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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2

2324 posts in this topic

18 hours ago, SlabGizor117 said:

Dude this is making me really mad.  The tweakable bar for the limits on rotatrons and other hinges doesn't increase evenly, I can't get a perfect 90 it's either 89 or 91.  It's super annoying and it needs to be fixed, ideally in increments of 5 degrees.

Have you tried to enter exact desired value in the box instead using sliding bar ?

Edited by kcs123
typo found

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1 minute ago, kcs123 said:

Have you tried to enter exact desired vale in the box instead using sliding bar ?

Where??

EDIT:  Nevermind, found it.

Edited by SlabGizor117
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On ‎2‎/‎2‎/‎2017 at 4:19 PM, mrstoned said:

Hi all.

 

First, i'm running 1.2.2 and dont seem to have any other problems with IR (incl rework etc).

 

Got the following questions;

1; The Utilitron Grabber seems to have a really weak joint between the grabber and other part, see img

Trimmed

Hey I just played around with this today. Fire up Notepad++ and change these two lines for the Magnet / Grasper. I set them to 999 to make then almost unbreakable.

Magnet

name = KASModuleMagnet
breakForce = 999


Mechanical Grasper

name = KASModuleHarpoon
partBreakForce = 999
staticBreakForce = 999

 

 

And because I know it's coming....

For those having install / KJR issues

List of IR download files to work with KSP 1.2.2 courtesy of: @Agustin @V8jester

 

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) Optional -  If you wish to use the Surface sampler (Install the Surfacesampler.dll into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins)

4) Optional  - If you are using KJR you will need to use the supplied DEV Version Linked below.

 

Core Download

Infernal Robotics (Ziw) 2.0.10 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.10/IR-2.0.10-Final-Core.zip

 

Parts

Legacy Parts (Ziw) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip

IR Rework Parts (Zodiusinfuser) https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw

IR Surface Sampler dll (Ziw) https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins

 

Utility

Thread link for IR Sequencer (Ziw) http://forum.kerbalspaceprogram.com/index.php?/topic/104547-12-ir-sequencer-v101-add-on-to-infernal-robotics-updated-30102016/

 

Kerbal Joint Reinforcement - Fixed for IR

"Dev version - use at your own risk"

Dev version of KJR (Ferram4) Download the "Master File" https://github.com/ferram4/Kerbal-Joint-Reinforcement

 

Please feel free to repost / update this list every so often to help a lot of the new comers

Edited by V8jester
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54 minutes ago, V8jester said:

Hey I just played around with this today. Fire up Notepad++ and change these two lines for the Magnet / Grasper. I set them to 999 to make then almost unbreakable.

Magnet


name = KASModuleMagnet
breakForce = 999


Mechanical Grasper


name = KASModuleHarpoon
partBreakForce = 999
staticBreakForce = 999

 

Ohh, and now it the most evil-genious-mr.burns-kind-of-way-with-fingers-together

vo2sz.jpg

 

I'll just try and see if i can get a MM-patch working for this in order to keep the mods in original shape.

If i remember it's something like this:

// Find Magnetic Grabber in IR/Reworks
@PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries] {
	@MODULE[KASModuleMagnet] {		// This module will make the part acting like a magnet, collided part will be automatically attached
		@breakForce = 999			// Make it "better"
	}
}

// Find Mech Grasper in IR/Reworks
@PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries] {
	@MODULE[KASModuleHarpoon] {		// This module will make the part acting like a harpoon
		@partBreakForce = 999					// The force that needs to be applied on the grapple/part joint to break.
		@staticBreakForce = 999					// The force that needs to be applied on the grapple/static joint to break.
	}
}

 

Then put that into file MyOwnConfig.cfg inside GameData/MyOwnConfig

It shouldnt need to be reat last? or should i pop in an AFTER someplace?

 

EDIT: Btw, can one hide the "info" in the magnetic grappler part info box? Possibly in the MM-patch?

Not so fun have it read 999 when watching it. Just cosmetics tho.

/Rikard

Edited by mrstoned
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I'm having a problem with the hinges. They work in the VAB but not out in the world.

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17 minutes ago, Brainpop14 said:

I'm having a problem with the hinges. They work in the VAB but not out in the world.

Do you have KJR installed?

Are you using Autostruts?

Do you have Tweakscale installed? - What scale are the hinges?

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I got some trouble with MM-patching this;

I have: GameData/MrStoned/MrStoned.cfg with

// Find Magnetic Grabber in IR/Reworks
@PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries]:FINAL 
{
	@MODULE[KASModuleMagnet] 
	{		// This module will make the part acting like a magnet, collided part will be automatically attached
		@breakForce = 600			// Make it "better"
	}
}

// Find Mech Grasper in IR/Reworks
@PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries]:FINAL 
{
	@MODULE[KASModuleHarpoon] 
	{		// This module will make the part acting like a harpoon
		@partBreakForce = 999					// The force that needs to be applied on the grapple/part joint to break.
		@staticBreakForce = 600					// The force that needs to be applied on the grapple/static joint to break.
	}
}

The games doesn't show updated figures in SPH. (They do show if i edit the mechgrasper & magnet files directly).

