kcs123
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Everything posted by kcs123
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that or doing it in Kerbal way with moar struts Whole idea with that frame is to have something to attach struts on. For now, connection between tubes and wings is quite strong, it no longer happens that those pieces of structural parts become visible outside of wing mesh. However, I need to strenght out connection between tube part and IR movable part but there is no much room for struts to place without compromising movability of mechanizm where it is intended to be possible to move. I will figure out eventually how to strength out whole thing. Perhaps I would need to remove some pivotrons and go with less rotation to get stronger structure. Maybe I could either edit config files for those smaller structural parts or write MM patch to strength out joints of them. Have yet to research possible options.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Some more things were broken with those grid fins. If you look at above pictures, that one with grid fins, you can notice that center of lift blue sphere also have arrow. It should not be like that when using FAR. I noticed similar thing with Airplane plus parts. As soon as you put one on craft it breaks FAR and you got arrow on lift indicator. And that happens with cockpit, fuselage and similar parts, not even to speak about wing parts that needs additional piece of code to work properly with FAR.- 14,073 replies
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I have increased torqueLimit to 300 in atempt to strength out whole craft to get what I seek for. And latest experiment revealed that I was looking at wrong direction. Joints on IR moving parts seems to be quite strong, but whole craft still feels like spaghetti tree. Reason ? Most probably beacause I used small strutural parts (tubes/truss) that have too weak joints I will need to recreate whole thing with normal structural parts, to see how strong it is and then repeat everything with smaller parts. Well, back to drawing board. Yes, "small+" or "medium" parts should be capable to hold 60t. Might not be realistic compared to real life representation, but have to keep in mind that this is game and crafts used in KSP will be pushed to limits under high g acceleration. Probably lot more than 10-15g. So, 6t of weight can quickly become 60t under 10g of acceleration. Movable wing part on test craft I created have ~0.350 t (or 350 kg) and I still can't make it fly properly. Joints still tends to bend, but seems to be structural part joint on structural-IR part pair that is culprit for issue.
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Thanks for the info. In other words, for higher joint strength I need to increase those two: maxTorque = 30 torqueLimit = 30 Either, in each file or trough MM patch. Leaving factorTorque as it is, to still have somehow scaled strenght between various part sizes. No, I don't need super strong unbreakable joints. What I seek for is to have strong enough joints on scaled down parts to be able to hide whole complex mechanizm within hull parts for aestetic reasons. In the past I was successful with this kind of stuff with regular sized parts, now I was greedy and want to have better craft, in both aestetic and functional area. Detecting what values works right or "right enough" is first attempt to detect would we need different scale fators on this or just increase everything on normal parts without exceeding game limits. I was experimenting with other part buttons in flight as well. Like engaging limits and locking. "Locking" seems to do job just nice, preventing movement when it is turned on. Engage limits on the other hand, with one orange fuel tank hanging on normal sized extendratron caused joints on extendratron to strech out. Pressing on disengage have invited Kraken and broken FAR spaming a lot of NaNs in log. Also, flight scene jumped from runway to outher part of Kerbol SOI I have saved full log in separate folder waiting for upload if necessary, but for quick info I found lot's of this in log: Look rotation viewing vector is zero (Filename: Line: 82) [FAR] NaN Prediction Section Error: Inputs: AtmDen: NaN Mach: NaN Re: NaN Kn: NaN skin: NaN vel: (NaN, NaN, NaN) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Let me know if you need full log on this. I will try to reporoduce everything if necessary, but I'm runing out of time for this evening, so I don't know if I will be able to upload it today. No worries, you are doing quite a heck of a job. Just with some bits of more info more people will be able to involve in testing and ironing everythig out, to be less broken plugin for official release as much as possible.
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Have a patience. Original author is on hiatus regarding maintenance of mod for longer period of time. Someone with more skills regarding shaders need to do recompile stuff. Or tell how to do it, as simple recompile of source code is not enough. Within this community there is quite a lot of talented people, someone will take a torch for maintenance of mod, just give it some more time. It's quite popular mod, so I'm not in doubt that someone will update this at some point.
