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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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Quick question...

This 'robotic parts' tab...that I friggin LOVE btw!!!......it that something added by MSI plugin or is this new feature embedded in 1.0??? Its by far the best thing to happen to parts mods in long time!!!! If more could use this my dang utilitys may not be so overloaded lol.

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Quick question...

This 'robotic parts' tab...that I friggin LOVE btw!!!......it that something added by MSI plugin or is this new feature embedded in 1.0??? Its by far the best thing to happen to parts mods in long time!!!! If more could use this my dang utilitys may not be so overloaded lol.

It's a feature that squad put in but modders have to code it for their plugin.

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It's a feature that squad put in but modders have to code it for their plugin.

Well YAY to Squad for putting that in and YAY to MSI for using it!!!

Really streamlines the use of the parts and how one builds with them, and clears some of the clutter of other tabs....thats what ya call a winwin for sure!

Just found out what Im doing today lmao...figuring out how to do this for everything!! hehehehe

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I've noticed that with the latest version of IR, absolutely no parts show up any more, at least for me. I have absolutely no other mods installed aside from ModuleManager, and it happens both with the standalone version of KSPAPIExtensions and the one bundled with the mod.

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I've noticed that with the latest version of IR, absolutely no parts show up any more, at least for me. I have absolutely no other mods installed aside from ModuleManager, and it happens both with the standalone version of KSPAPIExtensions and the one bundled with the mod.

Please post your output_log.txt

- - - Updated - - -

I've seen this behavior reported for a couple of mods

I've peeked into the code of KAC for some pointers and pretty sure solved the issue. Unfortunately SQUAD silently changed the way the AppLauncher works and most modders are lost like blind kittens trying out different things.

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hi,

apologies if this is a stupid question but i can't find the answer.

are these parts integrated in the tech tree and available in career mode? or only in sandbox?

I figured they might be included in community tech tree but it appears that it's not updated yet

ksp 1.0 of course

tnx and congrats: this mod looks awesome :)

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hi,

apologies if this is a stupid question but i can't find the answer.

are these parts integrated in the tech tree and available in career mode? or only in sandbox?

I figured they might be included in community tech tree but it appears that it's not updated yet

ksp 1.0 of course

tnx and congrats: this mod looks awesome :)

As far as I remember they are quite deep in tech tree. We are open to suggestions on that front, but it is best to post them in Zodius Model Rework thread, as he is actively updating his packs.

Here: [WIP] MSI's Infernal Robotics - Model Rework (Updated: 28/04/2015)

Edited by Ziw
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are these parts integrated in the tech tree and available in career mode? or only in sandbox?

I figured they might be included in community tech tree but it appears that it's not updated yet

ksp 1.0 of course

They are in the tech tree, around specialised construction.

The next version of CTT will have new actuator nodes (at my request) so I'll be updating the Model Rework parts to use it. Whether the legacy parts get updated too is undecided.

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Having an issue with the open powered hinge, the powered hinge and the 90º hinge they show up black, I tried redownloading IR and reinstalling it but no luck

Please try cleaning ATM cache.

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