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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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Hello, @Ziw

Is the issue of wheel auto-struts still there? I'm having a problem with my construction rover that seems to be caused by the auto-struts because the wheels refuse to change their position. When I right click a wheel it says Autostrut Locked: Heaviest Part.

I tried to search for a fix and found this post: http://forum.kerbalspaceprogram.com/index.php?/topic/138647-turning-off-the-new-wheel-autostrutting/ but this solution doesn't work for me.

I also tried reinstalling the mod but nothing changed.

Here's a screenshot of my rover:

8uAdIfi.jpg

Thank you.

 

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1 hour ago, MrThose said:

 

Hello, @Ziw

Is the issue of wheel auto-struts still there? I'm having a problem with my construction rover that seems to be caused by the auto-struts because the wheels refuse to change their position. When I right click a wheel it says Autostrut Locked: Heaviest Part.

I tried to search for a fix and found this post: http://forum.kerbalspaceprogram.com/index.php?/topic/138647-turning-off-the-new-wheel-autostrutting/ but this solution doesn't work for me.

I also tried reinstalling the mod but nothing changed.

Here's a screenshot of my rover:

8uAdIfi.jpg

Thank you.

 

Auto-struts should be turned off, like so:

http://imgur.com/a/phxLd

Also make sure you don't have KJR installed, there were reports of KJR interfering with IR movement.

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8 minutes ago, kcs123 said:

Workaround is to place some part between wheels and IR part. You need to trick wheels somehow to autostrut some other part instead of IR.

I tried that and it seems to work, but only if you have just a single moving wheel and the part is heavier than all other parts in the craft.1r7EDVw.jpg

With two wheels they seem to autostrut to the other tank, not the one they are connected to.

xUBawJ3.jpg

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He seems to use old legacy IR parts. You can do similar with new part models, crafts would look sligtly diffrerent.Besides those he use some of other mods like USI parts, can't recognize all used mods jsut from videos. Most important parts are those from IR and player imagination how to do stuff with it.

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Hey @Ziw I cannot for the life of me figure out why KJR hates IR so much right now. So I misunderstood. It's the connection of the last IR component in an assembled arm that appears to be fixed in place. If you stack an extendatron on a Pivitron/ The Pivitron will move just fine. But the moving Collider for the Extendatron will remain locked in it's loaded position...... MuMechToggle and MuMechServo are clearly marked as "Ignore" under the KJR .xml file. No one has apparently picked up on the question of incompatibility with IR yet on the KJR thread. But I guess all we can do is keep tinkering till one of us around here figures it out.

Edited by V8jester
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8 hours ago, V8jester said:

Hey @Ziw I cannot for the life of me figure out why KJR hates IR so much right now. So I misunderstood. It's the connection of the last IR component in an assembled arm that appears to be fixed in place. If you stack an extendatron on a Pivitron/ The Pivitron will move just fine. But the moving Collider for the Extendatron will remain locked in it's loaded position...... MuMechToggle and MuMechServo are clearly marked as "Ignore" under the KJR .xml file. No one has apparently picked up on the question of incompatibility with IR yet on the KJR thread. But I guess all we can do is keep tinkering till one of us around here figures it out.

Proper module name is ModuleIRServo, but all the parts have the MuMechToggle alias still as I recall. I'll try to look at the problem later this week.

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9 hours ago, Ziw said:

Proper module name is ModuleIRServo, but all the parts have the MuMechToggle alias still as I recall. I'll try to look at the problem later this week.

That may be it right there. I'll keep tinkering with it as well. If I find an answer I'll post it.

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I am not using KJR, but I am having a problem where my lander with deployable airlock works fine on the pad, but on changing scenes, the part attached to the extendatron loads in a different position than it was in the editor. 

Is there some setting related to the discussion above that people would recommend? Is there a known incompatibility with CRASH? I am using the latest version from Ziw with the rework parts.

https://www.dropbox.com/s/k0yw2uo1oetoflc/duna_lander_airlock locked.png?dl=0

https://www.dropbox.com/s/erttk294yf68b5k/duna_lander_airlock_extended.png?dl=0

If someone has a workaround for the immediate period, that would be great. Else, I will try to isolate the error. (The log has a lot of other stuff going on from what I believe is an unrelated problem, but is here if it would somehow be useful: https://www.dropbox.com/s/o8ymrm8jk3eyara/Player_2016_11_02.log?dl=0)

Edited by larkvi
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12 hours ago, larkvi said:

I am not using KJR, but I am having a problem where my lander with deployable airlock works fine on the pad, but on changing scenes, the part attached to the extendatron loads in a different position than it was in the editor. 

Is there some setting related to the discussion above that people would recommend? Is there a known incompatibility with CRASH? I am using the latest version from Ziw with the rework parts.

https://www.dropbox.com/s/k0yw2uo1oetoflc/duna_lander_airlock locked.png?dl=0

https://www.dropbox.com/s/erttk294yf68b5k/duna_lander_airlock_extended.png?dl=0

If someone has a workaround for the immediate period, that would be great. Else, I will try to isolate the error. (The log has a lot of other stuff going on from what I believe is an unrelated problem, but is here if it would somehow be useful: https://www.dropbox.com/s/o8ymrm8jk3eyara/Player_2016_11_02.log?dl=0)

This craft looks mostly stock (except the Pod). Can you also upload the craft itself?

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