mrstoned
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mrstoned replied to sirkut's topic in KSP1 Mod Releases
I got some trouble with MM-patching this; I have: GameData/MrStoned/MrStoned.cfg with // Find Magnetic Grabber in IR/Reworks @PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries]:FINAL { @MODULE[KASModuleMagnet] { // This module will make the part acting like a magnet, collided part will be automatically attached @breakForce = 600 // Make it "better" } } // Find Mech Grasper in IR/Reworks @PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries]:FINAL { @MODULE[KASModuleHarpoon] { // This module will make the part acting like a harpoon @partBreakForce = 999 // The force that needs to be applied on the grapple/part joint to break. @staticBreakForce = 600 // The force that needs to be applied on the grapple/static joint to break. } } The games doesn't show updated figures in SPH. (They do show if i edit the mechgrasper & magnet files directly). Log spits out: [LOG 04:52:52.816] Config(@PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries]:FINAL) MrStoned/MrStoned/@PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries]:FINAL [LOG 04:52:52.817] Config(@PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries]:FINAL) MrStoned/MrStoned/@PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries]:FINAL I tried with % instead but no luck. I'm sure it's something simple i missed but cant figure it out. Any helpful tips is appreciated. /Rikard -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mrstoned replied to sirkut's topic in KSP1 Mod Releases
Ohh, and now it the most evil-genious-mr.burns-kind-of-way-with-fingers-together I'll just try and see if i can get a MM-patch working for this in order to keep the mods in original shape. If i remember it's something like this: // Find Magnetic Grabber in IR/Reworks @PART[IR_MagneticGrabber]:NEEDS[MagicSmokeIndustries] { @MODULE[KASModuleMagnet] { // This module will make the part acting like a magnet, collided part will be automatically attached @breakForce = 999 // Make it "better" } } // Find Mech Grasper in IR/Reworks @PART[IR_MechanicalGrasper]:NEEDS[MagicSmokeIndustries] { @MODULE[KASModuleHarpoon] { // This module will make the part acting like a harpoon @partBreakForce = 999 // The force that needs to be applied on the grapple/part joint to break. @staticBreakForce = 999 // The force that needs to be applied on the grapple/static joint to break. } } Then put that into file MyOwnConfig.cfg inside GameData/MyOwnConfig It shouldnt need to be reat last? or should i pop in an AFTER someplace? EDIT: Btw, can one hide the "info" in the magnetic grappler part info box? Possibly in the MM-patch? Not so fun have it read 999 when watching it. Just cosmetics tho. /Rikard -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mrstoned replied to sirkut's topic in KSP1 Mod Releases
For what's it's worth, i can reproduce. Move the arm. Timewarp some then goto 1x and let physics engage. The hinges are rotated out of original place. Any movement and it flips around n round. /Rikard -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Yeah that was most likeley it. Did a fresh copy and reinstalled my mods. Works now. Thanks. -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
LOG: https://drive.google.com/file/d/0B2v714vk56IneEpKZ3hqRF9Vd2s/view?usp=sharing Gamedata & USI: Cleard gamedata and fresh unpak from usi only. Hope it helps. /Rikard -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Oh sorry, didn't even think so far The game doesn't finilize the initiation and it hangs on startup kinda in the 99% loading. Tried without SubPack and now it got stuck on the salamander. [LOG 21:53:18.463] PartLoader: Compiling Internal Space 'UmbraSpaceIndustries/Malemute/Spaces/RoverTail_Internal/MalemuteTailInternal' [LOG 21:53:18.466] PartLoader: Compiling Internal Space 'UmbraSpaceIndustries/MKS/Spaces/Salamander_IVA/SalamanderInternal' [LOG 21:53:18.471] Cannot find InternalProp 'ledPanelSpeed' [LOG 21:53:18.472] Cannot find InternalProp 'AltimeterThreeHands' [LOG 21:53:18.473] Cannot find InternalProp 'RadarAltimeter' [LOG 21:53:18.473] Cannot find InternalProp 'AtmosphereDepth' [LOG 21:53:18.474] Cannot find InternalProp 'VSI' [LOG 21:53:18.475] Cannot find InternalProp 'NavBall' [LOG 21:53:18.476] Cannot find InternalProp 'IndicatorPanel' [LOG 