Briso Posted November 27, 2018 Share Posted November 27, 2018 2 minutes ago, Jasseji said: ye, the shuttle RMS would be nice to have, also nice would be a working Gantry (to use as a Mobile Base System :P) I agree Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted November 27, 2018 Author Share Posted November 27, 2018 2 hours ago, Briso said: Did you use this mod ? Personally, I'm annoyed by its magnetic End Effector. I like it better as it was in real life (as in fashion from Trufiadok). But since Canadarm 2 is not designed to be placed in a Space Shuttle, you will have to use Candarm 1 with a magnetic End Effector. I'd be in seventh heaven if Trufiadok remade it with the same Kanadarm 2. Are you thinking of full inverse kinematics control or just the gripping "mechanism" (WireSnare)? Quote Link to comment Share on other sites More sharing options...
Jasseji Posted November 27, 2018 Share Posted November 27, 2018 1 minute ago, Trufiadok said: Are you thinking of full inverse kinematics control or just the gripping "mechanism" (WireSnare)? @Trufiadok you're a good coder, of course the whole one BTW, did you have any issues that sometimes the IKRC Transforms dont appear no matter how often you reload the scene or switch scenes ("showTRF" option doesnt work at all i mean sometimes after a few scene changes, only a full game restart helps). It's a only a little inconvenience as i am restarting quite often (playing around with mod configs) Quote Link to comment Share on other sites More sharing options...
Briso Posted November 27, 2018 Share Posted November 27, 2018 8 minutes ago, Trufiadok said: Are you thinking of full inverse kinematics control or just the gripping "mechanism" (WireSnare)? gripping mechanism 3 minutes ago, Jasseji said: @Trufiadok you're a good coder, of course the whole one BTW, did you have any issues that sometimes the IKRC Transforms dont appear no matter how often you reload the scene or switch scenes ("showTRF" option doesnt work at all i mean sometimes after a few scene changes, only a full game restart helps). It's a only a little inconvenience as i am restarting quite often (playing around with mod configs) Yes, I too have experienced this Quote Link to comment Share on other sites More sharing options...
Jasseji Posted November 27, 2018 Share Posted November 27, 2018 1 minute ago, Briso said: gripping mechanism Yes, I too have experienced this It would be very nice to have the Full IK for the Shuttle Arm but no rush Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted November 27, 2018 Author Share Posted November 27, 2018 2 minutes ago, Jasseji said: @Trufiadok you're a good coder, of course the whole one BTW, did you have any issues that sometimes the IKRC Transforms dont appear no matter how often you reload the scene or switch scenes ("showTRF" option doesnt work at all i mean sometimes after a few scene changes, only a full game restart helps). It's a only a little inconvenience as i am restarting quite often (playing around with mod configs) Yes, I know about the problem. This happens when we exit the "flight sceen", so the transform visualization is not turned off. I put the "transform visualization off" in OnDisable(), in OnDestroy() and in Destroy(), but ineffective. I run out, again. Quote Link to comment Share on other sites More sharing options...
Briso Posted November 27, 2018 Share Posted November 27, 2018 7 minutes ago, Trufiadok said: Yes, I know about the problem. This happens when we exit the "flight sceen", so the transform visualization is not turned off. I put the "transform visualization off" in OnDisable(), in OnDestroy() and in Destroy(), but ineffective. I run out, again. I hope you will fix this problem very quickly. Yes, and can another question in the video when you docking Dragon when speed Canadarm 0,031 not twitches whether your station ? I just have experienced this is the first on speed 4 and my station was spinning very quickly around its axis. Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted November 27, 2018 Author Share Posted November 27, 2018 31 minutes ago, Briso said: I hope you will fix this problem very quickly. Yes, and can another question in the video when you docking Dragon when speed Canadarm 0,031 not twitches whether your station ? I just have experienced this is the first on speed 4 and my station was spinning very quickly around its axis. When I move the robot arm, the station doesn't rotate or shake. This can be due to two things. I use the KerbalJointReinforcement plugin or SAS is off at the space station, I think this. Quote Link to comment Share on other sites More sharing options...
