Jeast

[1.1.x] Canadarm v1.71 (5 June 2016)

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Hi,

Love the looks of the mod, can you check the IR presets (adding them), cause when i was in VAB, setting IR presets for the canadarm (As in your tutorial), for the shoulder Pitch (i used subassembly), and few more, I set the angle using arrows, and when i press add preset (so it remembers the angle, it puts in 0 for some reason.

This happens on several pieces (shoulder, wrist etc) with ready made subassembly. I did not test if you put it there from scratch though.

I am not sure if it is IR issue or Canadarm, but please check, as manual control in space is kinda lame, presets look really cool

Also magnet is not grabbing kind of. But i really like the looks of it

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13 hours ago, Jeast said:

It sounds like you extracted the zip directly to your gamedata folder. There are a couple of folders inside the zip. Only move the ones in the zips Gamedata folder to your own gamedata folder.

Have you ever herped so hard that you derped? 'Cause I just did and I feel silly. :P

Thanks for the help. I'll test out the arm later today. If you don't hear from me, assume it's all working.

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2 hours ago, DavidHunter said:

Have you ever herped so hard that you derped? 'Cause I just did and I feel silly. :P

Thanks for the help. I'll test out the arm later today. If you don't hear from me, assume it's all working.

Yup, working perfectly.
Thanks for the fix and advice. :)

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12 hours ago, Grunf911 said:

Hi,

Love the looks of the mod, can you check the IR presets (adding them), cause when i was in VAB, setting IR presets for the canadarm (As in your tutorial), for the shoulder Pitch (i used subassembly), and few more, I set the angle using arrows, and when i press add preset (so it remembers the angle, it puts in 0 for some reason.

This happens on several pieces (shoulder, wrist etc) with ready made subassembly. I did not test if you put it there from scratch though.

I am not sure if it is IR issue or Canadarm, but please check, as manual control in space is kinda lame, presets look really cool

Also magnet is not grabbing kind of. But i really like the looks of it

I've noticed it doesn't like negative presets.  have a really hard time getting those to take. Not sure it's this mod or IR though.

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52 minutes ago, icedown said:

I've noticed it doesn't like negative presets.  have a really hard time getting those to take. Not sure it's this mod or IR though.

Now when you said that, i remembered i had issues manually inputting negative values, hmm i think you are right

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3 hours ago, icedown said:

I've noticed it doesn't like negative presets.  have a really hard time getting those to take. Not sure it's this mod or IR though.

 

2 hours ago, Grunf911 said:

Now when you said that, i remembered i had issues manually inputting negative values, hmm i think you are right

Good finds. The weird thing is that it seems that some parts don't have this problem while others have. With an older version of IR this problem wasnt there at all.

I'm going to digg into this.

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Is there a way to tighten up the joints on this.  I just launched a Cacteye telescope and the whole time I had it attached it was waving back and forth in response to sas commands to keep the orientation fo the shuttle. 

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44 minutes ago, icedown said:

Is there a way to tighten up the joints on this.  I just launched a Cacteye telescope and the whole time I had it attached it was waving back and forth in response to sas commands to keep the orientation fo the shuttle. 

Iirc, this was kind of a problem that the real shuttle faced - things do wobble in space in real life too. However, when Arm operations were in action, the Pilot/Commander would be busy stabilising the Shuttle while the Payload Specialist worked. That way, movements were much smaller, more precise, and less likely to over compensate. I watched a video of the point where STS-88 berthed Zarya to Unity, and man, did Zarya's solar panels shake! My advice would just be to take things waaaaay slower. Patience is key if you don't want wobbles.

On to my post though. I have been having some trouble with hinges behaving strangely while practicing for the mission I just outlined. When I released the module from the bay, and captured it with the arm (using the docking node, not the magnet), everything seemed fine. However, when trying to rotate the End Yaw hinge, the part moved, but the module did not, resulting in this:

WCeE38G.pngYTcrlLh.png

I decided the sensible thing to do would be to F5 and F9, so that's what I did. This only really half solved the problem, and introduced another. Now, the module, and End Effector would yaw as desired, but the hinge would not move, leading to the reverse of what is pictured above, as you can see:

eKpIjZO.png

The other problem that occurred was that, of the two hinges I tested it on (both yaws), the alignment seemed to be off. When I would set the joint to '0', it doesn't go where it should be, pictured here:

DK6tqWo.png?1bUd0mQy.png?1

There was nothing at all in the debug console to see. If I can offer anything else, just let me know :) 

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The problem was the wobble was literally unstoppable.  I let it just set with no inputs for about 3 minutes and it didn't ever dampen and my shuttle was way off of start attitude.