21:53:18.477] Cannot find InternalProp 'Compass' [LOG 21:53:18.477] Cannot find InternalProp 'ledPanelSpeed' [LOG 21:53:18.478] Cannot find InternalProp 'AltimeterThreeHands' [LOG 21:53:18.479] Cannot find InternalProp 'RadarAltimeter' [LOG 21:53:18.480] Cannot find InternalProp 'AtmosphereDepth' [LOG 21:53:18.481] Cannot find InternalProp 'VSI' [LOG 21:53:18.481] Cannot find InternalProp 'NavBall' [LOG 21:53:18.482] Cannot find InternalProp 'IndicatorPanel' [LOG 21:53:18.483] Cannot find InternalProp 'Compass' [EXC 21:53:18.496] NullReferenceException: Object reference not set to an instance of an object PartUpgradeHandler.LinkUpgrades () PartLoader+<CompileAll>c__Iterator61.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) I think i've got something broken. Running more tests atm -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Latest update gives following error-logs: [LOG 20:43:40.945] PartLoader: Compiling Internal Space 'UmbraSpaceIndustries/SubPack/Otter/Spaces/minisub_internal/MiniSubInternal' [LOG 20:43:40.949] Cannot find InternalProp 'AltimeterThreeHands' [LOG 20:43:40.950] Cannot find InternalProp 'directionalKnob2' [LOG 20:43:40.950] Cannot find InternalProp 'directionalKnob2' [LOG 20:43:40.951] Cannot find InternalProp 'IndicatorPanel' [LOG 20:43:40.952] Cannot find InternalProp 'IndicatorPanel' [LOG 20:43:40.953] Cannot find InternalProp 'ledPanelSpeed' [LOG 20:43:40.953] Cannot find InternalProp 'NavBall' [LOG 20:43:40.954] Cannot find InternalProp 'RadarAltimeter' [LOG 20:43:40.955] Cannot find InternalProp 'squareButton' [LOG 20:43:40.956] Cannot find InternalProp 'squareButton' [LOG 20:43:40.956] Cannot find InternalProp 'squareButton' [LOG 20:43:40.957] Cannot find InternalProp 'switchWithGuards' [LOG 20:43:40.958] Cannot find InternalProp 'switchWithGuards' [LOG 20:43:40.959] Cannot find InternalProp 'throttle' [LOG 20:43:40.959] Cannot find InternalProp 'VSI' [EXC 20:43:40.973] NullReferenceException: Object reference not set to an instance of an object PartUpgradeHandler.LinkUpgrades () PartLoader+<CompileAll>c__Iterator61.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) Either i'm missing something or something broke somewhere. KSP 1.2.2 64bit with all individual usi downloads /Rikard -
Try putting a RoboTruss Pro on the hinge and check again. It could possibly be so that your missile is not attached to the hinge, but some other part by accident. You can also try the robotics in VAB/SPH just to make sure. From what i read in previous posts and in the IR-thread Kerbal join reinforcement might muck stuff up. I'd wager a guess that other similar mods would do the same. /Rikard
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mrstoned replied to sirkut's topic in KSP1 Mod Releases
Strengthen join question: Debug-log: [LOG 22:25:38.412] Unpacking Bill Kerman [LOG 22:25:40.013] Unpacking kerbalEVA (Bill Kerman). Vel: (0.0, 0.0, 0.0) [LOG 22:26:20.055] [SCANsat] Height Map Of [Kerbin] Completed... [LOG 22:26:20.232] [SCANsat] All Height Maps Generated [LOG 22:26:31.202] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:26:31.206] AttachOnCollision - Attaching to static : End09_Mesh [LOG 22:26:31.207] JointToStatic(Base) Create kinematic rigidbody [LOG 22:26:31.208] JointToStatic(Base) Create fixed joint on the kinematic rigidbody [LOG 22:26:31.211] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:26:31.213] AttachOnCollision - Attaching to static : End09_Mesh [LOG 22:26:31.213] JointToStatic(Base) Create kinematic rigidbody [LOG 22:26:31.214] JointToStatic(Base) Create fixed joint on the kinematic rigidbody [LOG 22:26:31.216] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:26:31.217] AttachOnCollision - Attaching to static : End09_Mesh [LOG 22:26:31.217] JointToStatic(Base) Create kinematic rigidbody [LOG 22:26:31.218] JointToStatic(Base) Create fixed joint on the kinematic rigidbody [LOG 22:26:31.219] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:26:31.221] AttachOnCollision - Attaching to static : End09_Mesh [LOG 22:26:31.221] JointToStatic(Base) Create kinematic rigidbody [LOG 22:26:31.222] JointToStatic(Base) Create fixed joint on the kinematic rigidbody [WRN 22:26:38.332] OnJointBreak(Core) A joint broken on Utilitron - Grasper !, force: 223.709 [LOG 22:26:38.352] OnSave(Core) Static joint detected, saving info... [WRN 22:26:38.366] OnJointBreak(Core) A