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Everything posted by ZodiusInfuser
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Sirkut doesn't but I do. -
Hi, I just wanted to post and say apologies for not being active on this the past week. Been busy with real life robotics work for an upcoming deadline, so haven't had chance to do anything on the foldatrons, active struts, or wheels . Things should hopefully get better starting next week. This also means I have yet to update the current parts to the latest IR version, to resolve mass issues. Now to questions: - I am just doing models, so you'll have to ask Sirkut about locking uncontrolled pivotrons. - I have plans for a 1.25m hinge but hadn't specifically planned for it to accommodate kerbals. - Regarding Curse, since this is a pre-release, I'd prefer to keep it local to the current downloads for now. - There's no way I know of making the structural parts procedural without loosing their unique design. I'm not familiar with the module you mention, and am not that inclined to work on specific adapters. Thanks
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
ZodiusInfuser replied to Porkjet's topic in KSP1 Mod Development
Wow! Just wow! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Let me know if you do find out that stuff does need changing and I'll update the downloads. Don't have time at the moment to try the update out myself. -
Just disconnect. Those ones are intended for early on in the tech tree, where you'll only have a few robotics parts and want to hold them steady during launch. Marce and myself are working on a version that will come much later on in the tree that is reuseable (and much more!), for when people have advanced constructions.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
I haven't checked recently, but how does it behave with the rework hinges (not joints)? Last time I looked it rotated around the part origin, rather than attachment node. If that was resolved then maybe I could see a use for the feature, but up to now I've struggled to think of any practical situations. -
Ah ok. If I have to have them support some amount of steering then I'll model it in, however as you guessed, the main intention is for them to be controlled by rotatrons via the attachment node style I've adopted. I can imagine when IR supports KOS scripts this will become a really powerful feature as you could coordinate all the wheels to do some amazing motions . Surface attachment would also be allowed but not the main use case. Assistance with setting up the unity scene when I get to that stage would be most welcome Ah yea, I remember that. Flexible suspension Very early, i.e. modelled it from scratch a few hours ago, more to see the viability of the idea more than anything.
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Yea, they're kind of a pain . I want the shape to conform around the wheels, yet without wheels I can only guess at the final required volume, which ultimately would mean having to redo the parts further down the line. Other tools (e.g. gripper, sample collector etc) would have to abide by this volume but I think that's an acceptable compromise.
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For those eagerly awaiting Foldatrons (which I intended to finish before starting Extendatrons), I'm afraid you'll have to wait a fair bit longer. Like with the original rework lineup there's a lot of dependencies between the parts meaning that I'm having to think of certain design decisions now rather than later when I originally planned. I want it to be possible to make a full Athlete with my athlete-inspired parts, and it isn't at the moment... Basically, I need to make some wheels (or at least finalise their dimensions so the foldatrons will work with them once created) Now, that being said, I have 5 foldatron parts that aren't dependent on wheels being a thing so I may try and finish them up. No promises though as there may be things I need to alter based on changes brought on by the wheels. Also, I have no clue how to make wheels, so this could be a long process Thanks
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
You could always develop your own. Sirkut did a tutorial explaining how to create robotics parts and it's fairly straightforward. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Yep, its quite a nice solution, plus doesn't explode when you time-warp (the other ones with Move+ toggled do , probably because it thinks the part is still moving when it's not and has a mad panic!). -
Um, that's exactly how it should be and how it is on my install (I too only have the TweakScale that comes with IR now). Also the scales you show are not correct (far too big). Can you confirm that Rework_TweakScale has a IR_TelescopicRobotic entry in it, and that there are nine sets of values? If that's there and the part references it (which it should) then I'm not sure what is happening. Could you try the Legacy telescopic parts and see if it occurs with them too? You shouldn't need them for the parts to work (although I've never tried without so don't know).
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
I tried to use MODEL{} for the rework parts, but it pretty much always ended up with the hinge not actually animation (despite child objects moving file). The alternative suggestion was to have all parts within a single folder but they all insisted on referencing the same model file . Not too important in the grand scheme of things since theres enough difference between my parts to help justify separate textures for each. -
For me 1.25m parts (and by extension 2.5m) deserve their own dedicated set of parts. This would be a smaller selection than the current offering (got 5 ideas so far), hence me not making the current ones support that size. If you want to add such sizes you can easily do so by modifying Rework_Tweakscale.cfg within the parts directory. That plane is from Fallout New Vegas. Remember walking past one and thinking, "Oooo, new hinge ideas" The attachment nodes scale, but I don't think the IR joint strength changes.