-
Posts
1,352 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ZodiusInfuser
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Or remove the rotate buttons -
Thanks, I'll look into it. It would be great if IR had a surface sample part that you had to deploy Btw, with the help of lo-fi, I've made some progress on the Athlete wheels: Still some issues to resolve, but overall it's quite promising. Unlike normal wheels, these won't have steering of their own, meaning you'll have to use rotatrons to direct them. Speak up now if you think this is a bad idea.
-
Lo-fi, regarding wheel suspension, I've done everything mentioned in the stream with it being modelled as compressed, and have set the distance correctly; however, the wheel seems to get compressed more than I modelled for some reason . Maybe I need to make the suspension stronger so it doesn't compress to that point in the first place? Would I need to alter the mass in unity for this to work? Thanks
-
All good then . I'd like to think that the current Rework lineup gives people much of the functionality they'd ever need for robotics contraptions. All the new stuff I'm doing if for those special cases I really want to see in-game *cough* Phoenix *cough*. Edit: Btw, does anyone know if there is a mod that allows a part to take a surface sample if it's close to the ground, i.e. for unmanned vessels? Thanks
-
Is this what you're after? You know, one of the first parts I released If you're actually wanting a part with the hinge functionality that doesn't have an offset to the side, then that would be quite tricky to achieve without 2 movements in 1 part. Not impossible, but the geometry would be awkward to say the least since you still need a single rotation point but don't actually want an axle there. I tried it for a VTOL mount a while ago and the result wasn't pretty.
-
Ah ok. That discounts the possible idea I had of giving it both functions. Also, I forgot docking and IR don't work well together anyway. On an unrelated note, the Active Struts mod is shaping up to be rather awesome! Here is what the parts look like (the strut-decoupler is there for style reference): Still a number of things to do before release, but we're not that far off now
-
That was the intention, unless you mean don't use the KAS magnet. Not quite sure what you mean by the last section regarding docking though. Had a bit of a play around for the past hour and got this: Not sure yet whether the centre or the outer parts are going to be the magnet, hence the big recess in the middle. If I do go for having magnets on the outer parts, anyone got any suggestions for what to put in the centre (either visually or game mechanics wise)? A light perhaps?
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
It shouldn't make a difference but do IR first before the Rework just to be safe. -
Sorry, didn't see this message at the time. Having a magnetic grappler like that would be rather cool . If you let me know how to set one up, I'll look into creating a suitable mode. Not entirely sure about the kerbal ladders but I guess that could be useful too (I had considered adding them to the main RoboTubes anyway). What other connection types does KAS allow for that may be useful?
-
Great to see this finally out for people to play around with . I should mention that I made these parts pre-Model Rework. I do intend to re-do them at some point, but it won't be any time soon (got may other parts to do first). Note (unless Sirkut fixed it), do not time accelerate when you've made the ring spin, otherwise your craft will explode when returning to x1.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Note that I have yet to update the parts to the recent mass scaling of 0.16.5, so that could be the cause. I don't have time at the moment to push out a new version. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
ZodiusInfuser replied to Porkjet's topic in KSP1 Mod Development
I highly doubt his efforts will be anywhere near the quality of your stuff Porkjet! It would have been nice for squad to have got community opinion on such effort though, rather than going "behind our backs" as it were.