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Jasseji

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Everything posted by Jasseji

  1. I didnt load it in Unity but for me, any one of the Dragons from Laztek, first there is a huge lag when using them (only the Dragon Cargo and Dragon crew Pod) and second if i attach the Pods to Any rocket and launch them - they appear 1000m above the launchpad - this only happens for the capsules, i can use other parts of the mod without problems I have switched to using Tundra version which is nice as well (Laztek is nicer tho :P)
  2. The Sphere is from Github, the Dragon from LazTek - it's working more or less fine but some issues are there
  3. After realising the LEE has a probe core and a lot of El Charge, i changed the cfg: // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 i am considering to add an internal SAS too because it's a little unstable when redocking but it works good enough. My modification looks now like this (RCS Tanks are from Tantares but one could add Monoprop to the Canadarm itself - in the Arms for instance):
  4. Nah, the TRF Sphere is a bit too bulky, my solution is more flat, now if the LEE itself could have built-in RCS it would be different
  5. That's true for any IR stuff so i try to save it in positions where it is far from stuff it could break Always store the arm in "0" position The Wiresnare is only a temporary connection agreed
  6. yes, i use the WireSnare, it is working Perfectly. much more reliable than trying to dock the stuff together And it's actually working much better with the physical connection instead of logical I mean, if i modify the Arm and add 2 Spheres between the LEE's and the 1st Joint, what do i need to do to keep the Arm working - it's just enough to make a dump from the GUI ? Dump needs to be done in the "0" Position ?
  7. yes, please, the sphere is very nice, if you could provide the subassembly with the modified config.xml ? the IKRC folder is not needed in GameData ? (us bothering you that much = sign up in Patreon so we can get you a Beer at least :P) I am having a lot of fun building a station with this - even when using CxA's RTAS docking ports which otherwise require a super-alignment to dock. Album: https://imgur.com/gallery/7nJeks4 Teaser: [imgur]7nJeks4[/imgur] Edit: I think you didnt upload the recompiled IR Plugin with the Interpolator.cs - Github still lists InfernalRoboticsMod as modified 2 Months ago
  8. Yes yes, i get it, i just dont kow where to plqace the probe core - does placement matter ?
  9. Sorry, i'm braindead at this hour - do we have to rebuild the plugin ? I have these folders in my GameData: Ca2LeeCam Canadarm2 IKRC IkRobotController InfernalRoboticsMod MagicSmokeIndustries WireSnareLock Which folders from your Github should be added actually ? The TRF Sphere is neat, can it be added safely between the "Base" LEE and the first rotating joint ? Actually for RCS stability it might be included behind each LEE of the arm Edit: Another small question: ist there a reason why you disabled Surface attach for the PDGF ? I have edited the cfg myself to enable it and i see no issues - it helps lower the partcount
  10. Hi, can you explain what you mean by "angled CP" i mean Screenshot how you place it and where ?
  11. Thumbs up, works in 1.5.1 would be nice if people test themselves before popping in and asking
  12. understood, i agrees that it will be difficult to solve. At the moment i am usind another trick - i attached the Canadarm to a small probe core with RCS and reaction wheel and it is attached via a small docking port to the station - i fly the whole assemlbly from one part of the station to another The mod you made works brilliantly, station building is so much more fun now with the proper Shuttle deliveries etc Edit: did you upload the changed "Interpolator.cs" somewhere or do we just have to add it ?
  13. @Trufiadok Let me rephrase the question: Does your Plugin support inchworming ? i.e. attaching the "LEE wCam" to a target PDGF, then undocking the original mount point (LEE without Cam) and using it as an End Effector to attach to another PDGF, hence "walking" with the arm from one end of the Station to another. I suppose the Plugin would need to know which End Effector is currently attached to a fixed point and switch the direction Like on this video: I tried to do it but the angles keep getting screwed up
  14. For some reason it started working by itself @Trufiadok did you already do some coding in the direction of inchworming or is it a no-go at the moment ? i tried to do it via VEE but obviously the arm doesnt get the reference - what would happen if i move the IKRC Module from the LEE to one of the hinges and install a second LEE w CAM where the "Basic" LEE is ?
