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V8jester

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Everything posted by V8jester

  1. N.P. I'll warn you there are a lot of mods present. While I do not suspect a mod conflict here. I know better than to say it's an impossibility. I looked through and it appears to load those cockpits. But I may be missing something here. I am still not fully versed in everything I should be looking at in the logs. Please don't drive yourself crazy with this log. If you need me to try a couple things on my end to help you out. Please ask. I have every mod .zip and a full vanilla .zip of every version of KSP I use on hand. https://www.dropbox.com/s/2ddgbebznmt2vhj/output_log.txt?dl=0
  2. Oh I'm sorry. Yes this is in Sandbox. I actually had the same thought for about 4 seconds before I realize "no it should be working"
  3. Yeah I deserve that one.... Hit me with a marlin So from what I can tell The only missing command pods are: MkVIIICatfish MKII Droopy MKIV Buster MKVII Cockpit
  4. So you are having an issue with IR parts centering ability moving through COI? Or you are having an issue with parts drifting in unusual ways / apart from one another? Next question is. Are you using "Legacy" parts or "rework" parts? Legacy parts are no longer being developed / maintained. But all the rework parts are in working order. The scaling got me at the beginning as well. There is a very small grey dot on the lower right corner of the window. Click and drag it out to make the window bigger without adjusting the size of everything in the window.
  5. Hmmm @linuxgurugamer I just realized last night that several of the cockpits aren't showing up in game. I looked at the CFG's of the working / nonfunctional cockpits and I don't see an issue jumping out at me. But I wanted to pass it along.
  6. Yes / No In orbit it will show you where it will land like a brick. As you enter the atmosphere it will update and continue updating the lading prediction. As a plane has wings there is no way of knowing where it will land based on what angle the plane is at or when you are maneuvering. But it will give you a very good idea. I couple of tries and you will see what I mean. Trajectories still helps a ton with landing anything closer to your intended target.
  7. Did you use the dev version? https://github.com/ferram4/Kerbal-Joint-Reinforcement I promise you it works
  8. @Shadowmage That code you posted. This is a little beyond my abilities so I am probably about to ask a really dumb question. Are you showing us something you intend to try out in the next release of KSPWheel? Or is this a section of code to be placed by a capable user into the source available on Git and then compile there own version of KSPWheel?
  9. One of two things is happening. You are using autostruts (I assume not) Or you are using the latest "Full Release" of KJR (more likely) Two posts above yours is a link to all 1.2.2 files for all things IR. In that list is a "DEV" version of KJR that will work with IR 2.0.10
  10. I'm about to use my psychic powers..... You didn't use versions 2.0.10 with all the fixes I posted on this very page did you?.....