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Can we get more detail what value to increase for stronger joints ? I mean, what I should try to increase first, do I need to increase all ow those or just one ? Also, searching for varibale name with notepad++ also found same variable name within DLL file. Would IR plugin respect increased value in config file or it is some hardcoded limit within DLL ? factorTorque = 20 maxTorque = 30 torqueLimit = 30 I need stronger joints on downscaled parts. Mostly "small+" size parts for my wing folding mechanizm. I tried to recreate similar craft with old IR plugin, to have something comparable. It seems that IR next plugin already have much stronger joints. But, what I aiming for is that provided wing mechanizm can hold without too much issues (bending joints) 9t fuel tank. That much weight mimics about 1t wing mass that is around 9g acceleration. Or is there a way to make stronger joints on downscaled parts while leaving mass scaling as it is ? I can't figure out what I need ot change in tweakscale configs for this.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Link for latest known stable version made for KSP 1.3.1 can be found three posts aboved yours. That one is reported that works with 1.4. too. WIP version that stil contains some bugs but is reasonable stable by now can be found in this thread: Use it only if you don't afraid of kraken attacks that can happen when you least expect. -
If you have waited for that long, wait just 2-3 more weeks longer and update to 1.4.1 Quite a lot benefits updated unity game engine brings along with KSP 1.4. Making moding job a way lot easier, just need to bite a bullet and overcome transition issues that comes with upgrading too. Don't know if SCANSat need shader rebuilds, I can only assume it does due to overlays on maps and similar things with texture manipulation. Haven't yet tried SCANSat in 1.4. just educated guess that it does not work without recomplie.
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I was not certain, so I just checked with old IR plugin and old KJR with very similar craft. Guess what, KJR autostruting on rope bug was present in old KJR too. I would not say that I'm sorry about reporting that bug, becasue I'm glad that it is fixed I think that it is reason why old IR plugin was having same strong joints for all parts, not increasing or decreasing with tweakscale. Have yet to test new version of plugin, probably not be possible until tommorow evening. Anyhow, I'm happy to see progress in development.
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Updated craft files again. Included samm crane craft. It use stock parts + IR parts + landing legs from USI MKS mod. That landing legs from Roverdude mod have special ability to attach themself on the ground. "Toggle Ground Tether" from part right click menu. Steps to reproduce: Launch craft file from SPH to runway. Attach landing legs to the ground Decouple (alnmost) empty fuel tank from craft, just to have something to play with crane and winch Use winch GUI to extend rope While extending, it is visible that magnet on winch is always on angled position, rope is also extended on angle istead to be in normal position to the ground. Try to deattach legs from ground with Ground Tether option, you will see difference in behaviour. I was having same issue without Roverdudes legs but with parts from other mods. Also, something to keep in mind is that KAS and possible other mods can also have ability to attach craft on the ground. I tried to create craft with only stock parts, but could not reproduce same bug. At least parts from MKS are required, those are quiter popular ones when comes to space station and base buildings.
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No big deal with it, just make sure that inverting axis is not mirrored on part in symetry and it is all good. It is just odd that it work as intended on pivotrons and not on bearing. Both parts rotate just over one axis. Meanwhile, I was able to do quick test with KAS winch and new version of IR. Bug with rope autostruted on something is still present.
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No rush. It is not only translation joints that is too weak, rotational joints or movements that is not supposed to be allowed on certain axes are still too weak too. I will not be able to do much more test today, so no need to re-upload just for that.
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Just quick test of 1.3.1. version. I don't know if I be able to do more testing until tomorrow late evening, so jsut to report small bug with IR groups. I created new IR group inb SPH and moved only extendratrons in new group switched to flight scene - extendratrons are properly in new group reverted back to SPH, new group with extendratrons are no longer visible in IR editor as well as extendratron parts from that new group going to flight scene again, extendratron group is properly visible and extendratron parts properly rect to moving switching back to SPH, extendratrons and it's group is still not visible in IR editor switched back to KSC scene, entered SPH again anl loaded different craft loaded again craft with new extendratron group defined and guess what, new group is properly visible with it's parts going to flight scene and back to SPH makes extendratron group to disapear again Foldable wings behave much better now with limits enabled, but I have to wait for stronger joints for further testing, it is still to weak for craft to fly properly. Have yet to try craft with KAS winch to see how it behave now.
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You are welcome. I'm glad that I was able to help. Perhaps you might need to add additional flag/variable in config file for parts that need to use different method for calculating postions ? Might also be necessary for cartain parts that are not mirrored properly with current settings, or axis used in previously mentioned "pointer" variable need to be set in different way to have proper mirroring ?
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Well, by now, I'm several verions of IR next behind, but I just posting all of things I have spoted, so it can also be checked by others if I run out of time for testing. For now I just attempt to create craft with possible combination of IR and regular parts that other people might use as well, to discover as much as possible of bugs before "official" release. I will be patient and wait until you finish everything and then re-test everything again and report back. Take your time with it, so far it looks very promising.
