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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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It's something I have to add in the code. Give me a few and I will add it.

Both mediafire link & github have been updated with the Action Group support for enabling/disabling the lock. Thanks for bringing that to my attention!

The adjustable rail is now also included in the zip. I'm currently setting up an account on KerbalSpacePort where you can grab everything in one go including source. Thanks for the interest in our work!

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Both mediafire link & github have been updated with the Action Group support for enabling/disabling the lock. Thanks for bringing that to my attention!

The adjustable rail is now also included in the zip. I'm currently setting up an account on KerbalSpacePort where you can grab everything in one go including source. Thanks for the interest in our work!

The animator is looking good on my end, I think I have pretty much discovered all the things you can and can't do with it, so I'm good to go on my end. There is those 4 sets of legs (including the LB-1 landing bay) but as I said, I also think I have fixed the problem with animating thrustTransforms with it, so there really isn't many limitations to using the animator.

Edited by Devo
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The animator is looking good on my end, I think I have pretty much discovered all the things you can and can't do with it, so I'm good to go on my end. There is those 4 sets of legs (including the LB-1 landing bay) but as I said, I also think I have fixed the problem with animating thrustTransforms with it, so there really isn't many limitations to using the animator.

Brings a smile to my face!

Lovin the rails by the way guys, been needing something like this for a long time!

Cant wait to put hands on the animator and start testing. Got a few legs to test...but first test will be to see if it works on static object animations (im guessin no as they use different modules/rules).

Ive said it before, and it keeps getting more true with each update....KSP robotics has an awesome and bright future with Sirkut and Devo at the helm!

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Brings a smile to my face!

Lovin the rails by the way guys, been needing something like this for a long time!

Cant wait to put hands on the animator and start testing. Got a few legs to test...but first test will be to see if it works on static object animations (im guessin no as they use different modules/rules).

Ive said it before, and it keeps getting more true with each update....KSP robotics has an awesome and bright future with Sirkut and Devo at the helm!

The plugin should any animation as long as you add it to your existing CFG file and specifically name the animationName. :)

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The animator is looking good on my end, I think I have pretty much discovered all the things you can and can't do with it, so I'm good to go on my end. There is those 4 sets of legs (including the LB-1 landing bay) but as I said, I also think I have fixed the problem with animating thrustTransforms with it, so there really isn't many limitations to using the animator.

This is good, i need these legs really bad.

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The plugin should any animation as long as you add it to your existing CFG file and specifically name the animationName. :)

Even if they are animation modules handled by another plugin?!? Wow, as excited as i was before its double that now thinking this may work on statics!!

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Even if they are animation modules handled by another plugin?!? Wow, as excited as i was before its double that now thinking this may work on statics!!

Give me a part to test it so I can let you know for sure.

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Give me a part to test it so I can let you know for sure.

Sirkut this was the best i could to do to explain what i was saying. The best thing would be a video but i dont have the skills or tools for that. Sorry for the lack of clarification. Besides no one else seems to have this issue ( if it is a issue) so no biggy man

Ibeam sinking

JSzbH40.jpg

Stock Leg

LrY946z.jpg

B9 Legs

62sogyq.jpg

YOu really cant attach a strut to the slider and the leg or beam. the connection will contact the the support part. so when you try to extend your pulling the struts. However on a another note. the ant deployment worked very nice

2XeytuI.jpg

UXWXJa8.jpg

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Since people seem to like those bulky vertical legs, do we all want some just like that that actually fit on the slider rail? i stopped making chunky legs ages ago because people seemed to want these toothpick things... man when i land on a planet I want my landing legs to say "HERE!"

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Since people seem to like those bulky vertical legs, do we all want some just like that that actually fit on the slider rail? i stopped making chunky legs ages ago because people seemed to want these toothpick things... man when i land on a planet I want my landing legs to say "HERE!"

I would like all the legs you showed in the one video, all the unfolding, whooshing, smexy looking legs. I too want legs that make a statement and can support big builds.

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I would like all the legs you showed in the one video, all the unfolding, whooshing, smexy looking legs. I too want legs that make a statement and can support big builds.

