cameroon Posted August 15, 2013 Share Posted August 15, 2013 I'm in the process of trying to squeeze down the amount of memory KSP is using (too many mods ) and was about to write that for the hinges (and docking washers probably) you can use one model & texture and and just define multiple parts with rescale factors, but turns out that's what you did for the rotatron already Link to comment Share on other sites More sharing options...
sirkut Posted August 15, 2013 Author Share Posted August 15, 2013 I'm in the process of trying to squeeze down the amount of memory KSP is using (too many mods ) and was about to write that for the hinges (and docking washers probably) you can use one model & texture and and just define multiple parts with rescale factors, but turns out that's what you did for the rotatron already Yup. I'm going to redo the pack to utilize the same texture and model for the hinges. Once I get this plugin speed control working I will do that. Link to comment Share on other sites More sharing options...
Devo Posted August 15, 2013 Share Posted August 15, 2013 Link to comment Share on other sites More sharing options...
T-Pilot395 Posted August 15, 2013 Share Posted August 15, 2013 First thing I thought of was how UFOs would abduct kerbals. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted August 15, 2013 Share Posted August 15, 2013 (edited) Yup. I'm going to redo the pack to utilize the same texture and model for the hinges. Once I get this plugin speed control working I will do that.Regarding the speed control would it be possible to include buttons that when pressed cause the rotatrons to spin continuously at the speed you set, like the KAS options in Devo's video, the << and >> toggle buttons? I imagine it would be cool for spinning antenna arrays and other things. Edited August 15, 2013 by ZodiusInfuser Link to comment Share on other sites More sharing options...
Dave7 Posted August 15, 2013 Share Posted August 15, 2013 Hey Devo, that video made me think of the big swing rides at theme parks. Put a seat at the end of that thing instead of a clamp and have a bunch of them around the center pole. You can make the kerbal amusement park with this. Could make a carousel too. I'm gonna try some out later. Link to comment Share on other sites More sharing options...
sirkut Posted August 15, 2013 Author Share Posted August 15, 2013 Regarding the speed control would it be possible to include buttons that when pressed cause the rotatrons to spin continuously at the speed you set, like the KAS options in Devo's video, the << and >> toggle buttons? I imagine it would be cool for spinning antenna arrays and other things.At a later date I'll see. Link to comment Share on other sites More sharing options...
TinyPirate Posted August 15, 2013 Share Posted August 15, 2013 Albert: where did you get those tiny girders? Very nice work! Link to comment Share on other sites More sharing options...
Albert VDS Posted August 15, 2013 Share Posted August 15, 2013 Thanks! It's the stock Modular Girder Segment, maybe it looks tiny because the vehicle is huge. Link to comment Share on other sites More sharing options...
gary.townsend Posted August 15, 2013 Share Posted August 15, 2013 Regarding the speed control would it be possible to include buttons that when pressed cause the rotatrons to spin continuously at the speed you set, like the KAS options in Devo's video, the << and >> toggle buttons? I imagine it would be cool for spinning antenna arrays and other things.could use the free moving dockign washer and apply some rotation rockets....instant o'neil cylinder. Link to comment Share on other sites More sharing options...
sirkut Posted August 15, 2013 Author Share Posted August 15, 2013 could use the free moving dockign washer and apply some rotation rockets....instant o'neil cylinder.That's exactly how I tested it the first time. Loads of fun. Link to comment Share on other sites More sharing options...
Albert VDS Posted August 15, 2013 Share Posted August 15, 2013 Question about the planned pistons; is there going to be a piston which is bigger than the current adjustable rail? Link to comment Share on other sites More sharing options...
sirkut Posted August 15, 2013 Author Share Posted August 15, 2013 Question about the planned pistons; is there going to be a piston which is bigger than the current adjustable rail?Like with the hinges I plan on making a set of sizes. I can scale the piston to a larger size if you like _or_ allow you the user to do it. It's easy to do.UPDATE: 0.7 of the plugin is almost done. I got the weird object translation resolved! Speed control will be back but improved. The custom number you enter will be a multiplier to the part's speed from the CFG file. That way parts keep their respective speeds even in groups! All you will be doing is multiplying that speed with your value. Want all Infernal Robotic parts to go twice as fast? Put a 2 in the text field. When it's finished I'll post the updated dll and source code and will resume skinning the piston and that will be done tonight. Link to comment Share on other sites More sharing options...
