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[WIP] MSI's Infernal Robotics - Model Rework (v02 Pre-Release Beta)


ZodiusInfuser

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You probably got lost in all that awesomeness :wink:

Agreed, sirkut is a magician.

This is exactly what happened. For so long I played vanilla KSP, wanting more than anything for the devs to hurry up and give us something like Infernal Robotics (which I knew existed, but I modded X3TC [i am sms_747 who made the X-Timelines universe] so much that I stopped playing the game and instead spent all my time changing things and eventually (for now) the game itself lost all of its awe and flavour* - I was not predisposed to doing the same to KSP). Eventually I heard of the grabber and could barely contain my excitement. What a disappointment it turned out to be, this large, lumbering single-purpose item which couldn't be pivoted at will or effectively packaged away when not being used. Don't get me wrong, I appreciate that it has its uses (even if I refuse to use it as a docking object because it's a blatant cheat), but nothing compares to sirkut here's creation. After being disappointed with the grabber I decided to bite the bullet, and Infernal Robotics was the first mod I downloaded (obviously). I now cannot understand why I waited so long, when used alongside TweakScale (which I wish everything could instantly be converted to be useful with) It has become possible to make vehicles which are bounded only by our imagination and creativity, which can be made neater and so much more alive and dynamic. I couldn't help but adjust the scale availability of these robotic parts so that they fit on my (invariably) small craft. There is something fascinating about a innocent-looking tube which secretly has all manner of utilities neatly stowed away. Vanilla craft, with their exposed utilities and unashamedly jutting side-slung loads seem clumsy by comparison.

I do apologise to sirkut for posting an issue which was created by my own meddling, I can understand how irritating that must be.

* seriously, how pants is X-Rebirth.

Edited by Stephanie the Viking
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I started getting this message spamming my log whenever I'd switch to the launchpad view, and it was bringing my framerate down to about 1 frame every 2 seconds, making the game unplayable:

NullReferenceException: Object reference not set to an instance of an object

at Part.OnTriggerStay (UnityEngine.Collider other) [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Originally I had the following mods:

Deadly Reentry Continued

kOS

LaserDist

Then I installed Infernal Robotics, and Procedural Fairings, and at *first* it seemed okay, and didn't cause problems.

Until I tried making a larger ship (which didn't even have any IR parts on it).

Then I got that spamming message.

So I dis-installed Procedural Fairings. The message and the slowness still was there.

Then I dis-installed Infernal Robotics. The message went away and the FPS was back to normal and the game played fine again.

Is there a mod vs mod incompatibility I don't know about?

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NullReferenceException: Object reference not set to an instance of an object

at Part.OnTriggerStay (UnityEngine.Collider other) [0x00000] in <filename unknown>:0

I can't tell which mod is causing the problem from that snippet. Since you have so few mods, try removing them one by one until only one or two cause the problem reliably.

The full output log would also help – you should post that in the main IR thread where sirkut is more likely to see it. This is important information to include in any support request:

  • Your KSP version
  • Your mods and versions (if any)
  • Your Operating System and version
  • Steps to cause the problem
  • Cause the problem, then quit KSP and find your output log:
    • Windows (32 bit): KSP_win\KSP_Data\output_log.txt
    • Windows (64 bit): KSP_win64\KSP_x64_DATA\output_log.txt
    • Mac OS X: Open Console, find Unity on the left side, and click on Player.log. It's also located at ~/Library/Logs/Unity/Player.log.
    • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

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u think by now someone would have recreated walking legs that works?, like a bottom torso might of been easier, I see a few robots, but there having a hard time walking, like its a baby taking its first steps lol, anyway, all the stuff I see is great, makes a difference in mods for sure

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u think by now someone would have recreated walking legs that works?, like a bottom torso might of been easier, I see a few robots, but there having a hard time walking, like its a baby taking its first steps lol, anyway, all the stuff I see is great, makes a difference in mods for sure
, but walking legs that can balance and function properly in gravity? It's a big ask with just a couple of on/off single speed rotators and hinges.
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u think by now someone would have recreated walking legs that works?, like a bottom torso might of been easier, I see a few robots, but there having a hard time walking, like its a baby taking its first steps lol, anyway, all the stuff I see is great, makes a difference in mods for sure

This thing can walk\run at a superfast 9m/s :cool:

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So, I hear there's these things called Foldatrons people have been keen to get their hands on? In that case you may want to check out the OP ;)

_1f9457511e1a443eb30f6eee04f390be

Highlights:

  • Includes 13 robotics parts under the new Foldatron range, giving a lot more options when things need to be folded!
  • Also adds 6 untextured structural components matching the foldatron profile.

In addition, I've updated the original Robotics download to make it work with IR 0.18, added a new Pivotron that has a lower profile than the others, and fixed the folder structure for the Grabber.

As always, please offer you feedback on the new parts. They are very specialised (hence the separate download), so I'd welcome it if people could show off what they've able to come up with. The selection of parts offered is largely down to the feedback from the testers who helped me, so thank you to them :D

Enjoy!!! :D

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So, I hear there's these things called Foldatrons people have been keen to get their hands on?