Big legs for sure!

Both hinges are done but I'm really terrible on skinning the hinges or maybe I'm too OCD about it.

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i dont mind doing them if you need to take a break, ill swap you, you can have another crack at the mech pod IVA :) :) man I want to slap that thing in the face right now lol

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Would it be too much to ask to have some smaller legs, some medium legs AND some big mamma jammas? :o

Sometimes I like to build things small or spindly lookin' but other times having things look really sturdy is nice too.

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Would it be too much to ask to have some smaller legs, some medium legs AND some big mamma jammas? :o

Sometimes I like to build things small or spindly lookin' but other times having things look really sturdy is nice too.

Nothing is too much to ask! :) When you say big, do you mean big feet? big clearance? wide clearance?

Am going to get these 3 or 4 more legs done, so that will be 9 new lander legs for the pack done I think that will do for the first release.

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Well, I personally don't like the parts too big so you do them however you like. I'm more for the medium-ish parts with simple padded feet(or whatever feet you've already got designed). I kind of like the vanilla micro legs, how they deploy sideways and down a little bit. Maybe something like that but after they're out, the legs get longer as well?

But if we're going to be able to adjust the length of the legs after deploying them, it wouldn't necessarily be a bad idea to make them kind of long at max length.

Since you'll have nine new legs, I think you've probably got what I'd be looking for somewhere in there so no worries, really XP

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Well, I personally don't like the parts too big so you do them however you like. I'm more for the medium-ish parts with simple padded feet(or whatever feet you've already got designed). I kind of like the vanilla micro legs, how they deploy sideways and down a little bit. Maybe something like that but after they're out, the legs get longer as well?

But if we're going to be able to adjust the length of the legs after deploying them, it wouldn't necessarily be a bad idea to make them kind of long at max length.

Since you'll have nine new legs, I think you've probably got what I'd be looking for somewhere in there so no worries, really XP

Well, my goal is to make no less than 30 individual types of landing legs (11 down.. 19 to go lol) to cater for everyone. Long ones, skinny ones, fat ones you name it. They are also being designed with the new plugin in mind so dont think "Right click, deploy legs"... think having a GUI window up where you control it and control each leg and its height and angle.

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Well, my goal is to make no less than 30 individual types of landing legs (11 down.. 19 to go lol) to cater for everyone. Long ones, skinny ones, fat ones you name it. They are also being designed with the new plugin in mind so dont think "Right click, deploy legs"... think having a GUI window up where you control it and control each leg and its height and angle.

Whats that you say? a developer understands us.....you guys rock, never would i have thought so many could mess something up that you two have nailed so easily on the head, you guys got some sort of paypal donation button?

Edited by Toyotawolf
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Whats that you say? a developer understands us.....you guys rock, mever would i have thought so many could mess something up that you two have nailed so easily on the head, you guys got some sort of paypal donation button?

I know what you mean, these guys actually say hey, what do you want? and really mean it.

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Since people seem to like those bulky vertical legs, do we all want some just like that that actually fit on the slider rail? i stopped making chunky legs ages ago because people seemed to want these toothpick things... man when i land on a planet I want my landing legs to say "HERE!"

I want my landing legs to look you in the eye like Robert Conrad and say, "I dare you to knock this craft over. I dare you!"

(I'm seriously dating myself here... xD)

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So if i download the linked fork at the top of the first page i don't have to mess with the .cfg files? because i tried that and it didn't want to load the original parts.

replacement parts aren't ready yet. If you download the forked zip it will only have docking washers and the adjustable rail. you will still need to edit cfg files from Damned Robotics until we release the parts. The hinges just need to be skinned and I'm already working on other parts.

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So if i download the linked fork at the top of the first page i don't have to mess with the .cfg files? because i tried that and it didn't want to load the original parts.
replacement parts aren't ready yet. If you download the forked zip it will only have docking washers and the adjustable rail. you will still need to edit cfg files from Damned Robotics until we release the parts.

Actually, you can use the old DR parts without editing the cfg files, just install them in the legacy KSP_win/Parts folder. You only need the "PART { ... }" wrapper for new-style mods that install in GameData.

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