SpaceK531 Posted August 15, 2013 Share Posted August 15, 2013 Awesome!Time to try my onthorpiter idea again Link to comment Share on other sites More sharing options...
Gristle Posted August 16, 2013 Share Posted August 16, 2013 Sirkut, can you make the attach nodes on the 1/4 powered hinge smaller? Currently they are so large they totally obscure the part making alignment difficult. Link to comment Share on other sites More sharing options...
sirkut Posted August 16, 2013 Author Share Posted August 16, 2013 Sirkut, can you make the attach nodes on the 1/4 powered hinge smaller? Currently they are so large they totally obscure the part making alignment difficult.Yes. I certainly need to fix that. If you would like to utilize the change and not wait for the next update here's the fix:Take the CFG of all three sizes and add an extra ", 0" and the end of the line.For example the IR_HingeTall CFG would now have:node_stack_bottom = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0, 0node_stack_top = 0.0, 0.325, 0.0, 0.0, 1.0, 0.0, 0 Link to comment Share on other sites More sharing options...
Gristle Posted August 16, 2013 Share Posted August 16, 2013 Yes. I certainly need to fix that. If you would like to utilize the change and not wait for the next update here's the fix:Take the CFG of all three sizes and add an extra ", 0" and the end of the line.For example the IR_HingeTall CFG would now have:node_stack_bottom = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0, 0node_stack_top = 0.0, 0.325, 0.0, 0.0, 1.0, 0.0, 0I checked the other 2 sizes and they were fine. It was just the 1/4 size that had this problem. Link to comment Share on other sites More sharing options...
sirkut Posted August 16, 2013 Author Share Posted August 16, 2013 Well the plugin is done. The piston is finally done! I've never skinned a cylinder before and that was a process! I have to clean the code up just a little bit in the morning. 8AM EST I will provide links to download the parts pack+plugin and the source code.I decided to make smaller sized adjustable rails. Link to comment Share on other sites More sharing options...
Albert VDS Posted August 16, 2013 Share Posted August 16, 2013 (edited) Nice pistons! I managed to get BRUTuS' part count down from 106 to 58.Anyone know how well a Gigantor solar panel work on the mun or Duna, does it break when you drive like on kerbin? Edited August 16, 2013 by Albert VDS Link to comment Share on other sites More sharing options...
NoMrBond Posted August 16, 2013 Share Posted August 16, 2013 On the Mün, probably not unless you impact your rover pretty hard and shake the whole thingOn Duna, you're taking some chances since it has some atmosphere. Link to comment Share on other sites More sharing options...
KOCOUR Posted August 16, 2013 Share Posted August 16, 2013 I just installed this thing yesterday, And it somehow messed up Mechjeb, and Kethane for me. Mechjeb no more autostage, and kethane doesnt show grid overlay anymore. Day before yesterday it worked all vell, and i didnt instal any other mods yesterday. So can you take a look if This mod somehow collides with mechjeb or kethane? Link to comment Share on other sites More sharing options...
Kranth Posted August 16, 2013 Share Posted August 16, 2013 My brain just went into Toy Story mode..."The Klaw..." Link to comment Share on other sites More sharing options...
sirkut Posted August 16, 2013 Author Share Posted August 16, 2013 I just installed this thing yesterday, And it somehow messed up Mechjeb, and Kethane for me. Mechjeb no more autostage, and kethane doesnt show grid overlay anymore. Day before yesterday it worked all vell, and i didnt instal any other mods yesterday. So can you take a look if This mod somehow collides with mechjeb or kethane?Log file will help. Link to comment Share on other sites More sharing options...
Albert VDS Posted August 16, 2013 Share Posted August 16, 2013 Which version of MechJeb are you using? Link to comment Share on other sites More sharing options...
Devo Posted August 16, 2013 Share Posted August 16, 2013 I just installed this thing yesterday, And it somehow messed up Mechjeb, and Kethane for me. Mechjeb no more autostage, and kethane doesnt show grid overlay anymore. Day before yesterday it worked all vell, and i didnt instal any other mods yesterday. So can you take a look if This mod somehow collides with mechjeb or kethane?I don't use the kethane pack so can't comment on that, but have no issues with mechjeb autostaging here + IR plugin. Link to comment Share on other sites More sharing options...
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