  11. Legacy parts have issues with mirror / movement direction. Fix is to either use Rewor Parts, or place one at a time.
  12. For those that want to make the IR / KAS magnets, harpoons and graspers for the most part "indestructible" Here is the MM patch I wrote for my own devious needs. //IR - KAS Streagth Upgrade - V8Jester //Infernal Robotics @PART[IR_MagneticGrabber] { @MODULE[KASModuleMagnet] { @breakForce = 999 } } @PART[IR_MechanicalGrasper] { @MODULE[KASModuleMagnet] { @partBreakForce = 999 @staticBreakForce = 999 } } // KAS @PART[KAS_Hook_Magnet] { @MODULE[KASModuleMagnet] { @partBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_Harpoon] { @MODULE[KASModuleHarpoon] { @partBreakForce = 999 @staticBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_GrapplingHook] { @MODULE[KASModuleHarpoon] { @partBreakForce = 999 @staticBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_Anchor] { @MODULE[KASModulePort] { @breakForce = 999 } }
  13. Here is my patch for all IR / KAS parts that 1.2.2 affected. //IR - KAS Strength Upgrade - V8Jester //Infernal Robotics @PART[IR_MagneticGrabber] { @MODULE[KASModuleMagnet] { @breakForce = 999 } } @PART[IR_MechanicalGrasper] { @MODULE[KASModuleMagnet] { @partBreakForce = 999 @staticBreakForce = 999 } } // KAS @PART[KAS_Hook_Magnet] { @MODULE[KASModuleMagnet] { @partBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_Harpoon] { @MODULE[KASModuleHarpoon] { @partBreakForce = 999 @staticBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_GrapplingHook] { @MODULE[KASModuleHarpoon] { @partBreakForce = 999 @staticBreakForce = 999 } @MODULE[KASModulePort] { @breakForce = 999 } } @PART[KAS_Hook_Anchor] { @MODULE[KASModulePort] { @breakForce = 999 } }
  14. 7 trailer transportable modular mining outpost, Mobile crane lifting a full orange tank from a transport semi
  15. Sounds like we all understand each other. I just didn't want to suggest a solution that involved more coding / plugin work for you. I was just suggesting a "quick fix" for a silly problem that I think most of us would simply just overlook anyway. And because I happen to be playing with a lot of KAS right now I thought I'd share 7 trailer transportable modular mining outpost, Mobile crane lifting a full orange tank from a transport semi
  16. While I do completely and whole heartedly agree with this statement (I'm a building engineer by trade) I hope this statement doesn't come across in any other way than me intending to be helpful. I also see the value in an "Easy" button" for a video game. As a suggestion, a MM patch supplied with KIS to enable all Kerbals to do the same duties would be possible wouldn't it? It would also potentially save you and many others the hassle of a discussion such as this one. Just add a patch commented out so it is not enabled by default. And then provide instructions in the OP to enable the patch? - This is just my humble 2 cents so please feel free to shoot me down on this one.
  17. Do you have KJR installed? Are you using Autostruts? Do you have Tweakscale installed? - What scale are the hinges?
  18. You know.... I do believe I will need to eat a big hot plate of crow on this one..... @Shadowmage In preparation to make the aforementioned video. I realized that The turning radius of the new KF is capable of being much tighter than before. I also realized with the vast expansion in user tune ability. You can really make or break a craft, based on just how crazy you go with the setup. I realized my one and only remaining complaint is simply the Steering speed / Steering centering speed. And the ability for KF to narrow the steering at higher speeds. I was able after some additional fine tuning to get my crane handling better but it's still very tippy at 17m/s simply because it would steer to tight too fast. Even with fine controls turned on. Now there is a vast improvement in drivability using fine controls, thanks a ton for that tip as it never even occurred to me. But my final suggestion on this and I give you my word I will stop harping because I really don't want to beat a dead horse as this mod is absolutely fantastic! A slider to adjust steering angle narrowing at speed. Slow down steering return to center to match - steering speed when pressing left or right arrows. If you still would like to see a comparison in driving between new and old KF on a given craft let me know And I'll gladly still put something together. It just started to seem like a waste of your time at this point.
