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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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We are dealing with CKAN issue, it should be reindexed soon. For now you can install the release from KerbalStuff/Curse/github manually.

- - - Updated - - -

Is it possible to get the last 0.90 build ? I'm trying to run it alongside other mods that aren't 0.90 compatible yet. (B9)

Latest 0.90 compatible release should be this one: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/v0.20

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We are dealing with CKAN issue, it should be reindexed soon. For now you can install the release from KerbalStuff/Curse/github manually.

- - - Updated - - -

Latest 0.90 compatible release should be this one: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/v0.20

Thanks! Now it's time to go plan some colonies...

Post #200! Yay.

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anyone know why MSI and IR are spamming my toolbar with icons? i end up with 5 or 6 even when now MSI or IR parts are in use

I get this happening to me too so I've uninstalled it for now as I don't even have these parts unlocked yet

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We are dealing with CKAN issue, it should be reindexed soon. For now you can install the release from KerbalStuff/Curse/github manually.

- - - Updated - - -

Latest 0.90 compatible release should be this one: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/v0.20

I got tired of waiting for CKAN GUI, so filed another bug against it:

https://github.com/KSP-CKAN/CKAN-GUI/issues/108

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Is there a MM file that removes the currently remodelled legacy parts from the tabs?

If I understood you correctly, you want to only see Legacy Parts in Robotic category in editor, right?

If that is the case you just need to set category=none for the parts in question.

If you dont use Legacy parts in favor of Zodius reworked parts like me you canjust simply delete them from the folder.

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*gives Mediafire a kick*

Eeesh, popups finding their way round adblock. Screw that, here it is on Google Drive (should have just done that in the first place).

there are some mods in your install spewing exceptions on scene change, that might interfere with other mod's unloading procedures.


[HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR =====================

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


5/6/2015 7:50:16 PM,KerbalAlarmClock,Scene Change from 'FLIGHT' to 'EDITOR'

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


NullReferenceException: Object reference not set to an instance of an object
at WingProcedural.WingProcedural.CalculateAerodynamicValues () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateGeometry (Boolean updateAerodynamics) [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.RefreshGeometry () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateCounterparts () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)


NullReferenceException: Object reference not set to an instance of an object
at WingProcedural.WingProcedural.CalculateAerodynamicValues () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateGeometry (Boolean updateAerodynamics) [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.RefreshGeometry () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateCounterparts () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)


NullReferenceException: Object reference not set to an instance of an object
at WingProcedural.WingProcedural.CalculateAerodynamicValues () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateGeometry (Boolean updateAerodynamics) [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.RefreshGeometry () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateCounterparts () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)


NullReferenceException: Object reference not set to an instance of an object
at WingProcedural.WingProcedural.CalculateAerodynamicValues () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateGeometry (Boolean updateAerodynamics) [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.RefreshGeometry () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.UpdateCounterparts () [0x00000] in <filename unknown>:0


at WingProcedural.WingProcedural.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)


NullReferenceException: Object reference not set to an instance of an object
at JSI.RasterPropMonitorComputer.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)


IR: [GUI] destroy

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


SLPFix.OnDestroy()

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


KJRMultiJointManager cleanup

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


NullReferenceException: Object reference not set to an instance of an object
at ScienceAlert.ScienceAlert.OnDestroy () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

try installing unofficial updated version of procedural wings

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Hello everyone,

I do have a problem since I've updated to the new version yesterday. I used a fresh Gamedata folder and copied in the mod as usual, and then tried to load a save in which I already used IR.

Now, I can see that the mod is working, IR parts are visible as "already researched" in R&D (as "owned"), but they no longer show up in the VAB part list. The robotics category is just empty.

Now, I've been told to attach my output_log.txt to this post. So I will. ;)

Also, I will include 2 screenshots that might explain the problem better.

Thanks for your help guys. I would hate to lose my savegame.

https://drive.google.com/file/d/0B7ZtT39SGSdKVkZPLUdCOXN6c2s/view?usp=sharing

https://drive.google.com/file/d/0B7ZtT39SGSdKZlJ6NHJNODFsTFE/view?usp=sharing

https://drive.google.com/file/d/0B7ZtT39SGSdKaDNkUnJOYWwzXzA/view?usp=sharing

I use KSP - Steam version, Windows.

Mods I use:

Transfer window planner

Docking Port Alignment

Kerbal Alarm Clock

Planetshine

InfernalRobotics

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Hello everyone,

I do have a problem since I've updated to the new version yesterday. I used a fresh Gamedata folder and copied in the mod as usual, and then tried to load a save in which I already used IR.

