Pre-release

@ZiwKerman ZiwKerman released this Oct 19, 2016 · 11 commits to master since this release

Assets 3

Recompile + some bugs fixed.

@ZiwKerman ZiwKerman released this Jul 9, 2016 · 15 commits to master since this release

Assets 3

Maintenance update, recompile for KSP 1.1.3 and IR 2.0.5

Pre-release

@ZiwKerman ZiwKerman released this May 4, 2016 · 17 commits to master since this release

Assets 3

Compiled for KSP 1.1.2
Requires IR 2.0.1

  • Restored AGX support
  • Fixed servo filtering to Active vessel only
Pre-release

@ZiwKerman ZiwKerman released this Apr 25, 2016 · 19 commits to master since this release

Assets 3
Merge pull request #49 from ZiwKerman/V1.0-overhaul

Beta 4 PR

@ZiwKerman ZiwKerman released this Apr 22, 2016 · 30 commits to master since this release

Assets 3

Also added option to settings to always start control window in edit mode

@ZiwKerman ZiwKerman released this Apr 21, 2016 · 30 commits to master since this release

Assets 3

Requires IR 2.0-RC1 or later

Requires clean install (delete any previous version from GameData/MagicSmokeIndustries/IRSequencer)

New features:

  • State machine functionality (can be optional, just having 1 state will replicate previous version behaviour)
  • New awesome UI
    • To select servo for Move command just Ctrl-Click it on your craft while Edit Sequence window is open
    • You can drag and drop States, Sequences between States (this will change Sequence's starting State) and Commands in Edit Sequence window.
    • Goto command now places an indicator where it points to, but please avoid using more than one GoTO command per sequence for now.
    • Cool looking progress indicators for commands in Edit Sequence window
  • You can have multiple Sequencers per craft and let them control different servos. Each Sequencer has it's own set of States.

Known issues:

  • AGX support is temporarily disabled (will be re-enables on release, given that AGX will be updated).
  • Multiple IR capable crafts in physics range was not tested properly, please report any issues.
Pre-release

@ZiwKerman ZiwKerman released this Mar 3, 2016 · 48 commits to master since this release

Assets 3

Fix the Revert to Hangar not saving the sequences
Fix the keyboard shortcuts not working for multiple sequences in different states.

Pre-release

@ZiwKerman ZiwKerman released this Mar 2, 2016 · 52 commits to master since this release

Assets 3

Save-Breaking update - your existing crafts will lose all sequences on them, you will have to rebuild them

This update brings implementation of Finite State Machine to Sequencer.

Sequencer will allow you to create Finite State Machines, with all Sequences having a Start State and End State (could be the same state). If a sequence that changes the current state of the machine finishes successfully, then state is changed to the sequence's End State and if there are any sequences, that are set to auto-trigger on machine entering their Start State - they will be started.

  • You can now have more than 1 sequencer per vessel, so you can have a sequencer for Legs separate from sequencer for Arms for example. It is achieved by moving all sequencer logic to PartModule and is for now attached to probe-cores. This sequencer stores its States and corresponding Sequences and manages their proper execution.
  • For each sequencer module only one state-changing sequence can be executed at any given time, although if you have non-statechanging sequences, any number of them can be ran simultaneously as long your sequencer's current state matches their start state and they don't lock each other's servos
  • Although you can have multiple sequencers, keyboard shortcuts are shared between them, so you can use one shortcut key to start/stop multiple sequences across multiple sequencers, but only sequences with proper Start State will be started, depending on the current state of each of the sequencers on your vessel.