Woodstar Posted May 13, 2014 Share Posted May 13, 2014 That video was sweet! Link to comment Share on other sites More sharing options...
Atrius129 Posted May 13, 2014 Share Posted May 13, 2014 Sirkut, here's a little video on your honour, and in honour to everyone who has helped maintaining this AWESOME MOD! Dude. You are ridiculous. That was freaking amazing. Thank you. Link to comment Share on other sites More sharing options...
Talisar Posted May 13, 2014 Share Posted May 13, 2014 That video is too much awesome in one spot. I feel so much worse about my own creativity now Link to comment Share on other sites More sharing options...
Commander Hoek Posted May 13, 2014 Share Posted May 13, 2014 I have to admit that the soon to be new parts look totally awesome ! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 14, 2014 Share Posted May 14, 2014 Did I read that part of his post right? TweakScale? As in, far less part spam?Indeed you did . I have set it so each of the three part sizes are defined using the tweak scale, rather than having duplicates. I can't say it will reduce part spam too much though, as there are a lot of new parts added to this pack (filling roles I felt were missing in the current line-up). So whereas before there were 5 or so rotational parts, there are now 15 (some of these exist due to KSP/Mod limitations though). As such you can think of my work as an expansion as much as it is a remodel Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 14, 2014 Share Posted May 14, 2014 Indeed you did . I have set it so each of the three part sizes are defined using the tweak scale, rather than having duplicates. I can't say it will reduce part spam too much though, as there are a lot of new parts added to this pack (filling roles I felt were missing in the current line-up). So whereas before there were 5 or so rotational parts, there are now 15 (some of these exist due to KSP/Mod limitations though). As such you can think of my work as an expansion as much as it is a remodel When I think of part spam, I think of having five different versions of the same part for five different sizes. As long as the parts are mostly functionally different (I get that there are KSP limitations with parent/child node attachments), then that's not evil part spam. Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 14, 2014 Share Posted May 14, 2014 playing Career I like having the various parts in different tech nodes to unlock. Link to comment Share on other sites More sharing options...
acc Posted May 14, 2014 Share Posted May 14, 2014 Getin a really anoying bug. I built a ISS-alike truss with two docking washers (not the free) to rotate the solar panel trusses. All was working fine as I tested it on the launch pad. So I launched, docked the truss and then I tested it again and some magic set one of them to reverse.Would be great to be able to set reset reverse in flight. Or simply no automatic changes from the plugin or whatever messed it up. Link to comment Share on other sites More sharing options...
sirkut Posted May 14, 2014 Author Share Posted May 14, 2014 Getin a really anoying bug. I built a ISS-alike truss with two docking washers (not the free) to rotate the solar panel trusses. All was working fine as I tested it on the launch pad. So I launched, docked the truss and then I tested it again and some magic set one of them to reverse.Would be great to be able to set reset reverse in flight. Or simply no automatic changes from the plugin or whatever messed it up.Updated coming out probably _TODAY_ that will fix a lot of issues. Hopefully this one too. You'll have an invert axis tweakable you can toggle while in flight and it will save it's state. It will however _might_ break saves but there is code that will load old encoded legacy saved game data. Link to comment Share on other sites More sharing options...
acc Posted May 14, 2014 Share Posted May 14, 2014 Updated coming out probably _TODAY_ that will fix a lot of issues. Hopefully this one too. You'll have an invert axis tweakable you can toggle while in flight and it will save it's state. It will however _might_ break saves but there is code that will load old encoded legacy saved game data.That sounds great *stops poking the sirkut voodoo doll* Link to comment Share on other sites More sharing options...
omgnull Posted May 14, 2014 Share Posted May 14, 2014 Getin a really anoying bug. I built a ISS-alike truss with two docking washers (not the free) to rotate the solar panel trusses. All was working fine as I tested it on the launch pad. So I launched, docked the truss and then I tested it again and some magic set one of them to reverse.Would be great to be able to set reset reverse in flight. Or simply no automatic changes from the plugin or whatever messed it up.It's a KSP build in magic, and changes not only robotic parts symmetry but all ship controls. It depends on which node you control from. Link to comment Share on other sites More sharing options...
zcaalock Posted May 14, 2014 Share Posted May 14, 2014 how to set 90 degree hinge in VAB? Only option is full open or full closed Link to comment Share on other sites More sharing options...
sirkut Posted May 14, 2014 Author Share Posted May 14, 2014 how to set 90 degree hinge in VAB? Only option is full open or full closedThere is no option to do this. It's been suggested many times and when I release the next version I will address these constant questions/feature requests. Link to comment Share on other sites More sharing options...