Jasseji Posted November 28, 2018 Share Posted November 28, 2018 10 hours ago, Briso said: I hope you will fix this problem very quickly. Yes, and can another question in the video when you docking Dragon when speed Canadarm 0,031 not twitches whether your station ? I just have experienced this is the first on speed 4 and my station was spinning very quickly around its axis. I found the best option to use Mechjeb Smart ASS and "Kill ROT" 10 hours ago, Trufiadok said: Yes, I know about the problem. This happens when we exit the "flight sceen", so the transform visualization is not turned off. I put the "transform visualization off" in OnDisable(), in OnDestroy() and in Destroy(), but ineffective. I run out, again. ok, will keep in mind that the option has to be turned off before scene change - it is only a small problem Quote Link to comment Share on other sites More sharing options...
Funkrusha Posted November 28, 2018 Share Posted November 28, 2018 (edited) if anyone need's it, a recompiled, working version for KSP 1.5 of InfernalRobotics.dll (based on the repo from @Trufiadok [snip] Edited November 28, 2018 by Snark Download link removed by moderator Quote Link to comment Share on other sites More sharing options...
Snark Posted November 28, 2018 Share Posted November 28, 2018 1 hour ago, Funkrusha said: if anyone need's it, a recompiled, working version for KSP 1.5 of InfernalRobotics.dll (based on the repo from @Trufiadok [snip] Hi @Funkrusha, and welcome to the forums! Thank you for your efforts to help the community! Unfortunately, we've had to snip the download link, because any mod downloads need to follow our add-on posting rules. Specifically, the source code needs to be available (with any changes you made to the original), as well as a posted license. (The license is important not only to let people know what they can do with it, but also to demonstrate that you have permission for your own release, if you're basing it on someone else's work.) We apologize for the inconvenience and know it's a hassle, but unfortunately those are important rules and have to be followed. If you can provide a download that includes a link to your source code and has an appropriate license included with it, you're welcome to re-post as long as you're not violating any terms of the original mod's license. Thank you for your understanding. Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted November 28, 2018 Author Share Posted November 28, 2018 (edited) It seems I managed to fix the "showTRF" Bug. I uploaded -> IKRC. Please, try it. Edited November 28, 2018 by Trufiadok Quote Link to comment Share on other sites More sharing options...
Briso Posted November 28, 2018 Share Posted November 28, 2018 2 hours ago, Trufiadok said: It seems I managed to fix the "showTRF" Bug. I uploaded -> IKRC. Please, try it. I'll look. I'll tell you the results. Quote Link to comment Share on other sites More sharing options...
Funkrusha Posted November 29, 2018 Share Posted November 29, 2018 @Snark, thanks for your response, sorry for linking just the url to the binary. i will then post the full link to the github repository, it's just a fork with no changes, just recompiled the binary, should contain all required fileshttps://github.com/Funkrusha/IKRC-for-Kerbal/tree/ksp-v1.5 Quote Link to comment Share on other sites More sharing options...
Jasseji Posted November 29, 2018 Share Posted November 29, 2018 @Trufiadok the Bug seems to be gone another Bug/Question: When aligning two parts using the VEE function, i find that to have the proper rotation of parts i need to force IKRC rotation to 270 Degrees. when docking same parts using MechJeb, the rotation is 0 Working as Designed or anything to look out for ? Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted November 29, 2018 Author Share Posted November 29, 2018 (edited) 2 hours ago, Jasseji said: @Trufiadok the Bug seems to be gone another Bug/Question: When aligning two parts using the VEE function, i find that to have the proper rotation of parts i need to force IKRC rotation to 270 Degrees. when docking same parts using MechJeb, the rotation is 0 Working as Designed or anything to look out for ? This may result from the orientation of the target DockingNode to determine the orientation of EndEffector by rotating Euler (180f, 0f, -90f). This was an experimental rotation between LEE and PDGFwT. I think that the orientation of PDGFwT's target sign is the reason why it is -90 degrees (270 degrees). I'll examine and redraw PDGFwT to make the target sign orientation good. Edited November 29, 2018 by Trufiadok Yeah, well, I'm fixing the plugin too. Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted November 29, 2018 Author Share Posted November 29, 2018 It seems I managed to fix the "MechJeb compatibility orientation" Bug. I uploaded -> IKRC & TRF_CA2_PDGF_wT. Please, try it. Quote Link to comment Share on other sites More sharing options...
Jasseji Posted November 30, 2018 Share Posted November 30, 2018 (edited) 12 hours ago, Trufiadok said: It seems I managed to fix the "MechJeb compatibility orientation" Bug. I uploaded -> IKRC & TRF_CA2_PDGF_wT. Please, try it. kk, will test, rebuilding my station with habtech parts now so will se if it helps (partcount on CxA a bit high for my taste :D) Edited November 30, 2018 by Jasseji Quote Link to comment Share on other sites More sharing options...
