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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. LOL! http://forum.kerbalspaceprogram.com/threads/126423-Kerbal-Space-Program-1-0-4-patch-is-now-available Glad I didn't promise to get an update out by 1.0.4 then
  2. The parts in this mod are mainly intended as examples for other modders to use to create their own versions. As such there are a few issues with them which aren't possible to update (e.g the hinge has broken symmetry). The rework adds in a bunch of new and replacement parts so is recommended to get the most out of IR, but certainly not required. Eventually the current IR parts will be retired in favour of the rework, but there's not ETA on this.
  3. Because it's not mentioned in the changelog, I assume ModuleWheelFix is still needed for KSP 1.0.3, to fix the brake tweakable issue?
  4. Just posting to say that even though 1.0.3 is out, I'm still on hiatus . Also does anyone know if they fixed the issue with wheel brakes becoming useless if you right click on a wheel part (because the slider only goes up to 30, whereas my wheels normally have a value close to 200)?
  5. Did you remove that file when the game was closed? If not shut down the game and have another go. Also, if you've got Active Texture Management installed that can sometimes cause this issue (look in the OP for suggestions of how to resolve).
  6. There's currently no replacement for Docking Washers, Adjustable Rails and Gantries, but you're free to remove the rest.
  7. Sure, a unity scene and config should be plenty to figure it out . Any chance of getting a pre-release .dll once you commit the feature to github?
  8. Glad you managed to implement the swivel axle! When can I start configuring my wheel?
  9. Only a select few modders get the luxury of early access to releases. The rest of us have to wait like everyone else to find out what gets broken. When I say arrogance, I mean Squad are never that open to input and ideas from the modding community when it comes to in-development features. There's been situations where they could have asked the community about how a certain feature should work (e.g because there's already a mod for it) but instead opted to do it there own way, often ending up with an inferior result *cough* aero and heating *cough*. There's a lot of intelligent people in the modding community that Squad could use to their advantage. I realise my views don't necessarily reflect those of other modders so I won't discuss this further.
  10. I suspect they'll be arrogant and not take you up on your offer, but as you say lets wait and see. At least this feature won't be coming to 1.0.3, so KF can be updated to that and then everyone can keep an old install around. I know I certainly will if Mecanums no longer become possible with KSP 1.1
  11. This is why you really need to open a line of communication with HarvesteR, so that he considers these aspects when implementing the functionality. It seems especially important that more than one wheel be supported per part for instance.
  12. No idea, but here's the article. Maybe a PM would work, or a reply to my comment? http://forum.kerbalspaceprogram.com/content/345-KSP-and-Unity-5
  13. Lo-Fi, you should have a read of the new article HarvesteR posted. This bit is of particular relevance: Maybe worth getting in touch with him, as he mentions something about tracks in an earlier section.
  14. Hi All, In case you haven't noticed, I've been a bit absent from this mod for the past week or so. Unfortunately my real-life robotics work is demanding more of my time, and with SQUAD in no rush to get out KSP 1.0.3 (presumably because having a PS4 version is more important than bug fixing), this seems like the perfect time to announce that I'll be having a break from the Model Rework. I'll still be on the forum, but I cannot yet say when I'll be returning to the modding side of things. Thanks for your understanding
  15. Variable pitch quadcopters are entirely possible with IR, but independent control like that is only really possible by stacking rotatrons (e.g have one that's your main rpm, then another that spins to either add or remove from that) If you want to do this without stacking rotatrons, kOS really is your best bet, as it gives your direct control over the angle/speed of infernal robotics parts. I have a kOS script spinning the rotatrons in these , for example, allowing for movement using WASDQE.
  16. So how are PS4 players going to get game fixing mods?
  17. Anyone can add stuff to CKAN it seems. All my model rework packs are on there for instance, and I didn't put them there.
  18. You could always try kOS. I don't think there's any real reason a specialised part should be made just for that purpose.
  19. I don't think there was anything more raised in pre-release B that needed fixing (if I'm wrong please send me a PM). The only potential thing now would be these propellers if KSP 1.0.3 takes another 2 weeks to appear.
  20. Oh yea, I forgot that wasn't released yet. I've been so used to having that functionality in my dev build for the last month.
  21. Considering ducked fans with variable pitch blades are not that common, I'll be using a bit of artistic license in that regard for the sake of maintaining the appearance of functionality. Ultimately I'll be balancing the parts thrust based on the kind of craft I'm intending to create with them. I'm hoping to get a lot of player feedback on this though once I've got the parts to the point of a pre-release. My intention is for these to be powered by fuel cells, but I guess that could be a viable option too , depending on their alternator output.
  22. My first impression of this would be no. I could easily design parts for the job, but getting the plugins to work together so that the exclusion stuff works until you unfold (and then enable when you refold). For now I'll say that is beyond the scope of this mod.
  23. Will this do? (Blades are currently a copy of the larger Prop, but I may change them to add variety to the collection) (Four around a 0.625m part, with the shortest RoboTube Lite's to extend them out) Here's the main reference I used for this design -------------------------------------------------- Now that is cool! Proper Gundam like! Pandoras Kitten will have to give you the reason they're added, but I suspect its to add slightly more lift. In terms of KSP trying to control them, control surfaces can actually be made to ignore all control input.
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