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Everything posted by TinyPirate
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
Sirkut - even the locking washers don't seem to unlock is perhaps the more surprising thing. Is that intentional? The context menu makes me think I should be able to switch them between free and locked. -
I am a bit flummoxed by something: I could have sworn some versions ago KAS had a node on the bottom of the magnetic clamp. This was great as one could attach rovers and whatnot and then easily deploy and pick them up again when on mission. Now, it seems, unless I totally messed this up, that there is no attachment node on the bottom of the magnet, making it hard for an un-kerbaled mission to recover rovers (used to drive under the magnet, activate, and winch in!). What is going on or am I missing something?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
Might have a bug report: The free washers are always free, regardless of "engage lock" or not, and vice versa - the other ones are never not locked. And what's more scary than a rocket-powered Ferris wheel? A rocket powered Ferris wheel that's CHASING YOU. I must have a deficiency. I'm making a whole family of amusement park rides, it seems. Here's an early .. pirate ship type ride (?) prototype. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
What does a Kerbal who has just been to the moon want? An amusement park ride, of course! The picture is deceiving - the wheel spins faster than you can follow it - a blur! It has washers to allow the free rotation, and if I speed up the rotation piece enough it will cause the arms to gently turn, allowing kerbals to mount seats on the bottom of each limb. Tempted to build one with lighter pieces so it doesn't "hang" off the free washer quite so badly... Early attempts with solid rocket boosters rather than sepratrons were... not so successful. -
I can understand that! Great work!
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Can we merge it all together with Chattererererer and make it an option to turn on? This looks great!
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
Albert: where did you get those tiny girders? Very nice work! -
Kerbals in Space (KIS) mission pack. (Development)
TinyPirate replied to Geckgo's topic in KSP1 Mod Releases
Looks great, does it work with Mission Controller Extended (which is the best and most up-to-date mission controller system right now). -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
I have this and the Dororoman parts installed and they are all working awesomely. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
His awesome what? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
My only request is a way, using hinges, to create tiny and neat booms that fold in and out, ala Voyager and similar. Now, it is sort of possoble, but I Had a go with hinges tonight and it seems really tricky to attach parts to the end of the hinge without the part clipping into the hint root or other items - which may not be a problem (?), but makes me worry. I dream of having neatly folded up satellites that I unfurl in orbit. You guys are very nearly there with the parts! This stuff is great. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
So a friend said, "now get it to the Mun!" So I did. It doesn't drive so great on the Mun -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
So I wanted to see if I could make some kind of rolly-wheely thing. I did, it's called the Rotodoom! It hits 20m/s over land - any faster and it tends to spontaneously deconstruct itself. Sepratrons add extra sparkle! Washer, rotating bits, RCS for steering - works a treat! -
Awesome! thanks! I think the end results are stunning.
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Arg, where is that Kerbal2? I spend so much time hunting threads for good info, Lolz.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
AIES - might be on page 2 or 3 or 4 now. The mod works for 21 so long as you install the configs on page 26 of that thread. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
So, I ripped out all my other robotics parts and installed as instructed. Made a nice boom on a satellite (no good reason for it, just wanted to be a bit robotic) and it all worked swimingly. Here are some shots with the 8k Kerbin replacement. -
Love the 8k Kerbin. I just grabbed it and it is nice and smooth on the box, and well, who can complain about results like this!?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
Ahh. I think I follow. I am fine with the deer robotic parts I have see. Not particularly welded to the original DR bits. Thanks for the reply! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
TinyPirate replied to sirkut's topic in KSP1 Mod Releases
Sirkut, I love the look of this mod, but I find the OP really confusing. I know I want to install ALL THE ROBOTIC PARatS ANYWHERE but I can't work out what I am meant to download from the OP, what I need to edit, do I need to install other parts/mods? Are any mutually exclusive? I R DERP. -
Edit: this might be with version 14 or 15. Not sure if that really makes a difference. I think I have found a bug. Situation: - Doing first civilian space mission. I buil a 40k rocket (messing with Kethane scanners). - Rocket is flat probe core, mechjeb, gyro, longish liquid fuel tank on top of a solid fuel tank. On top of all this I have a docking port, then a docking port to the "satellite". - I get into position to complete the mission, decouple the satellite, switch to it and seem to suddenly get a bunch of money, maybe 26k (more than the solid booster was worth, that's for sure). In fact, as I switch between the satellite and launcher the mission parameters change (kinda expect that) but the dollars moved around on the first jump (possibly the first jump that is all green in orbit parameters, be that the first time you switch to a sat, or after switching back and forth a few times). - I can then also complete the mission with the satellite. There is something ... odd going on with rewards. Not sure if it is caused by the docking node or the ship switching (I didn't test with a standard decoupler) Oh, I built the rocket like that so I can deorbit, land and recycle the main body, but walking away from the first mission with, somehow, 136k seems a little odd! (Hmm, I guess I did have a polar orbit, not sure that comes into play here).