  19. Hey I just played around with this today. Fire up Notepad++ and change these two lines for the Magnet / Grasper. I set them to 999 to make then almost unbreakable. Magnet name = KASModuleMagnet breakForce = 999 Mechanical Grasper name = KASModuleHarpoon partBreakForce = 999 staticBreakForce = 999 And because I know it's coming.... For those having install / KJR issues List of IR download files to work with KSP 1.2.2 courtesy of: @Agustin @V8jester Steps to install Infernal Robotics 1) install Core Download which is the plugin and "core Files" of IR (No parts are in this download) 2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish) 3) Optional - If you wish to use the Surface sampler (Install the Surfacesampler.dll into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins) 4) Optional - If you are using KJR you will need to use the supplied DEV Version Linked below. Core Download Infernal Robotics (Ziw) 2.0.10 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.10/IR-2.0.10-Final-Core.zip Parts Legacy Parts (Ziw) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip IR Rework Parts (Zodiusinfuser) https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw IR Surface Sampler dll (Ziw) https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins Utility Thread link for IR Sequencer (Ziw) http://forum.kerbalspaceprogram.com/index.php?/topic/104547-12-ir-sequencer-v101-add-on-to-infernal-robotics-updated-30102016/ Kerbal Joint Reinforcement - Fixed for IR "Dev version - use at your own risk" Dev version of KJR (Ferram4) Download the "Master File" https://github.com/ferram4/Kerbal-Joint-Reinforcement Please feel free to repost / update this list every so often to help a lot of the new comers
  20. Yeah.... Over a 100+ mods So I won't bother you with that nonsense. But I may just make a MM patch to just force the magnet and IR counterparts to a 999 value on aforementioned values. I'll also keep tinkering with the winch to see if I can figure that out. I ripped it out in a crane I built using a winch to support the back of the boom to the counterweight. So it was very hard to tell how much strain it was under until it just snapped. In 1.0.5 it would pull away like a rubber band quite a bit before it let go. But not anymore. Quantum struts seamed to help significantly but I have only really been tinkering with it in 1.2.2 the last day or two. Thanks for everything you do around here Igor! Really appreciate'cha!
  21. @IgorZ I would assume this will be addressed in KAS 1.0 but. Has anyone noted issues with KAS parts experiencing very weak connections? My magnets will not hold anywhere near the weight they would in 1.0.5. Also it is much easier to rip a winch from it's mount with any kind of substantial weight, again much less weight required to do damage than in 1.0.5. Actually the only way I have made a magnet hold anything was to attach it to a physics less part. And that even didn't work in all cases. I have also seen catastrophic failure in a Canadarm II style inchworm arm. Docking port and Command probe at "Base" of IR arm KAS Magnet at end makes the arm it it's own vessel on undock. edit Looks like just the KAS module needs some bolstering in 1.2.2. Granted these numbers are way higher than is necessary. But this fixed my issues (far as I can tell, I haven't tested everything yet) partBreakForce = 999 staticBreakForce = 999
  22. I'm honestly really surprised no one ever responded to that one... In my opinion, you have most everything important in place now. I also know you have a couple in dev parts such as the Heli Rotors, new Gantry Rails (Would also be nice to have a couple sizes on this one). There seems to be a problem with KAS in 1.2.2 which has been making almost every magnetic contraption useless. (even the KAS magnet) On that note my opinion would be 1) Asses / Fix plugin issues (KAS, Surface Sampler, Mecanums / Wheels etc,.) KSPwheel has now replaced KF so the wheels should have a really good shot at working again as they did before 2) Final spit and polish on the in dev parts (Rotors Rails, Any other awesomeness you have up your sleeve) 3) Experiment with model swapping as mentioned above. (I personally feel like this approach hides a lot of the parts and can make it more cumbersome to find exactly what your looking for. But this is only my opinion) 4) You mentioned texturing a few times before. But I and I think many others are already quite happy with current textures. 5) Testing by a small group before final release to try and hunt down bees edit Looks like just the KAS module needs some bolstering in 1.2.2. Granted these numbers are way higher than is necessary. But this fixed my issues (far as I can tell, I haven't tested everything yet) partBreakForce = 999 staticBreakForce = 999
  23. Did you try the 1.2 .dll? https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins
  24. Actually... Hey @Shadowmage this is the crane I have been talking about. This video is the old KF on 1.0.5. I have everything converted and working in 1.2.2. If you see something you want a closer look at specifically, let me know so I can get it into the next video. So things to note in this video. Very heavy so it accelerates very slowly. Wheel steering speed and steering re centering is much slower than new KF. Also all the suspension is maxed out. Another thing to watch is when I drop the trailer from the boom, the suspension will not droop / change. And the docking ports are within range to re dock. You will see some changes in the next video. Hopefully this get's the gears turning. New KF will allow this crane to accelerate / decelerate much more effortlessly.
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