joint broken on Utilitron - Grasper !, force: 227.1754 [LOG 22:26:38.376] OnSave(Core) Static joint detected, saving info... [WRN 22:26:38.392] WaitAndCheckJoint(Core) Static join broken ! [LOG 22:26:38.394] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:False,StaticJoint:True [LOG 22:26:38.396] Detach(Base) Attach type is : StaticJoint [LOG 22:26:38.397] Detach(Base) Removing static rigidbody and fixed joint on Utilitron - Grasper [WRN 22:26:38.405] WaitAndCheckJoint(Core) Static join broken ! [LOG 22:26:38.406] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:False,StaticJoint:True [LOG 22:26:38.407] Detach(Base) Attach type is : StaticJoint [LOG 22:26:38.408] Detach(Base) Removing static rigidbody and fixed joint on Utilitron - Grasper [LOG 22:26:38.597] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:26:38.599] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [WRN 22:26:38.600] OnJointBreak(Core) A joint broken on Utilitron - Grasper !, force: 218.6011 [LOG 22:26:38.609] OnSave(Core) Static joint detected, saving info... [WRN 22:26:38.619] OnJointBreak(Core) A joint broken on Utilitron - Grasper !, force: 220.618 [LOG 22:26:38.627] OnSave(Core) Static joint detected, saving info... [WRN 22:26:38.644] WaitAndCheckJoint(Core) Static join broken ! [LOG 22:26:38.645] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:False,StaticJoint:True [LOG 22:26:38.646] Detach(Base) Attach type is : StaticJoint [LOG 22:26:38.646] Detach(Base) Removing static rigidbody and fixed joint on Utilitron - Grasper [WRN 22:26:38.655] WaitAndCheckJoint(Core) Static join broken ! [LOG 22:26:38.655] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:False,StaticJoint:True [LOG 22:26:38.656] Detach(Base) Attach type is : StaticJoint [LOG 22:26:38.657] Detach(Base) Removing static rigidbody and fixed joint on Utilitron - Grasper [LOG 22:26:38.689] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:26:38.691] AttachOnCollision - Set collision mode back to Discrete on: IR.MechanicalGrasper (Part) [LOG 22:27:38.119] [UIMasterController]: ShowUI [LOG 22:27:38.121] Game Paused! I have the Utilitron Grasper attached to an Extendatron Stackable. I want the breakingforce of the joint between them to be higher then the detach-value from ground of 200. That way the grasper wont break from the extendatron, but rather just detach from the ground instead. I toyed abit in the .cfg file with partBreakForce and part by looking in the other files, but to no awail. breakingForce = 999 breakingTorque = 999 Also tried different values in partBreakForce = 80 // The force that needs to be applied on the grapple/part joint to break. staticBreakForce = 200 // The force that needs to be applied on the grapple/static joint to break. I'm novice to modding but i've done some coding/scripting in the past so i think i can figure out how to MM or silimar to suit my needs if someone can point me in the right direction. Thanks in advance. /Rikard -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mrstoned replied to sirkut's topic in KSP1 Mod Releases
That's some nice design. I've done space exploration fairly much, så was going to explore kerbin somewhat, both above and and below sealevel. Wanted to set up mini-bases on north and south pole as well as on opposite side of the world to cut down traveltime. The need for a medium lifter on rover , and i could construct a high heavy-lift towercrane in range of the runway or lauchpad. I just got the very good idea to make use of the konstruction weldable dockingports to assemble the towercrane bit by bit. Will have a look at quantum struts but would like to keep the mods to a minimum (old hardware to run ksp on). Also to keep partcount down. USI solves this pretty nicly. How do you build your towercrane? With gantrys? How do you keep the magnet from pulling away from the winch-connector? Mine usually plops off under strain (couple tons). /Rikard -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
mrstoned replied to sirkut's topic in KSP1 Mod Releases
