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Everything posted by ZodiusInfuser
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Thanks for the thorough testing. I've been able to reproduce it and the issue is certainly a problem with the plugin. Essentially the ranges of the parts aren't updated when the part is scaled, but if you make a copy of a scaled part the correct ranges are moved over. Unfortunately Pellinor who worked on this stuff is still on holiday so won't be able to offer a fix until his return. As a quick workaround if you create the piston you want and rebuild it with copies of the original, then they will get the correct ranges. Also, I noticed there's no translation range tweakables on the parts, so that's now being fixed. Marce has his reasons for leaving, it's just unfortunate it happened on the same day I put an update out with one of his mods included. I'm in talks with him about how to keep ActiveStruts alive. It will most likely become a part of the overall Infernal Robotics Rework rather than remain its own independent mod. No idea what's happening with his other mods though. -------------------------------------------------- Based on post I've seen about IR so far I've got a question and a community request. Should I re-introduce the open Basic and Flat hinge variants? They were removed because its easy to recreate them using the new editor features, however when you grab them to place them somewhere else their angle gets reset. Some players have said this gets quite annoying, and I don't think there's a plugin solution on the horison any time soon. It's been pointed out to me that the mass of robotic parts greatly affects the strength of their connections. As such, for the next update I'd like to do a complete re-balance of all the part masses in this pack, but I could really use community advice on how to change things. If anyone could play around and offer suggestions of what to change it would be greatly appreciated. Thanks
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[DEV HALTED] Caelum Ire Technologies (CIT) General Thread
ZodiusInfuser replied to marce's topic in KSP1 Mod Releases
I'm so sorry to hear this. You did some great stuff for the KSP community Marce and it saddens me that such a thing is making you leave -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
If enough people agree that this is an annoyance then I can re-add the open versions of the hinges. I removed them along with 3 others to reduce the number of parts in the mod since IR now has in-editor positioning (which it didn't when I started the mod). -
That's a new one on me. I've just loaded the game up and I know what's happening. You're attaching the part to the truss surface rather than an attach node, so as far as KSP is concerned the part has two free attach nodes. You then move the part via the group editor, and IR doesn't know which node is the free end (and I'm not sure if there's any way for it to know). So to answer your question, technically yes that's what you should be seeing, whether its right or can be fixed is another matter. Just avoid using that extra node if you can. Not that much work, just go to your tweakscale folder and remove everything except /plugins , DefaultScales.cfg, ScaleExponents.cfg and TweakScale.version. In fact I just did this now with my current install as I forgot to do it when testing IR, and I don't want any of my other parts to be scaleable. Unless you want to go into each mod to remove definitions in which case you're on your own .
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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
Nice craft. Really loving the combination of KAS and IR! I'd never considered using winches for support like that before. Now I'd like to see a shot of that craft in-game with the IR Hauler wheels -
If the speed is fine in-flight then it could be intended behaviour for in-editor control, since that's more for testing positions. I've messaged Ziw from the plugin team to see if he knows if this is a bug or not. I know that the older versions of the plugin didn't respond to speed settings in-editor.
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I don't believe it's being worked on at the moment. You would be best to post over in that thread if you have any issues, as I'm just using the same release. The only difference with my version is the models so I wouldn't be able to assist even if you did report issues here. I really hope someone takes the mod up again as it's extremely useful for robotics, hence the reason I challenged Marce to make it in the first place. I'd even be willing to have a simplified version that's just for Infernal Robotics if someone is willing to have a go?
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Sorry didn't see your edits smjjames. ObsessesWithKSP is correct, both of those folders are to allow the explosive struts to be added or removed from the staging area (which some people asked for when I originally did the parts). It's entirely optional but included in the download for convenience as installing the mods directly gives you way more than 2 DLL files. This is the same reason why ActiveStruts is included, because players may not want all the extra stuff it comes with, but do want my part. I asked KospY if I could do the same with KAS, but I never heard back from him.
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[1.0.2] FTL Drive (Updates on development)
ZodiusInfuser replied to krh42's topic in KSP1 Mod Development
Kottabos just uploaded a mod showcase of this: -
Hi All, I thought I would share this video. It's made by Darren9 as a trailer for my mod, but I think it's cool enough to show off on its own here Enjoy! -Zodius
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Hello everyone! Just to let you know, new versions of the IR Plugin and Model reworks are now live! Plugin Rework: http://forum.kerbalspaceprogram.com/threads/114014 Model Rework: http://forum.kerbalspaceprogram.com/threads/65365 The team have collectively put a lot of effort into these so feedback would be appreciated -
The v01 Release of the Core, Expansion and Utility packs is now live! Check the OP for download links and instructions on upgrading current installs: http://forum.kerbalspaceprogram.com/threads/65365 Also this mod now has its own trailer! A big thanks to Darren9 for creating it -------------------------------------------------- This was something I discussed with Lo-Fi of Kerbal Foundries a while ago, as there's a number of good robotics references for tracks, such as this: https://youtu.be/WKhWhbKRDCw
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Scaling that far from the designed scales is bugged (not really sure what the cause is). It's suspected that KSP is adding its own joints between the two halves of the IR part to help with rigidity, which conflicts with the IR joint. You can try cfg editing the part to give you a copy at 4x the size, as some people have reported that to work without issue.
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The first one is already part of the plugin (or if it isn't it will be by the next pre-release). That code is the exact syntax I use in my CFG files to pre-define presets As for the other one, for me personally I'd like to see a use-case where preventing the user from changing presets would be wanted, baring in mind they're able to manually move the part between positions using the normal control buttons anyway.
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I'm just a modeller, so I have no idea if such things would be possible . In terms of part mass though, none of the Rework parts have had a balance pass done to them to make their weights make sense. For now it's just arbitrary. Thanks, that means a lot. I do this for the fun of it, pure and simple. KSP lets me do all of the robotics stuff I am unable to do in my research lab, as explosions in there are .. undesirable . This is why the ordering of my priority list is so strange, because I work on what interests me the most, rather than what gets shouted at me the loudest. For instance I have an idea of what I'd like to do after the upcoming release, and I'm sure it won't be what people are hoping for, but they're something I want to see added. Before I go, I had chance to re-do all the part screenshots ahead of the next release:
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[1.02] Spin-o-Tron Motors (FINALLY UPDATED)
ZodiusInfuser replied to Legion_Alpha's topic in KSP1 Mod Releases
KJR would need an exception added to it to ignore the joints between the spinning sections. -
The problem is that you're expecting a tiny hinge to support the weight of the entire craft spread over the four tracks. There's really nothing I can do about this from a part configuration point of view. Also, you're not going to see any improvement on the hinge when using KJR, as it intentionally ignores Infernal Robotics parts to avoid rendering them inoperable. The one solution I can suggest to you is to use ActiveStruts. This mod allows you to create extra joints between parts in flight to prevent these issues. This is a preview of the parts to come in the next release. There were beta downloads in the thread a while ago, but improvements have been made since then. There'll also be a custom ActiveStruts part included, as well as Decoupler Struts, since my goal is to offer a kind of ecosystem of parts that all enhance robotics within the game.
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[1.02] Spin-o-Tron Motors (FINALLY UPDATED)
ZodiusInfuser replied to Legion_Alpha's topic in KSP1 Mod Releases
Building a wrapper kind of defeats the purpose of this discovery IMO. You might as well stick with Infernal Robotics.