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About V8jester

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    Crash Dummy

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  • Location Working on the Flux Capacitor

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  1. This is a known "Bug" The issue is that when you dock one ship "the arm" to another ship. Which one of the command pods is now the actual "root part"?... Thats the issue. Depending on where the new root part is you are likely trying to now control an IR component efectivly backwards some place. While you didn't actually build it backwards. After docking 2 ships together they become one big ship.
  2. No video, but here is a step by step with all relevant links.
  3. 2 pages back. Or you can use this to make the leg essentially solid and far stronger for larger builds.
  4. I will attempt to shed some light here. (This is a more advanced and usually very messy thing to play with) Basically imagine control, electricity and general "power" flowing from the command pod / cockpit of your ship to the "base" of any IR part. IR parts will only work in one direction. Example: place any IR part using it's node with the yellow "base" out away from the craft, then try to move it. Nastiness will ensue. Now knowing this, if you dock one ship to another through any IR part. Once they become one ship. Which Command Pod is now in control of everything? And switching "control here" really won't help. But playing with dock, go to Kerbin and then reload the ship without moving anything "sometimes" will allow you to work around this issue.
  5. Check out my youtube channel for ideas, or my forum thread "Advanced aircraft designs" both linked in my signature. I have a mostly complete mod list there on my forum thread. But be warned. My install has close to 150 mods in it. Gonna need some serious joo joo if you want to run them all
  6. 1) Control panel, system 3) might have too many mods if you don't have enough ram. 4) Here you go: Win 7 Page File Adjustment Win 10 Page File Adjustments
  7. Questions would be. 1) how much ram are you running? 2) which game version 3) how many other mods are you running? 4) have you ever messed around with your page file size to cheat a little extra ram out of your system? - Google "Page file" IR really isn't that much of a hog. But if you are trying to run numerous other mods along side it.... Then a laptop may very well give up the ghost on that note.
  8. Forgive me if this sounds like a captain obvious moment.... But.... When you say "can't make them move with AG" You do know how to use the GUI in the VAB / SPH as well as the flight scene to control everything, yes?
  9. Fantastic! Thanks @IgorZ I'll be looking forward to having a look at your handiwork. Does the strength of a winch scale along with its size if using Tweakscale? Something I have been curious to build is a tug boat hooked to a large ship with two cables. (Very heavy / very large builds. So this one is really just more of a torture test) I could rip 2 of the old winches right off with no effort at all.
  10. What do you have the washers scaled to? Typically they won't work over like 150% of its original size. That's why the rework parts are limited in scalability. Also, are you using Autostruts / are you sure there are no auto strut connections between the moving nacelles and the main ship? Lastly, are you using the newest version of KJR?
  11. Well, there is a plugin linked in my instructions that also just makes it work
  12. @Ziw who was one of the "official" devs for IR is the one who has been updating the core plugin. While yes it is not in the OP of the thread. It is still as close to an official release we have all seen in quite some time. As a lot of the core guys have not been seen for a while. You may be waiting a fair amount of time.
  13. There is something way wrong then. And I bet I just figured out what you are doing.... If you open the rework parts zip are you simply dumping the folder named "Rework_Repack_1.1.2" into the Gamedata directory? - this will not work You must open the zip, then expand that folder then "Gamedata" and then you will see "MagicSmokeIndustries" - This is the folder you need to drop into your Gamedata folder. Every single component of IR will reside only in the "MagicSmokeIndustries" folder.
  14. RollKage

    Talk to @SpannerMonkey(smce)
  15. New official version of KJR works like a charm. I have one of these instruction lists on almost all IR threads. Must not have updated that one all the way Glad to hear you got everything working. 1.3 / KJR issues List of IR download files to work with KSP 1.3 Remove "Active struts" as well as "strut" Folders" they are currently incompatible with KSP 1.3 - Unless you opt to use the unofficial Recompiled .dll linked below Steps to install Infernal Robotics 1) Install Core Download which is the plugin and "core Files" of IR (No parts are in this download) 2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish) 3) Remove folders "IRActiveStruts" and "Struts" as they are currently incompatible 4) Optional - If you wish to use the Surface sampler - Install the Surfacesampler.dll linked below into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins 5) Optional - KJR will work with KSP 1.3 and IR 2.0.12 - Linked below 6) Optional - KAS Magnet / Grasper Breaking? Increase "breakForce" under the KAS module in the part cfg to "= 999" 7) Optional - Unofficial recompile of Active Struts Plugin linked below. Curtesy of Whale_2 Core Download Infernal Robotics (Ziw) 2.0.12 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases Parts / Plugin Legacy Parts (Ziw) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip IR Rework Parts (Zodiusinfuser) - See Active Struts notes above https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw Surface Sampler dll (DMagic) - Place into "MagicSmokeIndustries/Parts/Rework_Utility/Plugins" https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins Active Struts Plugin Unofficial Recompile (Whale_2) https://github.com/whale2/Active-Struts/releases/tag/1.1.0-1 Utility Thread Link For IR Sequencer (Ziw) Kerbal Joint Reinforcement Official GitHub Repository (Ferram4) - https://github.com/ferram4/Kerbal-Joint-Reinforcement/releases Please feel free to repost / update this list every so often to help a lot of the new comers