Jasseji Posted December 7, 2018 Share Posted December 7, 2018 Hey @Trufiadok i can confirm, the docking rotation is now good Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 9, 2018 Share Posted December 9, 2018 After new testings in my game, for me it didn`t work well or I didn`t understand it. I have some problems: - robotic arm glitches through other parts when moving. The arm don`t recognize them as obstacle. - When moving a part of my station from one dockingport to another the arm move everywhere but not to the target dockingport. I changed the Endeffector via VEE to the dockingport of the moved module. - sometimes I can`t control the arm with the arrows manually. It happen nothing. It may be that I didn`t understand all settings of this mod. But another question: Is it possible to add MODULE { name = WireSnareLock } to any Lee of other robotic arms? Or is it especially for your arm? Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted December 10, 2018 Author Share Posted December 10, 2018 On 12/9/2018 at 3:23 PM, Cheesecake said: After new testings in my game, for me it didn`t work well or I didn`t understand it. I have some problems: - robotic arm glitches through other parts when moving. The arm don`t recognize them as obstacle. Collision avoidance has not yet been resolved. To my knowledge, physics does not work between parts within the same vessel. This is the case, or there are no collisions with parts of other vessels. Can you upload a video about the problem? - When moving a part of my station from one dockingport to another the arm move everywhere but not to the target dockingport. I changed the Endeffector via VEE to the dockingport of the moved module. - sometimes I can`t control the arm with the arrows manually. It happen nothing. Isn't there a case when it works flawlessly? Try resetting the robot arm (all servo zero degree) and activate the "Dump ServoStructure" in the right-ckick menu. Also, it would be nice to have a video about the problem. It may be that I didn`t understand all settings of this mod. The mod is not yet definitive, but just ask it. But another question: Is it possible to add MODULE { name = WireSnareLock } to any Lee of other robotic arms? Or is it especially for your arm? I think it can be used for other parts as well. It can be used for a part that has "DockingNode". The WireSnareLock plugin can enable/disable dockingNode "Turn on/off DockingPort" and activate the wire-snare device to capture the other part. WireSnareLock support a physical connection with the vessel, but don't make logic connection. "Activate WSLock" creates a FixedJoint for the RigidBody of the another parts. Note that if you have saved the game, it will not work when it is reloaded. (WireSnare) Quote Link to comment Share on other sites More sharing options...
Jasseji Posted December 12, 2018 Share Posted December 12, 2018 Hey @Trufiadok just a quick heads-up - maybe in the UI you could change the arrows to correspond with the colors of the transforms ? i am always getting lost which arrow controls which direction (apart from the small and big dot, that i have figured out) btw, are you doing something to make the the Shuttle-Arm work as well with your mod ? (Jeast Kanadarm i believe was the original models) Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted December 12, 2018 Author Share Posted December 12, 2018 (edited) 3 hours ago, Jasseji said: Hey @Trufiadok just a quick heads-up - maybe in the UI you could change the arrows to correspond with the colors of the transforms ? i am always getting lost which arrow controls which direction (apart from the small and big dot, that i have figured out) I can make it, but the direction keys are relative to LEE, not absolute for X-Y-Z. Do you want the color of the directions to match the color of the LEE's transform? btw, are you doing something to make the the Shuttle-Arm work as well with your mod ? (Jeast Kanadarm i believe was the original models) I'm dealing with Kanadarm inverse kinematics control. I'm cleaning code of the IKRC module. Edited December 12, 2018 by Trufiadok Quote Link to comment Share on other sites More sharing options...
Jasseji Posted December 12, 2018 Share Posted December 12, 2018 yes, colors would be very helpful. btw, is there any other way to "save" a custom "0" position ? so that it doesnt go back to the default when pressing "0st" Quote Link to comment Share on other sites More sharing options...
Trufiadok Posted December 12, 2018 Author Share Posted December 12, 2018 1 hour ago, Jasseji said: yes, colors would be very helpful. btw, is there any other way to "save" a custom "0" position ? so that it doesnt go back to the default when pressing "0st" Momently, there is no such possibility. "0st" refers to the zero degree state of servo motors. The target servo values are writable. It could be programmed in the plugin to save or restore these values. Quote Link to comment Share on other sites More sharing options...
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