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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Yes, a feature that has never been available ever and yet is a still show stopper for some people. I am not certain if and when I will attempt to get this particular request implemented.

Is it possible to add more parts of the same, starting out at different angles, say 45° steps, so three part entries of the same part I guess?

Should we toy with

rotateAxis = 0, 0, -1

?

Found this by comparing the opened and closed hinge - if you just give us a short discription of every setting in the part.cfg files that define the initial position, we might help ourselves until you can take a look at the upcoming part tweaking for .23 and if it would help in anyway?

Edited by KerbMav
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Is it possible to add more parts of the same, starting out at different angles, say 45° steps, so three part entries of the same part I guess?

Should we toy with

rotateAxis = 0, 0, -1

?

Found this by comparing the opened and closed hinge

Why don't you experiment a little yourself? You will learn a lot and might even fix your problem yourself.

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To be perfectly honest i would love to be responsible for fixing the only issue i've had with this awesome mod. However i'm still trying to learn how to make a working landing gear part. let alone rewriting bits of code for a plugin, the only thing i can think of that would be at the rote of the problem (i really have no idea how this works so i might be way off) is when saving/loading theres some number(s) regarding the placement of the parts on the msi parts that gets changed ever so slightly each save/load based off of the pull of the parts from gravity,

if there was a way to suspend the pull of gravity while saving/loading so the numbers reflect the number with no weight.

or a way to reference the numbers that are the set that was there, prior to saving/loading and load those sets

again i really have no idea what the coding looks like nor do i know where to even start with something like this so thats why im bringing it up the mastermind behide this.

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To be perfectly honest i would love to be responsible for fixing the only issue i've had with this awesome mod. However i'm still trying to learn how to make a working landing gear part. let alone rewriting bits of code for a plugin, the only thing i can think of that would be at the rote of the problem (i really have no idea how this works so i might be way off) is when saving/loading theres some number(s) regarding the placement of the parts on the msi parts that gets changed ever so slightly each save/load based off of the pull of the parts from gravity,

if there was a way to suspend the pull of gravity while saving/loading so the numbers reflect the number with no weight.

or a way to reference the numbers that are the set that was there, prior to saving/loading and load those sets

again i really have no idea what the coding looks like nor do i know where to even start with something like this so thats why im bringing it up the mastermind behide this.

Well if it helps you any I'm not the mastermind of this plugin. It was created by r4m0n/DYJ and it got abandoned so I picked it back up. Added a few features to the code, created clones of the original parts and then with the help of others created no robotic parts. There are still parts of the code I'm still unsure about.

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Small update. First space station ring part is done. Devo did a great job with the texture. Here's a little video demo. I was too lazy to set an action group to start up the motor so I simply clicked on the GUI button.

Do want.

Any hint of an eta?

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Still no built in tech-tree integration?

Nope not yet. If someone wants to volunteer a list that people like I will give them credit and give them access to early parts as reward. I don't play in career mode.

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Here is a module manager cfg i made for personal use...



@PART[IRHingeOpenHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[AdjustableRailHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IRHingeClosedHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IRHingeTallHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[TelescopeHalfB]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[TelescopeHalfA]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[TelescopeHalfC]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IR_RotatronHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IRHingeTallHalfND]
{
TechRequired = generalConstruction
entryCost = 0
}


@PART[IRPistonHalf]
{
TechRequired = generalConstruction
entryCost = 0
}


@PART[Gantry]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[GantryVariant]
{
TechRequired = generalConstruction
entryCost = 0
}




@PART[AdjustableRail]
{
TechRequired = advConstruction
entryCost = 0
}


@PART[IRHingeClosed]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IR_HingeIndustrial]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRHingeOpen]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRHingeTall]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRHingeTallND]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRPiston]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IR_Rotatron]
{
TechRequired = advConstruction
entryCost = 0
}


@PART[TelescopeFullA]
{
TechRequired = advConstruction
entryCost = 0
}


@PART[TelescopeFullB]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[TelescopeFullC]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[GantryLarge]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[GantryLargeVariant]
{
TechRequired = advConstruction
entryCost = 0
}







@PART[AdjustableRailFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}



@PART[IRHingeClosedFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IRHingeOpenFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IRHingeTallFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IRHingeTallFourthND]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[IRPistonFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IR_RotatronFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[TelescopeFourthA]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[TelescopeFourthB]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[TelescopeFourthC]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[GantrySmall]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[GantryExtraSmall]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[GantrySmallVariant]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[GantryExtraSmallVariant]
{
TechRequired = specializedConstruction
entryCost = 0
}



@PART[dockingwasher_std]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[dockingwasher_free]
{
TechRequired = specializedConstruction
entryCost = 0
}





@PART[dockingwasher_sr]
{
TechRequired = metaMaterials
entryCost = 0
}


@PART[dockingwasher_freesr]
{
TechRequired = metaMaterials
entryCost = 0
}

@PART[IR_HingeIndustrial]
{
TechRequired = metaMaterials
entryCost = 0
}




@PART[dockingwasher_jr]
{
TechRequired = advMetalworks
entryCost = 0
}

@PART[dockingwasher_freejr]
{
TechRequired = advMetalworks
entryCost = 0
}




@PART[IR_Rotatronmk2]
{
TechRequired = metaMaterials
entryCost = 0
}

@PART[IR_RotatronVTOL]
{
TechRequired = hypersonicFlight
entryCost = 0
}


It puts all the medium (half) parts in general construction, then all full size parts in advanced construction, then all quarter parts (fourth) in specialized construction.

Washers come with appropriate size docking ports.

