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Everything posted by ZodiusInfuser
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Just going to link to this: -
So ... it's been a while .... how are things? First, I would like to say a big thank you to everyone who has been holding down the fort and helping others with getting everything working with KSP 1.3.1. It is greatly appreciated!! Second, seeing as "How do I get this working in the latest version?" is a recurring question I thought I would set this weekend aside to follow @Dr_Goddard's excellent guide (along with bits from @Jiraiyah's version) and create an "official" package of IR as it stands at the moment. You can find the download here: https://drive.google.com/file/d/1PueiJDMYu-xZ3CQBVXP9Utc27gnXwiIq (It is recommended to install KAS for the magnet and grasper to work, and TweakScale to tweak scale) Please do not consider this to be an actual release, although it does include a few unreleased Rework parts . Releases will hopefully come in time as I figure out what has been broken by 2 years of KSP updates (will likely need help with that). Oh and before anyone asks, no the wheels are not in this download as I tested them and they're still broken. Let me know if there are any issues . Unfortunately work takes up a lot of my time and mental energy so I can't make any promises about returning to IR as before, but I would like to. Cheers, -Zodius
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
^ This. IR searches for all parts that use the plugin and puts them under the Robotics tab, but cannot remove them from their existing tab, hence them intentionally not being assigned a category. This used to be a fairly robust feature, but a lot has changed with KSP over the past few years. Hopefully the pull request will fix it once Ziw gets chance to look at it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
As nice as that idea would be, I would rather have "where are the wheels?" questions than "why are the wheels not working?". Now if somebody was to come forward with an interest in fixing them (and the IR releases as a whole for that matter) I would be interested in talking -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Yes, but they were broken by KSP 1.0 and I never got around to updating them as IRL robotics got in the way. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Try deleting the IR config (it will get recreated when you launch KSP). It could be that the coordinates saved for where to put the window has placed it off your screen. I've had this before, but mainly when I go from a high resolution to a low one. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
No problem! Glad playing around with those values still works. Driving direction is a specific problem with KSP, so I cannot advise you on that unfortunately. It being 5 degrees is behaviour I have experienced before though with my old Movatron parts. Not saying it's right but I've at least encountered it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
It used to be possible back in the day, but do not know if the method works under the newest KSP. You can try though by making a copy of a part you want, renaming it, and playing about with its jointSpring and jointDamping values. Normal IR parts have both these set to 0, and free moving ones have the jointSpring at 0.0000001 -
Have you made any hexapod robots yet? If not, how about recreating this? https://www.youtube.com/watch?v=sR4aj7tOwko Here's the original concept render I made for it: http://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA1.jpg, http://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA2.jpg, http://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA4.jpg (Some of those top bits can spin by the way, as a kind of shield emitter)
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Thanks for the understanding. I'm currently doing the corrections phase of my thesis, the final bit needed before officially becoming a doctor. That's due in 2 weeks. Also continuing to get the robot working as well as searching for jobs. I really do want to get back in to this though. Was watching Kottabos' reviews of Near Future and noticed the ability some parts have to change their appearance. Thinking this could be applied to pistons for different lengths, and mecanums for left / right, depending on whether the plugin can hook in to IR parameters, It can certainly hook in to attachment node positions from what I have seen. Btw, @V8jester and others, I am still interested in thoughts on these two ideas I posted about a month ago:
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I'm really not getting what yon mean by that picture. Could you draw what you're thinking of? As for the 3 parts you suggest, all three require one key feature, that being the ability to limit the angle/position of a free moving part. This is a feature not present in Infernal Robotics plugin for various technical reasons, meaning that although yes, I could model a free moving piston, that piston would not stop when it reaches its limits. Even with suspension enabled, there would be nothing to stop the piston leaving its housing before being pulled back. As for your comments about foldatrons, the only thing I can think of it being is the node orientations being wrong, although why this would allow them to work in the normal orientation and not any other I do not know. It definitely would not be an IR specific problem, and is not something I have ever encountered. I tend to be obsessive with node placements and orientations.
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I've only just found out about this mod. Great work! I'm wondering if this could be used to get my old Mecanum wheels working again (video below). Previously they used Kerbal Foundries, so as you can guess have been out of action for quite some time. They consist of 8 wheel colliders without suspension, with infernal robotics rotating the wheel hub. Also, since wheels using this plugin do not use autostruts, I wonder if it would be suitable for my other infernal robotics wheels (http://m.imgur.com/4hlVCOy)? Due to IRL commitments, I have yet to get around to updating these to 1.2s wheel physics, so would updating them to this plugin be the better option?
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@Krux apologies for the delay in replying. The answer to all those questions basically boils down to me not having time. - Rails, although I got the design of the main rail completed I never finished the rest of the set I had planned. This was mainly down to me not finalising how many rails the set would contain. IIRC the last count I had was 6. - Wheels, these were removed from the mod due to them being broken by KSPs wheel physics update, and me not having the time to explore how to fix them. Mecanums are another issue as these depend on parts of Kerbal Foundries to function, which last I checked wasn't available for 1.2. - Propellers, these got to the closed testing phase and were ready to go except for audio. I did not have time to explore how to add engine effects so the parts are just sitting on my hard drive. As I mention in yesterdays post, I want to work on getting this mod to release, so if you have any thoughts about the roadmap idea, it would be appreciated.
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Hey all, Happy Holidays!! Sorry I haven't been around much this past year. 2016 was a tough year for me, with all the stress of my PhD as well as some personal issues to deal with. With the new year approaching, I am hoping to get back in to modding, specifically trying to get the model rework to some form of 1.0 release state. So with that in mind, I would like to ask for your guys thoughts on what a release of the IR Model Rework would look like. Once I get enough ideas I can then formulate a pre-release roadmap to get there -Zodius Edit: Also, would anyone be interested in me doing a YouTube tutorial series for IR and the rework? I had the idea of doing a form of lets play for a while now, but maybe tutorials would be more useful to the community.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
I meant a 1.2 update to IR. I know KSP 1.2 is out -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
There's not been an announcement for a 1.2 update, so no. -
While i'm waiting for more tester feedback on the propellers, I spent a bit of time getting my old Curiosity inspired camera model in to the game and working as a science part that takes EVA reports. As usual with my utility parts, it has a light on the front. Currently unsure whether I should keep it as a light or have it flash as the animation for taking an observation. Thoughts welcome [[Edit: that's assuming I can have an animation play only in one direction in stock (mystery goo and science jr play and animation forwards and back it seems). I guess the IRSurfaceSampler plugin could be modified, but I'd need DMagic for that, and I imagine he's quite busy at the moment.]] Also, if anyone can link me to a setup guide for Hullcam parts, that would be much appreciated.