Hi all. First, i'm running 1.2.2 and dont seem to have any other problems with IR (incl rework etc). Got the following questions; 1; The Utilitron Grabber seems to have a really weak joint between the grabber and other part, see img. I've tried different end-connection and the adaptron going from large-to-small "attachmentpoint" with the same result. Same with magnet: It happily breaks off using very little weight. 2; Sometimes i dont seem to be able to "detach" when attached using the Grabber, Havent had any trouble with turning the magnet on/off (perhaps cuz it's not a grab-attach?) Tried both with and without Ground-Tether engaged on the landing legs. 3; As an additional test, i tried the Tow-bar, The tow-bar doesn't link the two ships together to become one, as ockingports and the telescopis links does. And for the curius one; Those are wide landing legs with "Ground Tether" engaged. Parts are from KAS, KIS, UKS(collections) of rovers, Konstruktion etc. Not KJR. Any tips or ideas? EDIT: The yellow pal-truss roverbase only weighs 7tons. /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
What does the Normal, Cargo and Hover Throttle do? Would it be possible to get a Balance Toggle to let an unbalanced ship adjust the thrusters to balance the vtol for takeoff? Similar to the Davon throttle control but a lite version? /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Some inspiration for MKS transporter. Moves 8 modules. I have: Base+Sr. Dock +4 kerbitrail docks. Then Sr. Dock+MKS module. This way i can build up the foundation for the base, connect the tubes and move the actual modules around if i want to group stuff together. The wheels come from Kerbal Foundries. http://forum.kerbalspaceprogram.com/threads/84102-WIP-PARTS-PLUGIN-0-23-5-Kerbal-Foundries-wheelpack-anti-grav-repulsors It flies "ok" for a dead elephant on the back. Crane uses parts from IR Reworks. /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Issue up. Great job btw. /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Any ideas how i can strengthen the joins on the 1x3 outrigger? I keep breaking stuff off from it... http://i.imgur.com/p2NUUBW.png This landing as at about 8ish m/s /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
The ramp is lowered and tilted using IR. I usually go with 0.5-1 speed for things that moves. You only really need to fold it down so it touches the ground and doesnt wobble anymore. But yeah, you need to keep the baydoors open for this kind to work. If you close them with large stuff inside, kraken comes to visit. /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Inspiration for cargoramp. I really like how the doors are solid when opend /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
I use FAR and it breaks apart if you to funny-stuff going fast in atmosfear on kerbin for example. A 50t vessel is no problem getting to 3-400m/s going forward, just in time for the falling apart. /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
Another suggestion for parts; different cargobays. Image: http://i.imgur.com/IEUPAxX.png Adapter 1->2 wide. Cargobay 2-wide, with door. for stuff you want to transport inside. Same as the current 1-wide but wider Cargobay 2-wide, no door, flat floor for anything on wheels. Or doors, if they would unfold to a ramp-thingie for easy access. I normally use the flat 2x2 stock panels to make flat floors for rovers i want to move around. With the new ActiveStruts for IR it works quite nicly. Btw, awesome mod. I've learned to balance out thrustpower for stable vtol's now too /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
I seem to have alot of crashes while experimenting with FTT. I have alot of mods so i dont know for a fact it's FTT, but i only used parts from FTT, stock(landing gear) or Spaceplane+ (wings). Link to output_log.txt : https://www.dropbox.com/s/kfbiesrmpmmn6xc/output_log.txt?dl=0 Link to craft-file: https://www.dropbox.com/s/u6pf0w1bu75f18c/Untitled%20Space%20Craft.craft?dl=0 Link to persistence: https://www.dropbox.com/s/hn3l8agbh8z8xrd/persistent.sfs?dl=0 I've had repeted crashes, sometimes building in SPH, sometimes "Launch"ing from sph and sometimes when reverting either to launch or sph. And i dunno if the crashes are related to FTT, but those are the parts i've experimented in sandbox-mode. Btw, the parts are awesome Edit: image: http://i.imgur.com/Ztikiwu.png /Rikard -
[1.12.x] Freight Transport Technologies [v0.6.0]
mrstoned replied to RoverDude's topic in KSP1 Mod Releases
True, but as the fans only attaches on the nodes, you can only attach it "out" from the hull, not alongside. My thought was a part like the end-cap visual, that way you can attack 2 fans, one on each side. /Rikard