  15. Hey again, is it safe actually to Install the normal Infernal Robotics alongside ? I cant make the normal stuff from IR to work (hinges, gantry etc, the icon isnt showing at all)
  16. Yesss, it's working now, 100 times better than the IR control Now, what is the secret behind the Dragon docking ? Did you add something to the Docking port cfg itself for it to have a transform as the EndEffector ? (meaning in you video the white ball switches from the LEE w Cam to the Docking Port on the Nose of the Dragon - HOW ? :D)
  17. tried it with you IR packages - still no luck, cant get the IR menu to show even (not even the icon is present) although IKRC works quite well apart from the misaligne automatic placement Sent you my KSP.log
  18. hm, the moment i push "target", the transform disappears from the white ball and appears in front of the target only, i will check without any mods just to be sure (KSP version 1.5.1) Edit: Re-Downloaded all from github, including subassembly tried with stripped-down KSP, here are the screenshots: https://imgur.com/a/xkgUeLL Strangely, pushing "0st" returns the arm to the proper "0" position I cant find the option to attach the KSP.log but i can mail it to you. Here is what i see in the log tho: [EXC 10:43:02.331] NullReferenceException: Object reference not set to an instance of an object InfernalRobotics.Gui.UIAssetsLoader.LoadBundleAssets () InfernalRobotics.Gui.UIAssetsLoader+<LoadBundle>d__14.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [ERR 10:44:26.806] Exception handling event onGUIEditorToolbarReady in class IREditorCategory:System.NullReferenceException: Object reference not set to an instance of an object at InfernalRobotics.Gui.IREditorCategory.IRCustomFilter () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 10:44:26.807] NullReferenceException: Object reference not set to an instance of an object InfernalRobotics.Gui.IREditorCategory.IRCustomFilter () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>c__Iterator1:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 10:45:20.360] NullReferenceException: Object reference not set to an instance of an object IkRobotController.IkRobotController.CheckExistArm () IkRobotController.IkRobotController.Start () [LOG 10:45:20.360] [TRF112] 0 Start() part == null [EXC 10:45:20.360] NullReferenceException: Object reference not set to an instance of an object IkRobotController.IkRobotController.CheckExistArm () IkRobotController.IkRobotController.Start () [LOG 10:45:20.360] [TRF114] 0 Start() part == null [EXC 10:45:20.360] NullReferenceException: Object reference not set to an instance of an object IkRobotController.IkRobotController.CheckExistArm () IkRobotController.IkRobotController.Start () [EXC 10:45:20.361] NullReferenceException: Object reference not set to an instance of an object WireSnareLock.WireSnareLock.Start ()
  19. hm, the moment i push "target", the transform disappears from the white ball and appears in front of the target only, i will check without any mods just to be sure (KSP version 1.5.1)
  20. Hi, i just got back from a Business Trip, i did the same as you describe, from the screenshots the target looks exactly the same, although i just noticed i dont see the InfernalRobotics menu anywhere - maybe there lies the problem Screenshots: https://imgur.com/a/hTbjETm
  21. I'm also mind-blown by this - could you maybe make a small written tutorial how to work with this ? Edit: i got it "working" but for some reason the LEE always ends up positioned sideways to the PDGF, i am running KSP 1.5 and some mods but dunno what could be affecting this
  22. For anyone having problems with stability in MechJeb on the Block II Shuttle, i found that disabling the gimbals completely on the boosters helps - only leave pitch Gimbal on the SSME's and Roll control on the Small CERV wings - then wait as long as possible after Booster Separation before enabling the Main Engine Gimbals - flight was totally stable this way with only slight deviation at the End
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