Log spits out:

[LOG 04:52:52.816] Config(@PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries]:FINAL) MrStoned/MrStoned/@PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries]:FINAL
[LOG 04:52:52.817] Config(@PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries]:FINAL) MrStoned/MrStoned/@PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries]:FINAL

 

I tried with % instead but no luck.

I'm sure it's something simple i missed but cant figure it out.

 

Any helpful tips is appreciated.

 

/Rikard

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20 hours ago, mrstoned said:

I got some trouble with MM-patching this;

....

Any helpful tips is appreciated.

Here is my patch for all IR / KAS parts that 1.2.2 affected.
 

//IR - KAS Strength Upgrade - V8Jester

//Infernal Robotics
@PART[IR_MagneticGrabber]
{
	
	@MODULE[KASModuleMagnet] 
	{
		@breakForce = 999
	}

}
@PART[IR_MechanicalGrasper]
{
	
	@MODULE[KASModuleMagnet] 
	{
		@partBreakForce = 999
		@staticBreakForce = 999	
	}

}
	
// KAS
@PART[KAS_Hook_Magnet]
{
	
	@MODULE[KASModuleMagnet] 
	{
		@partBreakForce = 999
	}
	
	@MODULE[KASModulePort]
	{
		@breakForce = 999
	}

}
	
@PART[KAS_Hook_Harpoon]
{
	
	@MODULE[KASModuleHarpoon] 
	{
		@partBreakForce = 999
		@staticBreakForce = 999
	}
	
	@MODULE[KASModulePort]
	{
		@breakForce = 999
	}

}
	
@PART[KAS_Hook_GrapplingHook]
{
	
	@MODULE[KASModuleHarpoon] 
	{
		@partBreakForce = 999
		@staticBreakForce = 999
	}
	
	@MODULE[KASModulePort]
	{
		@breakForce = 999
	}
	
}	
	
@PART[KAS_Hook_Anchor]
{
	
	@MODULE[KASModulePort]
	{
		@breakForce = 999
	}
	
}

 

Edited by V8jester

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4 hours ago, V8jester said:

Do you have KJR installed?

Are you using Autostruts?

Do you have Tweakscale installed? - What scale are the hinges?

I have the same problem, all is ok in VAB but hinge are not the same position in real.

No KJR, no Autostruts, i have tweakscale but no scale on hinges.

I will do capture.

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8 hours ago, monmien said:

I have the same problem, all is ok in VAB but hinge are not the same position in real.

No KJR, no Autostruts, i have tweakscale but no scale on hinges.

I will do capture.

Legacy parts have issues with mirror / movement direction. Fix is to either use Rewor Parts, or place one at a time.

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It doesnt works. Parts are fine, but there is no menu. Where i can find another mod with extending and turning parts?

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11 minutes ago, spec111 said:

It doesnt works. Parts are fine, but there is no menu. Where i can find another mod with extending and turning parts?

I'm about to use my psychic powers..... You didn't use versions 2.0.10 with all the fixes I posted on this very page did you?.....

 

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I've been playing KSP on and off (mostly off) for 3 years, I've been pretty heavy into it for the past 3 months and I've been expanding my mod use significantly. Installed this today and my brain pretty much exploded! This is fantastic, thank you. My Mac laptop is crying but I'm stoked to try out all this stuff. 

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Here's my setup, and I do have KJR installed.

KooStau.png

It rotates just fine in the VAB

0BUQ0W7.png

But when I get out into the world:

bI8SHLW.png

That's when everything goes wrong

VL0nSHg.png

WHAT THE HECK IS HAPPENING?

And before you suggest it, I need KJR installed otherwise my Shuttle completely falls apart.

Edited by Brainpop14
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36 minutes ago, Brainpop14 said:

 Here's my setup, and I do have KJR installed.

...

It rotates just fine in the VAB

...

But when I get out into the world:

...

That's when everything goes wrong

...

WHAT THE HECK IS HAPPENING?

And before you suggest it, I need KJR installed otherwise my Shuttle completely falls apart.

One of two things is happening. You are using autostruts (I assume not)

Or you are using the latest "Full Release" of KJR (more likely)

Two posts above yours is a link to all 1.2.2 files for all things IR. In that list is a "DEV" version of KJR that will work with IR 2.0.10

Edited by V8jester
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What even is AutoStruts? How do I know if I'm using it?

