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Tomato29

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Posts posted by Tomato29

  1. On 28/10/2016 at 11:50 AM, eloquentJane said:

    SpaceY has 10m diameter parts now. I'm expecting some impressively huge things in this thread.

    I've recently built a monster launcher "the behhemoth" that weighs 6400 tons usin tweakscaled to 7.5m spaceY parts. I use it to get in orbit enormous payloads like fuel compartments for a long mission

  2. On 22/04/2017 at 4:16 PM, Knacky said:

    Same here !!! :mad:

    okay I figured it out thanks to V8Jester's and Bornholio's helps

    if your problem is having all the parts but they're wobbling and glitchy and things, then you need first to check if your autostruts are activated on InfernalRobotics parts (go to settings > gameplay > show advanced tweakables > return to your ship with not working robotic pieces > right click on IR pieces > check if autostrut is on > turn it off ) if it still does not work then that's because you use kerbal joint reinforcement, and you will need to download the latest-but-unstable dev build you can find here:

    https://github.com/ferram4/Kerbal-Joint-Reinforcement

    still doesn't work? then you have badly installed your infernal robotics folder. make sure to have every file into the "magicsmokeindustries" folder and if you're in 1.2.2. , check here if you have the most recent versions of IRobotics.

    -sorry for helping in a non-help thread-

    to complete my post: today I've finished testing my OPT VTOL (size K ) that'll go on duna assembling my base thanks to KAS and thanks to throttledcontrolledavionics (without this mod my VTOL would transform into a dozen of debris in less than 10 seconds, thanks to my incredible pilot skills)

    I've also built the largest rocket I've ever made, to transport that VTOL in a single launch to duna (7.500 meters of diameter)

    got no time for screenshots, must finish building rockets right now, sry :l

  3. 2 hours ago, Bornholio said:

    The 1.2.2 RO/RP-0 dev version works mostly.  https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.10  if you have the right KJR release

    @Tomato29

    Waiting the eternal "release version" time. 

    yup everything was perfect but I was using the latest non-dev version of KJR making my parts glide and wobble around. Thanks for help but V8Jester already replied to me guiding me into the path of perfectly-working modded ksp

  4. Just now, Vince_K said:

     

    go to F12...in physic, clic ''show auto strut or someting like that... I forgot to say that you can't move weels or landing gear to...

    I know for the wheels and landing gears :/ I was trying to make a robotized arm to move things around (so IR parts move other IR parts with a IR magnet at the end, no any other non-IR parts on the arm)

    and I don't ever used autostruts I feel like it's cheating -> they're not activated on IR parts

    I struggled all day to figure out what the issue is I'm tired of this :l

  5. Just now, Vince_K said:

    forget the legacy parts. the rework 90 basic hinge are bugged,The parts lose their positions a few times when you load or if you have weight at the end of the arm and the game saves . Use magnet to the end of your arm. Do not dock your ship with another, you will lose the priority of the parts and they do not work anymore. Apart from these few "minor inconveniences", the mod works. If we can say that ... :(

    "Apart from these few "minor inconveniences", the mod works."

    noop. in my 1.2.2. version with a lots of mods (dunno if it causes the problem) EVERY infernal robotics parts is bugged, as wwhen I want to move a part using any hinge or extendatron, the robotized part glitches and the two moving parts of the one part separates, glides and wobbles around. (and the part I wanted to move didn't moved an inch.)

  6. Just now, Cheesecake said:

    Thats why you have activated the Autostrut-Option in the Settings of your Savegame. It`s not a issue of IR Rework. Use Kerbal Joint Reinforcement so you didn`t need the KSP-Autostrut.

    I've already checked this option, everything is deactivated by default and I never use autostrut, and I do use KJR to maintain my 5m-large rockets in one piece. I really don't understand what happens, that's why I beg you for help :'(

    + even with autostruts on the base parts of infernal robotics (non-rework pack) should move, even if they're gliding and wobbling everywhere. here they don't move a millimeter :/

  7. On 13/04/2017 at 10:23 AM, Cheesecake said:

    This mod isn't dead and works well in 1.2.2.

    "works well in 1.2.2."

    well not for me

    when I try to make a robotized arm with rework pack parts, it's just like the first and last parts of my arms were fixed to the ship but the middle parts glide and wobble as I try to move them. I don't have this issue in editor and the original parts (not rework parts) does not work, they dont move. Anyone had this issue? and can anybody help me to fix it? I NEED that wonderful mod

  8. Hey Jester, 

    I see in your 1.2.2 mods "IR" and "IR Rework" ; I was searching for a IR to work in 1.2 but when I installed those two Ziw edits, the parts were "gliding" just like if the first part of my arm and the last part were fixed to the ship and the middle parts were distorting; is that a known issue? is there a way to fix it?

    thanks!

  9. Hey, I've installed recently a few mods that (I think) caused my docking ports, wehn undocking, to wobble and not to stop. if I dock a vessel with that wobblyness with another vessel, the whole thing will wobble. ships that have the wobble are decelerating (while in a super-stable orbit) and their orbit does not appear on the map. Any idea of which mod is causing that, and why? Here's the list of mods installed I suspect causing that issue:

    -Tariser space Technology

    -StationScience

    -RCS Sounds

    -RealChute

    -Final frontier

    -Hangar grid

    -AllY'all

  10. 14 hours ago, Nippie1995 said:

    I dont think there are some big ones, but you could use the crypod from deepfreeze continued. Its only a bit weird to install that mod just for that.

    Yeah I already got it, but comes with high parts count (I want to take 20 kerbals with that vessel)

     

    13 hours ago, Van Disaster said:

    Got any visual examples of how you'd envisage one?

    sure

    There's a hole in the middle of the craft; everything's hidden. I can put in that useful stuff like life support greenhouses, 2 planes, 1 glider that will stay on eve, 2 karbonite SSTO miners (works with atmosphere), 2 space tugs, and some room for radial crew tanks

    note that these screenshots are a 2 weeks old, I've made modifications on that ship.

    And thanks for replies guys :)

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