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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. The main things that are lacking are docking washers and gantries; however, it will be quite some time before they get replacements as they fall under my plans for Station_Robotic rather than the current Probe_Robotic phase. If you want to switch over I'd suggest deleting the parts that have replacements, so the hinges, pistons and rotatrons. I may look at making the current Rotatron Basic slightly smaller as I kind of agree with you, but we'll see. Edit: The Adjustable Rail is an odd part that I have to think about, because it's specifically intended for surface attachment unlike the rest. This may end up tieing into my plans for foldeable wings. And yes, until the parts are textured they won't be included within the main IR release.
  2. I expected as much. Found the same when creating variants of the stock struts too. I don't mind giving the parts suspension but it would be purely a linear piston of some sort, rather than an off-to-the-side thing. I presume multiple wheels can be tricked by making a single wide wheel that looks like two in the mesh? The main thing I want to do with such wheels is add an IR Rework attachment point above the rotation axis, so that they can be used with Rotatrons and the like, maybe even allow for this: Thanks!
  3. Just a query, whats the simplest working wheel that can be created in KSP? I'm considering doing a few for my Infernal Robotics Model Rework, based on NASA designs and there's not much in the way of visible suspension. Essentially I would like to do all the wheels in this image: Thanks, and appologies if this isn't the best place to ask
  4. As long as I can create a gripper for the rewoork when it comes out I'll be happy Oh, btw I've updated all the rework stuff to 0.16 and the new folder structure. Enjoy!
  5. >>>>> Fresh Extendatrons <<<<< This update coincides with the latest IR 0.16 release, adding support for the scaling of translational parts. Its recommended that you delete your MSI folder and download everything fresh, as the directories for this rework and legacy parts has been altered in preparation for a switchover in the future. Also, if you have TweakScale installed just because of this mod you can delete it as MSI now includes its own version (nothing bad should happen if both stay around though). Enjoy!! -------------------------------------------------- It's possible to do full scaling, but I don't think stretching is currently an option. Plus I would want it to happen in a procedural way that maintains the proportions of certain sections.
  6. That's an interesting point. Would children of the fixedMesh also be fixed?
  7. It hasn't been suggested before but its been on my list for quite some time, as I really want to make fully foldable wings like this Yet to come up with a design I'm happy with as its not possible to make a version that suits every possible wing size and style.
  8. Part of this update involved moving the existing IR parts into a new Legacy subdirectory. When I update my parts this evening they'll go into a Rework directory. For now the downloads are separate, but eventually they'll get combined or switched as my parts become more final. As for the style of mine, I was aiming for spacey, but I guess aircraft are close to space, right?
  9. Just a heads up that I'll be releasing a new version of the rework tonight to coincide with the upcoming IR version 0.16. For this you will need to delete all your current Rework parts for the new set, as parts have been re-ordered to plan for the eventual switchover from legacy to rework. Will also be including the Extendatrons! These make use of new functionality with 0.16 to scale linear translation, so another reason to upgrade
  10. This. Btw Dragon01, everything I've got on my ToDo list has a priority. Just saying
  11. You may be referring to this: If so then I haven't forgotten about it, just decided to push it back in the schedule until the current stuff is completed. This was never released though so if you're referring to something else then I have absolutely no clue
  12. But then that removes a reason for me to model different variations of the same part . Also I'm pretty sure those ideas have been suggested many times over the past year.
  13. The speed is unchanged from old versions, its the movement changes that are new. Also IMO UI_FloatEdit doesn't offer a nice user experience (for IR at least), especially compared to a text box. Edit: I made this mockup image of a possible new UI widget but swamp_ig disliked it. The key difference from UI_FloatEdit being that the slider covers the full range (rather than the smallest increment), and the +/- buttons allow you to fine-tune the value if you can't get it accurate enough with the slider alone
  14. Now now. As I said before, I'm happy to do parts people suggest but it could take some time, so of you wish to rescale a part to get the same effect here's some numbers for you. Pivotron Basic Node offset = 0.3m Right-Angled Rotatron Node offset = 0.35m Scale other parts by the inverse of that and functionally you'll get what I eventually plan to create (when I have time).
  15. I do plan to do some right angled trusses and tubes to fit in with the style, with other variations coming later down the road. As for a Truss Pro to 1.25, I've been thinking of a right-angled version of this for mounting engines on arms, but a normal inline one could be possible. As with all of the things so far, I'll do them when I get inspiration. That being said, I would want to finalise the foldatron and extendatrons before working on structural parts again.
  16. If you break your design down into separate parts designed to fit together then you can: Otherwise you'd have to write your own solution, which would be a massive undertaking.
  17. Plans change, the design of some parts influence those of others etc, particularly because of this consistent styling I'm going for. Everything I've shown will get released at some point, as it's all stuff I want to see in my own sandbox
  18. Everything that's been release so far is in the OP. With recent changes to the Foldatron lineup of parts, these trusses need to be redone a fair bit. Don't know when I'll get time to revisit them. As for that fuselage, not a clue.
  19. I've noticed it pick up model changes before, as you can see it loading each part into the Space Center scene. I don't know if there are any caveats to it though.
  20. Docking Strut functionality is on its way, curtosy of marce. The stuff he's been showing me is quite impressive! My plan with struts was to offer the current IR Strut early on in the tech tree as an upgrade to the stock strut, with docking struts (now called Active Struts) coming along far later. IMO both have their roles to play, since the former can only be created in the VAB, whereas the latter can only be created during flight (for now). On an unrelated note, I'm slowing working towards the pre-release of the first set of Foldatrons. Modelled some structural parts to accompany their style and created a specialised hinge too. This hinge replaces two of the previous parts I showed, since they didn't add anything to the lineup that wasn't already possible. Here's what the hinge and trusses looks like so far: Also, this highlights the main reason why IR needs it's own strut solutions: (those engines are meant to be parallel to the body)
  21. Btw, is anyone making use of the Struts pack I released? It's likely that I may be changing a few things in this, so if there's any bugs now would be a good time to tell me
  22. Because I can . No, the above photos were mainly to relieve Kipard's concerns about part clipping, although it has raised a number of issues with placing them that I need to resolve. Also, these telescopic parts rely on translational tweakscaling in the not-yet-released 0.16 of IR And he won't in the future either, when these parts supercede the existing selection
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