Woodstar Posted May 15, 2014 Share Posted May 15, 2014 Not to be a pain but, is the update not going to make today? Link to comment Share on other sites More sharing options...
BigD145 Posted May 15, 2014 Share Posted May 15, 2014 Not to be a pain but, is the update not going to make today?The release in the rerelease has been released. Link to comment Share on other sites More sharing options...
Woodstar Posted May 15, 2014 Share Posted May 15, 2014 Updated coming out probably _TODAY_ that will fix a lot of issues. Hopefully this one too. You'll have an invert axis tweakable you can toggle while in flight and it will save it's state. It will however _might_ break saves but there is code that will load old encoded legacy saved game data.The release in the rerelease has been released.Still .14, he is updating the mod. Did you read or did you just read the last comment and try to troll me? Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Not to be a pain but, is the update not going to make today?Yup, you are certainly being a pain. It's 9:35PM where I'm at _and_ I'm currently dealing with a work issue and the day isn't over yet. Link to comment Share on other sites More sharing options...
Woodstar Posted May 15, 2014 Share Posted May 15, 2014 Yup, you are certainly being a pain. It's 9:35PM where I'm at _and_ I'm currently dealing with a work issue and the day isn't over yet.OK sorry, do what you gotta do! Link to comment Share on other sites More sharing options...
Devo Posted May 15, 2014 Share Posted May 15, 2014 Gday mate, are we good to go again? I have a crapload of parts that were in the hangar waiting for a while, been busy like yourself tho. hope all's well.G. Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Gday mate, are we good to go again? I have a crapload of parts that were in the hangar waiting for a while, been busy like yourself tho. hope all's well.G.All is good. There is a bug with the Industrial Hinge since the change to the new code. I'm leaving the part in the update so people's crafts will load and will be looking at it after this release comes out. working on uploading it now. Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Dromoman's (http://forum.kerbalspaceprogram.com/threads/37680-DROMOMAN-modular-arm-parts-for-Damned-Infernal-Robotics) parts require CFG edits in order for them to work. Note the two "}" at the end. Those are required. Edit the three parts that have name = MuMechServo in the CFG and you will be good to go (hint. it's arm_linrothub, arm_radrothub, arm_rotact)PART{// --- general parameters ---name = DROMOMAN_rotactmodule = Partauthor = r4m0n (code) || Nothke (model)// --- asset parameters ---mesh = cylinder.DAEscale = 1.0rescaleFactor = 1// --- node definitions ---//node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0node_stack_bottom = 0.0, -0.13, 0.0, 0.0, -1.0, 0.0, 0node_stack_top = 0.0, 0.13, 0.0, 0.0, 1.0, 0.0, 0// --- editor parameters ---cost = 50category = Utilitysubcategory = 0title = DROMOMAN Rotactmanufacturer = K-Roboticsdescription = A simple rotary actuator in an octogonal casing with almost enough power to run a hairdryer.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,1,1,1,0// --- standard part parameters ---mass = 0.03dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 15maxTemp = 3000breakingForce = 999breakingTorque = 999// toggle parametersMODULE{name = MuMechTogglerotateJoint = TruerotateAxis = 0, -1, 0keyRotateSpeed = 5.0rotateLimits = FalsejointSpring = 0jointDamping = 0onActivate = FalserotateKey = leftrevRotateKey = rightfixedMesh = rotabaseservoName = Rotact}} Link to comment Share on other sites More sharing options...
sirkut Posted May 15, 2014 Author Share Posted May 15, 2014 Ok. 0.15 is release. Give it a try. Please read the OP. Link to comment Share on other sites More sharing options...
BigD145 Posted May 15, 2014 Share Posted May 15, 2014 Still .14, he is updating the mod. Did you read or did you just read the last comment and try to troll me?No I was not "trolling" you. I was talking about the "other" IR. This forum is really bad about following conversations. Quote stacks can get big, but are useful for following a conversation. Link to comment Share on other sites More sharing options...
VR_Dev Posted May 15, 2014 Share Posted May 15, 2014 congrats on .15 man. downloading it now Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 15, 2014 Share Posted May 15, 2014 The "other" IR has now been updated to 0.15, so you won't need to manually change the CFG files. Would have liked to upload this with Sirkut's update, but time-zones Link to comment Share on other sites More sharing options...
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