Mk II rotatron and Industrial hinge come on Meta Materials (with docking port senior).

VOTL rotatron comes on Hypersonic flight (with aerospikes).

I decided to sort out parts acording to size rather then function beacuse i find that when i use one IR part i also need some other. For example when i need an adjustable rail, more often then not, i also need a hinge and/or a rotatron. So i wanted the tech tree functional but still with some need for tech progression.

Hope you like it. If not, at least you can use the above as a template and save some work on making your own MM cfg for this.

Edited by Vrana
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Here is a module manager cfg i made for personal use...



@PART[IRHingeOpenHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[AdjustableRailHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IRHingeClosedHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IRHingeTallHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[TelescopeHalfB]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[TelescopeHalfA]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[TelescopeHalfC]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IR_RotatronHalf]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[IRHingeTallHalfND]
{
TechRequired = generalConstruction
entryCost = 0
}


@PART[IRPistonHalf]
{
TechRequired = generalConstruction
entryCost = 0
}


@PART[Gantry]
{
TechRequired = generalConstruction
entryCost = 0
}

@PART[GantryVariant]
{
TechRequired = generalConstruction
entryCost = 0
}




@PART[AdjustableRail]
{
TechRequired = advConstruction
entryCost = 0
}


@PART[IRHingeClosed]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IR_HingeIndustrial]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRHingeOpen]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRHingeTall]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRHingeTallND]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IRPiston]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[IR_Rotatron]
{
TechRequired = advConstruction
entryCost = 0
}


@PART[TelescopeFullA]
{
TechRequired = advConstruction
entryCost = 0
}


@PART[TelescopeFullB]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[TelescopeFullC]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[GantryLarge]
{
TechRequired = advConstruction
entryCost = 0
}

@PART[GantryLargeVariant]
{
TechRequired = advConstruction
entryCost = 0
}







@PART[AdjustableRailFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}



@PART[IRHingeClosedFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IRHingeOpenFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IRHingeTallFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IRHingeTallFourthND]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[IRPistonFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[IR_RotatronFourth]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[TelescopeFourthA]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[TelescopeFourthB]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[TelescopeFourthC]
{
TechRequired = specializedConstruction
entryCost = 0
}


@PART[GantrySmall]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[GantryExtraSmall]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[GantrySmallVariant]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[GantryExtraSmallVariant]
{
TechRequired = specializedConstruction
entryCost = 0
}



@PART[dockingwasher_std]
{
TechRequired = specializedConstruction
entryCost = 0
}

@PART[dockingwasher_free]
{
TechRequired = specializedConstruction
entryCost = 0
}





@PART[dockingwasher_sr]
{
TechRequired = metaMaterials
entryCost = 0
}


@PART[dockingwasher_freesr]
{
TechRequired = metaMaterials
entryCost = 0
}

@PART[IR_HingeIndustrial]
{
TechRequired = metaMaterials
entryCost = 0
}




@PART[dockingwasher_jr]
{
TechRequired = advMetalworks
entryCost = 0
}

@PART[dockingwasher_freejr]
{
TechRequired = advMetalworks
entryCost = 0
}




@PART[IR_Rotatronmk2]
{
TechRequired = metaMaterials
entryCost = 0
}

@PART[IR_RotatronVTOL]
{
TechRequired = hypersonicFlight
entryCost = 0
}


It puts all the medium (half) parts in general construction, then all full size parts in advanced construction, then all quarter parts (fourth) in specialized construction.

Washers come with appropriate size docking ports.

Mk II rotatron and Industrial hinge come on Meta Materials (with docking port senior).

VOTL rotatron comes on Hypersonic flight (with aerospikes).

I decided to sort out parts acording to size rather then function beacuse i find that when i use one IR part i also need some other. For example when i need an adjustable rail, more often then not, i also need a hinge and/or a rotatron. So i wanted the tech tree functional but still with some need for tech progression.

Hope you like it. If not, at least you can use the above as a template and save some work on making your own MM cfg for this.

I like yours alot more then my own. I vote to have that added into cfgs. Don't even need to do a whole lot, just include the MM file =P

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apparently the collapse and expand settings spam the log with "Minimize status is: True"

Redownload the plugin. I failed to remove a debug statement. I reloaded it a few minutes after seeing it.

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Hey, is there any word on the MSI Animator and the landing legs? They showed a lot of promise.

I'm waiting on the finalization of the legs from Devo. He has had some issues to deal with due to being downsized, according to his post in his wayland thread, so I'm not pushing it hard on him.

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Well if it helps you any I'm not the mastermind of this plugin. It was created by r4m0n/DYJ and it got abandoned so I picked it back up. Added a few features to the code, created clones of the original parts and then with the help of others created no robotic parts. There are still parts of the code I'm still unsure about.

Your the Mastermind compared to me haha. I have nothing but respect for you and people that have worked on this. I just hope that at some point that bug is fixed.

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Just a small update. I've grown annoyed with the old implementation of the code so I'm going to do a rewrite (for a second time) that will utilize PartModule instead. This will possibly break saves but I'm unsure just yet. I currently have the VAB/SPH portion nearly complete then it's down to the nitty gritty of actual flight/launchpad where you can control the parts. I believe I may have figured out how to allow tweakability of the parts within the editor but we shall see.

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This mod is amazing. Amazing that it actually works, amazing what it lets you do, when it breaks it breaks amazingly, I could go on all day.

But seriously, this is one of those mods like KAS or Kethane that fundamentally change how I play KSP. Now all I am missing is electrical charge consumption for these guys.

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