Enjoy!!! :D

Awsome :D :D

A nice shuttle arm should be possible with this Foldatrons that fits into the shuttle bay without sticking out of it but still big enough to reach every point. Hope i can imagine a way.

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That's great. Gonna check them out. Are you going to start on plane robotics now? :) With B9 being close to release, I'd really love a VTOL hinge, at the very least. Wing hinges would be great, too, both for carrier aircraft and things that are supposed to fit under rocket fairings. But the VTOL one first, it seems to just need textures.

If this works out, I might even post some pics of my VTOLs. :) I've got quite some ideas for those parts...

Edited by Guest
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That's great. Gonna check them out. Are you going to start on plane robotics now? :) With B9 being close to release, I'd really love a VTOL hinge, at the very least. Wing hinges would be great, too, both for carrier aircraft and things that are supposed to fit under rocket fairings. But the VTOL one first, it seems to just need textures.

If this works out, I might even post some pics of my VTOLs. :) I've got quite some ideas for those parts...

Honestly, I'm not sure what I'm doing next. I'd quite like to have a break from the modding side of things and actually do a propper playthrough with mine and several other mods. I would like to get the VTOL parts out, but as I did them before the current lineup of parts, there's a fair bit of modification I'd like to do to get the styling in-line with the rest of the pack.

Great parts as usual, do you think it could do with an "elongotron" in the foldatron style (a dual extendatron type thing with two long narrow pistons)?

I have considered it, maybe if people can present a need for one I'll push it up my ever growing to-do.

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OK, just don't forget about it. :) The hinge that you've got looks quite good, it should be possibly low-profile (much like the one you have here) due to problems with clearance that can arise otherwise. In particular, I have a need for VTOL-mounted F119 engines (from B9), which are notoriously long. So it's either a low-profile hinge, or a truly ridiculous gull wing that messes up it's aerodynamics. :)

It'd be really great if you managed to get the plane parts out soon. Together with B9, it'd allow for some truly epic S/VTOL tiltjets.

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where can i get the athlete wheels? I have the athlete pack but no wheels was in it :( I am having a hard time using stock wheels for this purpose (folding wheels for compact rovers with wide wheelbase)

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where can i get the athlete wheels? I have the athlete pack but no wheels was in it :( I am having a hard time using stock wheels for this purpose (folding wheels for compact rovers with wide wheelbase)

They're not available yet. Last I heard, the plugin needs to be written for them, so only the models are finished at the moment.

I have an example rover I'll try to upload later, but you can also try TweakScaling stock wheels to a more compact size.

Edited by Master Tao
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They're not available yet. Last I heard, the plugin needs to be written for them, so only the models are finished at the moment.

I have an example rover I'll try to upload later, but you can also try TweakScaling stock wheels to a more compact size.

I have tried the tweakscale with stock wheels, it kinda works but doesnt really fit with the rest of the leg, what I would really love would be some side mounted athlete wheels that could inflate to give good clearance and deflate to pack away inside the foldatron parts with of course tweakscale compatibility. With this I could finally make the compact package to larger wheelbase science rovers to fit inside of my transport SSTO planes.

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So as this is now could I install it and delete the parts that come with IR? Or are there not all the replacement parts yet?

Also is this far enough along in development to use in career? Or are part names/folders likely to change and break ships?

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I have tried the tweakscale with stock wheels, it kinda works but doesnt really fit with the rest of the leg, what I would really love would be some side mounted athlete wheels that could inflate to give good clearance and deflate to pack away inside the foldatron parts with of course tweakscale compatibility. With this I could finally make the compact package to larger wheelbase science rovers to fit inside of my transport SSTO planes.

As Master Tao said, I've done the models but need to have a plugin to support them. I could just use the stock wheel module, but that won't allow for the things I've designed these wheels to achieve (e.g crabbing etc).

So as this is now could I install it and delete the parts that come with IR? Or are there not all the replacement parts yet?

Also is this far enough along in development to use in career? Or are part names/folders likely to change and break ships?

There are still a number of parts that don't have rework equiverlants yet (mainly gantries and adjustable rails). So I wouldn't recommend removing all the parts, but a fair chunk of them can be retired. Certainly the old telescopic piston, since the new stackable extendatron is virtually identical. Maybe someone can create a MM config that removes the old parts from the game?

The folder structure and naming of the parts in the Robotics and Structural downloads will not be changed, but the athlete parts and utilities are still in flux as they're still new. Currently the parts are not balanced for career mode. This is something I plan to do at some stage, but could do with suggestions from people as to good nodes and values to use.

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Maybe someone can create a MM config that removes the old parts from the game?

You rang, m'lord?

@PART[IRHinge*]
{
%category = -1
}
@PART[IRPistonScaleable]
{
%category = -1
}
@PART[IR_RotatronScaleable]
{
%category = -1
}
@PART[TelescopeFullAScaleable]
{
%category = -1
}

This code deprecates all those IR parts. You could delete the root node with !PART[...] {}, but that does not save you any more memory because KSP will still load the textures, just not the part configs.

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During my way into the office I had quite a crazy idea for an different kind of rotatron.

Based on the radial SAS from KW would it be possible to have and rotatron that is radial attached and then works like a ring, where you attach then new parts?

I just know how much you love challenges ;)

Edited by Alewx
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