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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. Thanks for remembering . The new tech tree is better than before in the actuator area, but its still odd that actuators doesn't join back up with anything, nor have basic/advanced/experimental variants. I guess because the only actuator squad has is The Claw.
  2. Note that KSP 1.0 broke some things with the Model Rework parts so if you're using them you should download the latest versions once the new Infernal Robotics goes live.
  3. Can you send me the MM config you're using to add that functionality to the craft? I'm willing to test it out on my install, but at this point I'm more inclined to go down the optional MM config that Pellinor suggested than integrate it fully onto the wheels. -------------------------------------------------- Core and Expansion Packs updated to KSP 1.0! Changes: [LIST] [*]Fixed attachment node problems introduced by KSP 1.0 [*]Reduced part temperature tolerance to match that of stock parts [*]Updated the positions of parts in the new tech tree [/LIST] You'll need to wait for a 1.0 compatible version of Infernal Robotics to use them (which should be appearing soon). The Utility Pack is still at 0.90 due to it's dependencies on Kerbal Attachment System, IR Surface Sampler, Active Struts and Tweakable Everything. The only parts this affects are the RoboStruts and the Utilitron Sampler, Grasper and Grabber. Movatrons should continue to work fine.
  4. Not lazy, but rather because the old system didn't work right so actually setting the directions incorrectly made the parts work. At least that's the observation I made with my parts pack, plus it was what squad did
  5. States was an idea I proposed to Ziw towards the end of development. My thought was that states would be arbitrary things that you as a player define, but you can then assign sequences to states so they will only run when within it, and when finished can trigger a state change. If you're familiar with how state machines are represented then sequences would be the transitions between states, rather than the states themselves. The example I came up with at the time was having Folded and Deployed states on a craft. When folded all you can do it play the Unfold sequence that then triggers a change to the Deployed state when it finishes. Once in Deployed the Unfold sequence is locked from playing, but other sequences such as Spin Antenna and Refold become unlocked.
  6. The Model Rework is a side project of IR, so isn't included in 0.20 by default. They don't replace the legacy parts either so you can have both rework and legacy installed without issues.
  7. Oh, wow, lots of questions Absolutely! Those are used to add extra staging features to the RoboStrut Lite and Pros. They're mainly added for convenience as the full mod has many more DLLs than IR needs. I saw it but haven't had chance to look into the issue yet or discuss it with that mods creator-------------------------------------------------- Thanks! It was the best way I could think of generating hype for the Model Rework as well as Infernal Robotics in genera. -------------------------------------------------- There is no separate download without the structural parts, but you can easily delete them from the following folders: Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Rework_Core\Probe\Structural Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Rework_Expansion\Probe\Structural Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Rework_Utility\Probe\Struts If you get rid of the struts you'll also need to remove the following, unless they were installed by another mod: Kerbal Space Program\GameData\CIT Kerbal Space Program\GameData\ToadicusTools Kerbal Space Program\GameData\TweakableEverything -------------------------------------------------- After seeing it I'm honestly not sure about adding this feature. It feels quite intrusive to me, and in all my testing it's really not that hard to get wheels to align using the new position text field and presets. -------------------------------------------------- I've looked into this before, and since the part is essentially 4 landing legs in 1 part, which from what I understand Stock KSP does not support. It is certainly an ability I'd want to add in the future though, once a suitable plugin exists. -------------------------------------------------- Unfortunately having limits on uncontrolled parts is not possible (a plugin limitation). If that ever gets resolved then I'd happily add the settings to my uncontrolled parts.
  8. Entered! So want to have a Jeb on my desk
  9. Since this discussion is about wheels, it should really be moved over to the Model Rework thread, so this can remain about the IR plugin. Also if you post over there endl please show what this Firespitter module actually does, as I'm more open to including extra plugins in the Rework if they can be shown to enhance user experience.
  10. Wheel alignment can be achieved by presets and changing the Move To Center command to one of them. Means you can press that button and they'll all go back to facing forward. Yes it's not an automatic system, but its relatively straightforward to pull off. If we were to do an auto-alignment feature it would have to be as a separate plugin (like the sequencer) and I'd want it to do a whole load of steering stuff too (including handle Mecanum wheels). An option for the future maybe, but not in the short term.
  11. Sorry, I don't have any more suggestions, but as I say, I don't experience it on my latest test crafts. If your craft is stock I can have a look at it sometime tomorrow and see if I get the same issue, if you can send me the file?
  12. Are you sure you wheels are all parallel to the ground when deployed, as it really doesn't look like it from that shot. If they are angled then your far more likely to experience this behaviour. Also even if they are parallel as you move variations in forces on the legs will make this effect marginally occur. At least that has been my assessment from testing the parts during development. Edit: Just tested with my Athlete rover and I get no drift at all, even with angling the wheels to the ground, so scratch what I've said above.
  13. Not to my knowledge. Instead parts are in the process of being replaced by reworked versions, with the only major things missing at the moment being gantries and docking washers.
  14. Yes, it's here: http://forum.kerbalspaceprogram.com/threads/84566-WIP-Magic-Smoke-Industries-Station-Parts-%28Infernal-Robotics-required%29 I'll get around to doing rework versions, some day....
  15. All I know is that the larger node sizes were updated when the NASA pack came in to create more than one joint between neighbouring parts, or perhaps even between neighbours of neighbours. If the latter then that would definitely explain why thing explode when IR parts are moved. I wouldn't know how to verify this for certain though. Surface attachment ignores node size rules so will always be a single joint.
  16. Here you go https://www.cubbyusercontent.com/pli/IR_Athlete_Rover.craft/_d31820fe6ede4d3192784e16b9951af6 I had to recreate it since for some reason my previous version got lost. Plus it used tweakscale which the new one doesn't. All parts are named and given appropriate presets, meaning it's possible to deploy it with just 4 button presses (see if you can figure out which )
  17. Ziw means that once you launch a craft any sequences will stay with it through multiple quicksaves and loads. If you revert to launch or vab all your sequences get lost. As such its best to do your complete design first then do sequences in flight, at least for now.
  18. Not at present. Its only in flight and requires your craft to have a stock probe core to operate. I suspect there's some technical limitations with the IR plugin that prevent it working in VAB, but Ziw will be able to say for certain.
  19. Are you refering to in-editor or in-flight. If in editor the as ziw says there's a textbox you can enter angles directly into. If in-flight then its best to use presets to get exact servo angles. It doesn't seem worth the extra complexity to introduce scroll wheel support, especially in the case of in-editor, where people expect scroll to move the contents of the window up and down.
  20. Indeed myself and Ziw have been in constant communication about the mods, which is why things like default presets are already included. Thanks for spotting that omission, I updated the OP title but not the individual mod dates. Fixed now.
  21. To expand of Ziw's answer, there's two threads related to Infernal Robotics itself: Release Thread (the main place for the mod): http://forum.kerbalspaceprogram.com/threads/116064 Dev Thread (for the latest info on updates): http://forum.kerbalspaceprogram.com/threads/114014 And two optional addons: Model Rework Thread (extra cool parts): http://forum.kerbalspaceprogram.com/threads/65365 Sequencer Thread (automation tool): http://forum.kerbalspaceprogram.com/threads/116076 Think of the addons as a collection of mods that greatly enhance what you can do with core Infernal Robotics, hence them using the same brand name.
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