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Autostruts is a feature in 1.2, read more in

Basically you can configure one invisible strut per part connecting it with grandparent, heaviest or root vehicle part.

And you should not be using it by default, unless you check the "advanced tweakables" option in the settings of the game.

 

P.S. Had the same problem with hinges not working in flight, while working in editor. Dev version of KJR fixed this. Thanks V8jester

Edited by limofs
update
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theres a collision with some other mods even if u dont use their parts, going to check now

EDIT: omfg, some nub mod installed joint reinforcement old version as dependency... 8hours out of life to find this sht

Edited by Rybikson

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I had to uninstall KJR completely for this to start working. What's going on?

Edited by Brainpop14

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I don't think that's the right version. Either that or I didn't install it correctly. I actually cross-referenced the mod version in that link with the latest full release and they're identical. Either you've got the wrong link, or I didn't install it correctly.

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Disregard.  Apparently the 103rd try is the charm.

Edited by DoubleUU

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@V8jester I have tested the latest release of both IR (2.0.10) and the new dev release of KJR with the recent fixes concerning IR. I can report back that I believe the KJR fix is working properly with IR, because with the full release enabled, my ship prevents itself from going full kraken due to a SOI shift, and with the new version, the robotic parts freak out but nothing breaks... at least for a really long time until ridiculous torque levels are reached. With no KJR installed I get regular ol' explosive kracken on my solar array booms from the rotatron->hinge->robo-poles. I understand that a recent release from december attempted a fix for the drift, but I can confirm that it does not. My craft was exiting the SOI of minmus to escape kerbin SOI when I returned to find the kraken, leading me to reload with old/full-release version of KJR and the robo parts were stiff and safe. upgrading to dev release of KJR reengaged robo-drift-kraken on the same craft even after having 'saved' it with KJR. Another variable at play, whose relevance I am unsure, is that previous to my warp through SOI I had engaged the locks on the rotatrons. I hope that if drift cannot be fully fixed, that the out of control kraken nature of it can be... they are infinitely flopping, even as they attempt to obey my commands. I merely reorient the tentacles with the servo controls. This all makes me assume that some sort of damping parameter would not work. If you could explain your understanding of why this happens, perhaps that would be helpful to the community in solving this issue. For now, I am forced to be extremely careful with my craft and save files, and selectively reload certain craft using the not-working-with-IR KJR release. 

 

EDIT: further testing has now spread the kraken to different save files, before any SOI changes. This is truly disconcerting because it implies I can't just save the game and revert to be safe... I cannot use this ship and IR simultaneously. Please, fix this bug :( 

Edited by betelphi

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Is anyone else having trouble with the scaling/scrolling of the editor window?

The settings scaler simply shrinks or enlarges the whole thing. Dialogue box, buttons and text are uniformly resized by the slider, but I still can't view the options fully. Especially far right options like inversions, or even as far left as the presets button on parts with longer names are cut off by the editor window's limit. As I add more parts a scroll bar appears for up/down, but regardless of how many parts added to the list, no horizontal scrollbar appears. Naturally, this makes certain builds impossible without manipulating those much needed servos. 

I'm trying to build a spider bot to plant lights on the ceiling of a ca-- well, it's a dark place. :wink: If I can't invert servos and properly limit the legs, it's going to take forever to "climb" into position. Any help would be appreciated! Thanks in advance.

P.S. For those having troubles mirroring your servos: Place a small cubic strut, wing, panel or any other part appropriate for your attachment (surface/node) anywhere and build your servo on that. Build the full structure of the part assembly you'd like mirrored before you place it properly though, that way you maintain a perfect symmetry. Once you're finished, be sure you grab your new moving assembly to its proper place by the part you started with under your servo(s.) Eureka! Perfect servo symmetry! Note that you may still need to invert your motors, depending on function. My current dilemma.

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On 8/10/2016 at 7:13 AM, dd_8630 said:

Heya, I love IR, but I'm having an infuriating bug.

A staple on my ships is to have a 90° hinge with several long thin metal beams, off of which are multiple Gigantor solar panels. They start off flush against the ship, and when I'm in orbit/landed, the hinge rotates, the beams now stick out from the ship, my panels extend, and voila, huge solar plant.

Now this all works fine... except when I load the ship back up. Some kind of physics 'wobble' occurs, making the hinge (I think) spin clockwise and counterclockwise wildly. This makes the metal beams and the solar panels spin all over the place, eventually tumbling the ship over and breaking everything.

For now I've just removed the IR hinges, but it makes me sad because I loved that setup. Anyone know if there's some tweak or setting that stops IR hinges from spazzing out like that when I load the ship? Reloading an old save just leads to the same problem.

Thanks!

Looks like I am having the same issue in the same circumstance! This is an ongoing problem clearly. My craft in question does have USI parts but nothing inflatable. 

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