Now, I can see that the mod is working, IR parts are visible as "already researched" in R&D (as "owned"), but they no longer show up in the VAB part list. The robotics category is just empty.

Now, I've been told to attach my output_log.txt to this post. So I will. ;)

Also, I will include 2 screenshots that might explain the problem better.

Thanks for your help guys. I would hate to lose my savegame.

https://drive.google.com/file/d/0B7ZtT39SGSdKVkZPLUdCOXN6c2s/view?usp=sharing

https://drive.google.com/file/d/0B7ZtT39SGSdKZlJ6NHJNODFsTFE/view?usp=sharing

https://drive.google.com/file/d/0B7ZtT39SGSdKaDNkUnJOYWwzXzA/view?usp=sharing

I use KSP - Steam version, Windows.

Mods I use:

Transfer window planner

Docking Port Alignment

Kerbal Alarm Clock

Planetshine

InfernalRobotics

Please try the following steps:

1) create a new sandbox save and check whether or not you see the parts.

2) if you do see them in sandbox - post your persistent.sfs from KerbalSpaceProgram/saves/[your save name]

if you do not see them there try installing the previous version from here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/0.21.1

The reason I ask for you to check sandbox mode is because we did move the parts a bit in the tech tree in 0.21.2, for them to be more in line with new stock tech tree.

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Please try the following steps:

1) create a new sandbox save and check whether or not you see the parts.

2) if you do see them in sandbox - post your persistent.sfs from KerbalSpaceProgram/saves/[your save name]

if you do not see them there try installing the previous version from here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/0.21.1

The reason I ask for you to check sandbox mode is because we did move the parts a bit in the tech tree in 0.21.2, for them to be more in line with new stock tech tree.

Alright,

I can confirm that when I start a new sandbox game, I do see the parts in the VAB.

I not sure if you need the persistent.sfs from the new sandbox or the game with my problem, so I'll post both:

Sandbox save:

https://drive.google.com/file/d/0B7ZtT39SGSdKZGtzR3Q5UmJ6QzQ/view?usp=sharing

Problem save:

https://drive.google.com/file/d/0B7ZtT39SGSdKcHJ1MU9YT0dleTQ/view?usp=sharing

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Alright,

I can confirm that when I start a new sandbox game, I do see the parts in the VAB.

I not sure if you need the persistent.sfs from the new sandbox or the game with my problem, so I'll post both:

Sandbox save:

https://drive.google.com/file/d/0B7ZtT39SGSdKZGtzR3Q5UmJ6QzQ/view?usp=sharing

Problem save:

https://drive.google.com/file/d/0B7ZtT39SGSdKcHJ1MU9YT0dleTQ/view?usp=sharing

Ok, I see the problem. Because we moved parts from Advanced Construction tech node you cannot see them in your career now, until you unlock them again unfortunately. If you do need to fix that temporarily, you could edit part.cfg files or use Legacy parts from previous release (just overwrite the part.cfg file for each legacy part) from the previous version I linked..

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Ok, I see the problem. Because we moved parts from Advanced Construction tech node you cannot see them in your career now, until you unlock them again unfortunately. If you do need to fix that temporarily, you could edit part.cfg files or use Legacy parts from previous release (just overwrite the part.cfg file for each legacy part) from the previous version I linked..

I had the idea to edit my safe file, removing all researched tech, giving myself the correct amount of science points to unlock them again. I have no idea yet if that is even possible... you think that it's worth investing some time to find out?

And thank you again for your time.

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I had the idea to edit my safe file, removing all researched tech, giving myself the correct amount of science points to unlock them again. I have no idea yet if that is even possible... you think that it's worth investing some time to find out?

And thank you again for your time.

Ok, nevermind. I just tried and it seems to do the trick.

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Active texture management makes all of the new parts turn all black. The parts still seem to work fine, they just don't look as intended. It would be cool to see that fixed. I've got a good sized list of essential mods, and active texture management helps me keep the game from crashing

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Active texture management makes all of the new parts turn all black. The parts still seem to work fine, they just don't look as intended. It would be cool to see that fixed. I've got a good sized list of essential mods, and active texture management helps me keep the game from crashing

Have you read the past few pages?

http://forum.kerbalspaceprogram.com/threads/116064-1-0-2-Magic-Smoke-Industries-Infernal-Robotics-0-21-2?p=1899016&viewfull=1#post1899016

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salam guys, i'm having an issue with the docking washers thingys.

when i make them bigger with tweakscale they won't move properly, it's like having one solid block instead of one root and one rotating.

anyone knows how to fix it ?

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Not working with CKAN.

I know. Any suggestions? tried installing today, and I can't be bothered installing the old way. CKAN makes updates and everything way easier. Please fix this if it is at all possible.

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