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There is possible conflict with KAS, at least with it's winches and KJR/IR next combo too. Rope from winch float sideways when released and magnet attached on rope does not work, or I forgot how to use it. Have to check konstruction mod from Roverdude that does similar thig, will that one work or not. EDIT: Seems that I put too much weight for that winch, but regardless, with less weight I can lift stuff, but rope is still autostruted to something, probably interaction with KJR.
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IIRC, @Van Disaster have made latest shaders used on B9PW, but can't tell for sure and can't tell if he got all necessary files for this.
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I'm sure that quite a lot of mods will be updated quickly enough, not way too much things that are broken. KSP 1.4.1 comes out next week, some modders will wait until then, so that they don't need to make updates twice. Some of mods were on hiatus for longer period of time, though, so it is unknown for those when or if will be updated for 1.4.x at all. I think you should focus more only on 1.4.x version and wait for about 2 weeks until the rest of mods update to 1.4.x. Then consider what is better to do, there will be more valid info by that time. That is also a reason why I uploaded two version of craft files, one with mechanizm only, that consist of only stock and IR parts and other that use mods some people might not have installed. Oh, and I almost forgot, found some small annoying thing when I builded that craft with FAR. When I rotate(move) IR parts trough editor or it's presets, FAR is not able to recognize moving and update of COM and COL does not happen. So, each time I do that I also need to select some part of craft and move it with move tool selected. Just pressing on arrows of moving tool and releasing is enough for FAR to update. However, often I move such part by accident too and sometim I mess up whole craft. Would be possible to add some button in IR editor, to just call same function that is called after user stop moving parts in stock game ? That should do a trick for FAR to update it properly. Should be done on extra button, because due to voxelization that FAR need it might consume too much CPU if you call such function on each frame.
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Updated craft files. I have created more compact and strongest mechanizm for variable wings. I tried without pivorons on extendratron root branche, it makes whole mechanizm stronger, but available rotation angle of wings is limited. It is necessary to allow extendratron to pivot for 1-2 degree while streching retracting, otherwise it produce uncontroled forces on joints where you don't won't is. With two pivatrons on both extendratron ends different issue pops up. That is, when extendratrons are in retracted position, even small aerodynamic force might be enough to push whole wing inward too much. Therefore two extendratrons are necessary, to prevent such thing to happen. And, I used pipes this time instead of truss. Pipes are much lighter and smaller, so it is easier to hide mechanizim inside wing. Also, I found out that is much stronger connection for wing to attach on longer surface than only at one point on some IR part. That is reason for using additional parts. Also, it allow to place additional struts between wing and other structural parts without compromising mobility. Same mechanizm fully extended and rotated for 70 degree. Here it is how it looks when whole craft is almost finished. Straight wing configuration (extendratrons retracted). Requires B9PW, B9 Aerospace, Kerbal foundries, Tweakscale and IR next mod. Swept wing configuration for in flight purposes, have premade presets to extend extendratrons to 0.50 of 0.66. Here how it looks like with full rotation. On this craft useful only for parking purposes, or you may want to put whole craft inside fairing and launch in space. Or park it on aircraft carrier, whatever you like more. I was able to put craft in air, but for being more useful, stronger joints are required. Whole thing is made with IR version with weak joints.
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That is understandable because it use it's own custom textures shaders. Pretty much each mod that have some custom texture/shader is broken for KSP 1.4 while other might work just fine. Have to be patient until someone that is able and with enough free time to recompile it.
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Have you tried it in sandbox or career game ? TCA requires to unlock certain tech tree nodes before you are able to use it's features.
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Previous "working" version of IR next worked properly, I only noticed issue with this experimental test version. So, probably not big deal, but something to check out before compiling final build.
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Ah, OK then. Nothing was broken so I have left them in place. I'm not good with numbers, so I hang 5 orange tanks. Just slight oscilations, but returned quickly to exact limit. With some more reasonable weight it stops on exact spot where it need to be. And another observations from SPH, when you tweakscale extendratron joints jumps all over the place, can't attach properly rescaled parts. Just something to consider when you going to pack another full version. Otherwise, you are really on something.
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All right. Now I just discovered that I have two plugins with same name but in different folders and with different time stamp. "KerbalJointReinforcement_Redist.dll" is inside KJR folers plugin, but also in MagicSmokeIndustries plugin folder. I assume that at least one is missplaced, but I didn't noticed too much misbehaviour due to duplicates. Have yet to test latest IR test version plugin.
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Description of link say that file name should be "InfernalRobotics_limittest.zip", but in true link is "KerbalJointReinforcement_special.zip". dll file inside are for KJR, not IR. Shouldn't that be IR plugin ? Anyhow, I developed sligtly better mechanizm for folding wings, almost finished with whole plane to test it. Works quite promissing even with weak joints.