to do it or for him to give you the raw models. No need for some in-game utility to eyeball the position when you have the exact XYZ coordiate of a vertex/edge/plane. I've set up many nodes for the IR Model Rework and its honestly one of the easiest phases of setting up a part. Also, I'm not sure if you're aware but if you change node positions in the cfg and reload the database, then they'll get applied in-game without having to reload KSP fully (this was a revelation for lo-fi when he first discovered this on-stream )
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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
There's going to be a new version of IR coming out soon, so not much point updating the compatibility. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Open a git issue with them. We did not add Infernal Robotics to CKAN (to my knowledge), so someone else must have done so. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
If you go to the Model Rework thread you'll see that the parts are broken down in to 3 separate packs, giving you a choice about how many parts you want to install. The third one (the Utility Pack) contains cool stuff like active struts, magnets, surface samplers and wheels, which aren't specifically robotic but work very well with the rest of the parts. It's this pack that doesn't work with KSP 1.0.x, the other two are fine. I WAS waiting for 1.0.3 to arrive before updating my mod, but unfortunately real life has got in the way so I'm having a bit of a longer break from the mod now until I have more spare time again. Read here for my post on the matter. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
There's this mod which adds a selection of parts for making a Kanadarm (http://forum.kerbalspaceprogram.com/threads/112881), but the Rework is really the only all-encompassing pack that's being designed to allow for anything. I'm on a bit of a hiatus from modding at the moment though, so some of the cool stuff in the Utility Pack hasn't been updated to 1.0.x yet.