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Everything posted by ZodiusInfuser
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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
Have you tried the free-spinning joint that comes in the Model Rework pack? I'm just wondering if the problem only applies to the legacy docking washer, as it is extremely thin. Also as Ziw says, an output_log when the problem occurs would help. -
They don't currently, as I was concerned that the craft wouldn't load if players did not have the IRSequencer installed. As it turns out that may not be the case, so I can safely set sequences up for one or two of them tonight. Which leg walk are you referring to? If you mean the hexapod thing in the trailer video, then that isn't an example craft as it was Darren9 who created it.
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For people who're wondering what is happening with this mod, I'm close to releasing the next update. The mecanums are ready to go, Active Struts now works and I fixed a number of bugs with the other packs that testers have reported. Currently waiting on KSP 1.0.3, which will hopefully fix an annoying wheel bug, as well as an update to Infernal Robotics and Kerbal Foundries. In the mean time I've been preparing a number of example craft to show what can be done with the mod and all its packs. Here's an example: If anyone has anything they wish me to include, please post below. Caveats are that it must be Stock + IR Model Rework, and you can only use Tweakscale on the IR parts.
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
ZodiusInfuser replied to riocrokite's topic in KSP1 Mod Releases
To clarify this, I asked Ziw to look in to the code and have identified the reason it occurs. In-editor movement is achieved by rotating/translating the part around the defined axis, then rotating the fixedMesh in the opposite direction, the net result being that the fixedMesh appears not to move. However, it applies this to the local coordinate system of the fixedMesh, so if that doesn't align with the world axis then you get the effect of it rotating/translating at odd angles. Looking at the code there does not appear to be an easy fix for this, so the solution is to recreate your Unity scenes with the meshes oriented correctly in the modelling program, such that no rotation of the fixed mesh is needed. This also explains why in-flight looks fine, as it goes though a different code path dealing with physics. Hope that helps -
I've gone for the modular approach with the IR Rework and it's proven good: Core Pack - Parts I consider to be essential to the mod Expansion Pack - Parts that are cool but that most players don't need day-to-day Utility Pack - All the parts with dependencies or that aren't robotic (e.g grippers, wheels, struts) What I find interesting is the difference in number of downloads on KerbalStuff, the Core and Utility packs are far more popular than the Expansion pack (or they were before KSP 1.0 hit)
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I just noticed there's a new version of tweakable everything out that mentions solar panel fixes. Try downloading the ToadicusTools and TweakableStaging dlls from that. Also, you should probably message me by PM, as that test craft isn't publicly released yet Edit: Note that you have to scroll down the VAB to see that craft
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The way the plugin works is that anything that is node or surface attached to an IR part gets moved by that IR part, irrespective of if it itself is node or surface attached to a parent. What I was meaning in this case is that to keep the functionality of the current adjustable rail, there needs to be a larger surface than that red piece of your design for parts to get attached to. Sorry for the confusion.