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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Stock Toolbar support. delete the toolbar folder if you don't like using it.

Not sure what this means. I didn't see any additions to the stock toolbar, nor a toolbar folder to delete other than blizzy's, which isn't stock and has already been supported.

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Not sure what this means. I didn't see any additions to the stock toolbar, nor a toolbar folder to delete other than blizzy's, which isn't stock and has already been supported.

If you remove the toolbar, go into the editor, place an IR part you don't we the IR button on the bottom right of the editor?

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yeah, that much i gathered, my point was and forgot to mention: why is it enabled for first part use? :)

KSP decides whether a part is allowed to be a root part based on its attachment settings. If the attachment settings qualify, there's no way to say "attaches all of these ways as long as it's not the root part." So disqualifying it as a root part would mean limiting other things that do work as well.

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If you remove the toolbar, go into the editor, place an IR part you don't we the IR button on the bottom right of the editor?

I get it now. The way it's written, to me it seemed like you were saying stock toolbar functionality is now default, and to use blizzy's you have to delete a folder

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I apologize for the confusion. I'm uploading 0.19a. I made a few minor mistakes. ie. rotation values isnt' show, rotationDelta is which is useless to the users and kOS users. :/

Update is now complete. Grab it from one of the two links provided. Enjoy.

Edited by sirkut
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I love the new features, I'm having trouble coordinating start position and joint limits though. The ">" and ">>" buttons in the Position Editor seem far superior to the slider bars that set the rotation limits, I can't get reliable single degree increments on any part with 180* or more of movement with the slider bars, only every 3 or 4 degrees. Could it be possible to have a similar button system replace those sliders? Alternatively could you change the "Step Increments" to 1, 5 and 10, the 0.1 increment seems useless (to me, and the smallest Position Editor increment is 1) and a 5 degree increment looks like it could have every step available rather than skipping steps like the 0.1 and 1 do. Also the default game part rotation is 5 degree steps.

Thanks for more great stuff :)

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I love the new features, I'm having trouble coordinating start position and joint limits though. The ">" and ">>" buttons in the Position Editor seem far superior to the slider bars that set the rotation limits, I can't get reliable single degree increments on any part with 180* or more of movement with the slider bars, only every 3 or 4 degrees. Could it be possible to have a similar button system replace those sliders? Alternatively could you change the "Step Increments" to 1, 5 and 10, the 0.1 increment seems useless (to me, and the smallest Position Editor increment is 1) and a 5 degree increment looks like it could have every step available rather than skipping steps like the 0.1 and 1 do. Also the default game part rotation is 5 degree steps.

Thanks for more great stuff :)

The 0.1 is there for a reason when you tweakscale the parts to very small sizes. :) I will see about the possibility of expanding the position editor GUI with more features but that will come later. I'm going to be extremely busy for a few weeks and I don't believe coding will be in my future for a few days.

And thank you for using the mod! Hopefully the most requested feature has been laid to rest. now it will be "what if we had this, what if we could do this." :)

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Question - does the new version allow tweakscaling up and down to any/all sizes? Should I bother trying out more expansive tweakscale cfgs again?

You'll have to do the expansive tweakscale cfgs for now. Allowing for more than the allotted sizes from past versions was beyond the scope of this release. I spent almost a month, almost daily, getting the parts to move in the editor so you will understand if I didn't look into that feature. marce contributed the electrical use feature. BloodyRain2k contributed support of the stock toolbar.

ps. If you are going to support electrical charge, you will need to add those values to the CFGs too.

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You'll have to do the expansive tweakscale cfgs for now. Allowing for more than the allotted sizes from past versions was beyond the scope of this release. I spent almost a month, almost daily, getting the parts to move in the editor so you will understand if I didn't look into that feature. marce contributed the electrical use feature. BloodyRain2k contributed support of the stock toolbar.

ps. If you are going to support electrical charge, you will need to add those values to the CFGs too.

Yeah, no problem with writing the cfgs - the thing is, unless something has changed, tweakscale behaves very strangely with IR parts. Parts will not work when scaled to anything but 1.0 size or smaller, or in some cases, 2.0x size also works. But not 2.1x, 3x, 4x, 1.7x, etc. Any other scale factor tended to do very weird things, and it didn't *seem* to be an issue with the tweakscale cfgs themselves that I wrote. Possibly something in the way tweakscale does exponents, or... something, but the same thing happens when explicitly defining masses/movement rates/whatever via TWEAKSCALEEXPONENTS{}. I completely understand you didn't have infinite time & energy to devote to that though =) Will see what happens.

Edited by AccidentalDisassembly
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I managed to generate a buttload of log spam when trying to close the part movement window at one point. No recollection of what I might have done to do that, but I also noticed duplicates in the IR window and that it would blank when I moused over it - I'm guessing I absent-mindedly used Undo. Still, here's the output_log. Selecting a new craft, exiting out of the VAB and returning brought things back to normal.

Also I found a bug in the VAB movement of parts when setting up movement limits. If you move a part, say a hinge, to 45 degrees and then reduce its max movement limit to 35, when you go to move back the part to 0 it will stop at 10 because it will think it's already at max limit (45) when it starts moving again. Easy to work around, once you know it's there

Oh, and all this was with 0.19, haven't downloaded 0.19a yet

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Did you change the name of the closed hinge on purpose?


name = IRHingeClosedScaleable2

It nearly destroyed my asteroid space station, luckily I had a backup of the savefile!

I must have changed it by accident when I was tackling a transform issue I was dealing with, my apologies that it slipped by.

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Look here,

I'm not one of those jingoists that kicks off a party just because a chap makes something in his garden shed that they wanted to make in the first place.

I don't have a cellar full of vintage gratitude to give away to any old boy that used a talent he likes to use.

I don't feel impelled to write nice letters to people I don't know, and wouldn't help if I saw them passed out in the street.

Just so you understand that if there are any nice feelings for Tom, Richard, or who ever that other fellow is, they usually have to pry them out with a stick.

I had a problem.

I had assigned myself a task on KSP which upon reflection might have been a tad indulgent.

The mission necessitated getting something rather bulky into a small space, getting it out of that space in a different environment and then packing the blighter up and putting it back so I could return to KSP leaving nothing behind but the frustration of the outward jaunt.

The mission was successful. Not in a small part due to your flipping hinge and your flipping slider. (Look, now you made me a gutter-mouth)

I used muscles that had long ago atrophied and smiled. Most uncomfortable.

Now, I know that you put a lot of effort and time into this project of yours. I know you get a lot of flack from people who don't appreciate that. Fist impulse, Serves you flipping well right.

On reflection, You made me feel something. I have an urge. To touch your hand. Yes. And shake it vigorously. I know, I know.. Perverted, but you were obviously asking for it.

Well done, I say.

Yes it happened. Now, like me, you must try to get over it.

Get back to work and let's pretend this never happened ok?

Bravo! (buggerit I'm a mess now)

Edited by Daveroski
Silly Censoring
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Yay! The in-editor movement with constraints was a bit strange at first (things turning one way in the editor, then the other way in flight; limits not copying over to the symmetry part), but removing and reattaching it a couple times helped for some reason.

I put this together! Being able to move the wings in the SPH helped to know where the CoL is in each configuration.

PerfectSoreBoto.gif

Edited by BahamutoD
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yay! The in-editor movement with constraints was a bit strange at first (things turning one way in the editor, then the other way in flight; limits not copying over to the symmetry part), but removing and reattaching it a couple times helped for some reason.

I put this together! Being able to move the wings in the sph helped to know where the col is in each configuration.

http://giant.gfycat.com/perfectsoreboto.gif

o.o

wowsers!

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