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Everything posted by ZodiusInfuser
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Its certainly a good proof of concept though, and after much playing I was able to land it on the VAB no problem: We'll see what I can come up with. I'd like these parts to be mildly plauisible, so don't expect the large version to lift huge amounts, on Kerbin anyway. You have to remember the Dragon from Avatar was on a moon with lower gravity than Earth. Back to the medium propeller though, I've finished the design. Here's 4 on a 1.25m part: I decided against adding an IR joint to them. I think this will make the part more flexible for players who want to do various folding craft.
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I wasn't thinking about having the mounting arms deploy and retract, but rather making sure that the rotor blades return to their starting angle so you can refold your craft up like this. Electronicfox, since your part does this (just tried it out btw, is great!) expect PMs from me in your near future
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That is a known conflict between IR and KAS and should be fixed in the next Infernal Robotics release. It's just under 1.875m in diameter, so 4 can go around a 1.25m prone core with a bit of wiggle room. I'm not sure about doing a variant for smaller craft yet. If someone can find me an extremely cool reference image then maybe.
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There'll be a more powerful radial rotor for sure , and maybe a small inline rotor to place underneath your craft, but no more than that. There's already a good variety of mods out there with propeller and helicopter parts, so any other designs I do would need to have some relevance to robotics. This is why I've styled this first part around recent quadcopter designs, and will be giving it a built-in Rotatron for manual thrust vectoring. Normal propellers can be made with the current IR parts and stock wings, as this video shows: That would be very much appreciated! Your quadcopter mod was one of the things that made me start thinking about making model rework propellers. That and my own frustration with making rocket vtols and needing infinite fuel to use them for any real amount of time . I have also messaged Snjo to see if I can make use of the new module he showed off in the v7 demo video (https://youtu.be/KaDtf06-KcQ?t=3m59s) as it looks like that decouples thrust from RPM better than previous solutions.
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Cool! Do you have an unfolded shot you can show off too? -------------------------------------------------- While I wait for mod and KSP updates, I thought I'd make a start on some propeller parts (I am still playing around with getting adjustable rails done, but I just had a flash of inspiration so had to model this tonight) The intention is that this and the other variant I've got planned will run off Electric Charge (since fuel cells are now a thing). They'll also have an instant throttle response like rockets, because I know how hard it is to make craft hover at a fixed altitude with jet engines, even with Mechjeb or kOS. I imagine it will take a while for me to figure out how to use Firespitter, but Snjo has given me some info to help me get started, so watch this space
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Modding live stream - Thursday 30th July 21:00 BST
ZodiusInfuser replied to lo-fi's topic in KSP1 Mod Development
VODs available here: http://www.twitch.tv/kerbalfoundries/b/665612357 http://www.twitch.tv/kerbalfoundries/b/665621189 -
Modding live stream - Thursday 30th July 21:00 BST
ZodiusInfuser replied to lo-fi's topic in KSP1 Mod Development
Yay, tracks! No need to cover texturing, but the stuff about setting the UVs for the treads would be very useful. Edit: Probably worth editing the thread title, as the date is still last week -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
IR parts can freely be used on craft with docking ports, but as you noted, you should avoid having a docking port at the end of a robot arm. The old message used to just mention directly, but a lot of players took this to meaning that adding a truss between the robotics part and docking port would be fine (since it wouldn't be directly connected any more). This would still cause problems, hence indirectly being added to the warning. -
It definitely worked for some people at the time, so I felt it worth linking to for people like yourself to try and play around with. If it worked 100% then there wouldn't be repeated complaints about my mod and ATM, which honestly I'm fed up of now. Edit: I have gone ahead and made a slight edit to the comment in the OP though. It already said "possible solution", but I've now included a link to the ATM thread for those with issues to pester the ATM devs.
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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
Yea, please don't share that around -
There's some comments about wheel colliders in the latest Squadcast (around 8 minutes in): http://www.twitch.tv/ksptv/v/5591096 Edit: I should say it sounds rather positive. Also, and idea when a new DLL for Kerbal Foundries will go out. It sounds like KSP 1.0.3 will be a while away yet, so I may try and get the Mecanum wheels out before it.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
ZodiusInfuser replied to KospY's topic in KSP1 Mod Releases
I've not got chance to check at the moment. Does the grappling hook module have a right-click option to unhook it now, in addition to the action group that it previously had? I remember PMing you about it a few weeks back. This may have also been an issue with the magnet module too, but I cannot remember. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Ah, my mistake. Thought it was about those Wolf Aerospace parts. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Maybe because this mod deals with robotics parts, and the majority of the ones in that pack aren't robotic? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Only Sirkut would know about this as its before the time of all the current devs on the team. What I can say though is there's certainly no current or future plans to add the parts from that mod to IR. The disclaimer about docking ports and IR has been around since KSP updated all of the joint code (I forget which update). Since then this problem has existed, and there's no obvious solution to it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
The way I understand it is that, each craft is represented as a tree of parts, branching out from the root. When you dock to another vessel KSP has to make a single new tree that covers both of the crafts. This often results in the attachment direction of parts getting reversed and IR really doesn't like that. This means that if you try to do a robot arm with a docking port on the end of it, chances are you'll get this issue as soon as you dock. Now if you have docking ports on your craft that don't have robotics parts between them and the root, chances are you'll be able to dock and undock and have things work just fine. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
We've told the ATM devs about it. No word yet on if or when it will be resolved. Try looking at the suggestions under Common Problems to see if they help: http://forum.kerbalspaceprogram.com/threads/65365 -
Modding live stream - Thursday 30th July 21:00 BST
ZodiusInfuser replied to lo-fi's topic in KSP1 Mod Development
Aww, and I just on my way out to get popcorn