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4 hours ago, MrMeeb said:

Iirc, this was kind of a problem that the real shuttle faced - things do wobble in space in real life too. However, when Arm operations were in action, the Pilot/Commander would be busy stabilising the Shuttle while the Payload Specialist worked. That way, movements were much smaller, more precise, and less likely to over compensate. I watched a video of the point where STS-88 berthed Zarya to Unity, and man, did Zarya's solar panels shake! My advice would just be to take things waaaaay slower. Patience is key if you don't want wobbles.

On to my post though. I have been having some trouble with hinges behaving strangely while practicing for the mission I just outlined. When I released the module from the bay, and captured it with the arm (using the docking node, not the magnet), everything seemed fine. However, when trying to rotate the End Yaw hinge, the part moved, but the module did not, resulting in this:

 

I decided the sensible thing to do would be to F5 and F9, so that's what I did. This only really half solved the problem, and introduced another. Now, the module, and End Effector would yaw as desired, but the hinge would not move, leading to the reverse of what is pictured above, as you can see:

 

The other problem that occurred was that, of the two hinges I tested it on (both yaws), the alignment seemed to be off. When I would set the joint to '0', it doesn't go where it should be, pictured here:

e was nothing at all in the debug console to see. If I can offer anything else, just let me know :) 

All I can say is, use the magnet! :)

I have just completed another spacestation using the arm with magnet and I never had any problem. The problem you are describing is probably that the grappling port is directly attached to an IR part.

I should probably add another part on top of the end effector which attaches to the docking port instead of the IR part directly. If that makes any sense ;-)

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1 minute ago, Jeast said:

All I can say is, use the magnet! :)

I have just completed another spacestation using the arm with magnet and I never had any problem. The problem you are describing is probably that the grappling port is directly attached to an IR part.

I should probably add another part on top of the end effector which attaches to the docking port instead of the IR part directly. If that makes any sense ;-)

Goodness, yeah! I forgot the golden rule! Don't put a docking port straight on the end of an IR part! But then again, looks like you did too :wink: 

Out of interest, does the grapple point's collider mesh include the probe part, or is it just flat? I might use the magnet, and have that as a flat, easy target if it doesn't include the probe

Edited by MrMeeb

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Just now, MrMeeb said:

Goodness, yeah! I forgot the golden rule! Don't put a docking port straight on the end of an IR part! But then again, looks like you did too :wink: 

Out of interest, does the grapple point's collider mesh include the probe part, or is it just flat? I might use the magnet, and have that as a flat, easy target if it doesn't include the probe

Yes I did too...

Its just a flat collider so you could try that. Just out of curiosity, you are wanting to use the grapple because you are aiming for realism? Maybe I can combine the grapple and the magnet one way or another. I'm going to give this some thought.

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2 minutes ago, Jeast said:

Yes I did too...

Its just a flat collider so you could try that. Just out of curiosity, you are wanting to use the grapple because you are aiming for realism? Maybe I can combine the grapple and the magnet one way or another. I'm going to give this some thought.

It's a combination of realism, and the ability to forward plan; with the grapple point, I'm always aiming for the same spot, right? I'll look into using the magnet, but I'd be interested to see what you could do with regards to implementing the grapple and magnet. 

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How about making the graple port a magnet?

 

*nah bad idea

Edited by Jeast

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Waiting for shuttle iva. Oops! should check KSP forum before posting. I got the IVA. Nice work by the way.

Edited by Abhishek Adhikari

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Hello!

 

The canadarm not worl in KSP 1.1.2 :( I dont understand.. Why?... I has instaled: Modulemanager,  Infernal Robotics, Kerbal Attachment System.

But I can`t see a part of Canadarm in the game :( 

I seeing only part from  Infernal Robotics  :( No one part from Canadarm mod :(

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12 minutes ago, Irenicus said:

Hello!

 

The canadarm not worl in KSP 1.1.2 :( I dont understand.. Why?... I has instaled: Modulemanager,  Infernal Robotics, Kerbal Attachment System.

But I can`t see a part of Canadarm in the game :( 

I seeing only part from  Infernal Robotics  :( No one part from Canadarm mod :(

check the Canadarm folder, to not wrong with it.

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It is ok.. It is not wrong.

 

I has used canadarm on 1.0.5. All was good.

 

Now... In the 1.1.2 it is not working.. I don`t  know why :( 

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E:/Games/KSP/KSP64x/GameData...

 

That my folder..

Edited by Irenicus

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3 minutes ago, Irenicus said:

E:/Games/KSP/KSP64x/GameData...

 

That my folder..

archive have structured: Canadarm-1.71\Canadarm\Gamedata\Canadarm

check again in the gamedata if you have folder in folder.

because for my is working great.

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May be will need:  open the archive and put folder Canadarm-1.71 just in GameData folder...

And this all?

 

Becouse for now, I open Canadarm-1.71\Canadarm\Gamedata\Canadarm  and  put folder Canadarm in GameData...

 

 

Edited by Irenicus

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