Rudolf Meier
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Everything posted by Rudolf Meier
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ok, what do I have so far? Gantry Rail explosions -> they occur after modifying the node position (that's a model problem, not a coding problem and here I'm not the expert... I need to ask @ZodiusInfuser) Gantry Rail moving the craft instead of the parts... I haven't found a configuration in which this happens... I'm waiting for more information on that Explosions in 1.4.2 when using Gantry Rails: I can only see this when the nodes are modified, I guess it's the same model problem Problems with Rotatrons... I cannot reproduce them... I'm waiting for more information ... I think there's nothing I need to fix or that I could fix (code) ... ... what I will do is working on the kOS integration ... or did I miss something? I don't know if I fully understood the idea behind this class... I thought that this is just an example of how to do it in other projects and that those classes need to be built inside your project? An example of this class (which may or may not work, because I never tested more than the compiling) is in the latest IR-Sequencer. ... or, did I missunderstand something?
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cannot reproduce this... do you have a picture of how you built it?
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the dump doesn't help much, but... tell me how you connected those parts... I cannot find a configuration that explodes... do you have a picture? I'm looking into what you sayed, but this one is a very interesting point. I also wondered why some points sometimes don't work... but I'm not making the models and never looked into those values. But I will do now... maybe with a debug-function showing all nodes a little bit different so that I can see the wrong ones. Very good point!
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hi... I need to go through that. I think we will find a good solution but it needs some work. That's something I can say already. And my "refactoring" ... well, it was more a "start with an empty class, rewrite the code but copy parts of the old code" ... this means that the interface is similar, but internally those joints are 100% new from scratch with just some ideas that are still similar... I learned from the old code and then wrote the new one. But since I tried to keep the interface, there is a good chance that we can make it working again... this was also possible for the sequencer... more or less
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Patch 1 for Beta 3 is online... there was a problem with position calculation in translational joints. I also removed some unneeded calls... and the rails don't explode anymore.
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hi, no you can use the old IR and IR next at the same time. They don't affect each other. If the only part of a vessel is an IR next part, then the configuration window remains empty. Maybe that's the problem? (little but in the gui... but I wanted to change the gui a little bit anyway, that's why I didn't try to fix that for now) yes... Beta 3 seems to have some problems with translational joints (I guess)...
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rudolf Meier replied to sirkut's topic in KSP1 Mod Releases
of course... tell me what you need (but maybe better in the other thread or via pm)... this reminds me, that I wanted to check if I should move 2 functions from one interface to another for the legacy parts... the idea was to finish the rework parts which would allow us to completely remove the legacy parts (all we need is a rail and those are almost ready as far as I have been told)... but that's still something that is not decided yet -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rudolf Meier replied to sirkut's topic in KSP1 Mod Releases
for all those who are interested... beta 3 of Infernal Robotics Next is online and it looks pretty good now... I had no bug reports for some time and myself I only found one... but those are all fixed and beta 3 is the first version that is fully implemented... but, it is not on CKAN at the moment -
Beta3 is out - all features implemented (including the collision enabling per part -> only possible in editor) all bugs fixed, code cleaned...
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are you loading new crafts? from vab or sph I guess? and they have problems then? ... that shouldn't happen... I cannot say if loading works always, because here I think we could still find some bugs/problems (and the bug I'm currently fixing is related to this... timewarp and loading). It's hard to find all combinations that can occur here... but still, it shouldn't happen
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Sorry for the delay... I run into problems. The new auto-strut and KJR mode seems to have a problem with time warping (should not be a big one after all) but while investigating this I found a bigger one... the Rotatrons are destroyed when going into time warp. It must be a problem with axis and things like that... but I thought I have fixed it in the past. Anyway... I need to fix this first. ... the good news on the other side is, that all other functions I was working on are done and the code is almost fully cleaned up. I have now also included the collision functions. And the ActiveStruts are also on a good level now... graphics / animation is done, linking also... now I only need to combine those two. Edit: ok, it's clear now what the bug is... I didn't see this before... the auto-strut KJR problem is solved, but if you put multiple IR parts on top of each other, we get a problem in time warping... this could take some time to solve
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IR supports TweakScale, but it does not install it... you have to install it separately. And the explosions... this sounds as if you have installed KJR, but not the version I built, but an other one. You need the special version I made... (side note: I'm currently negotiating with the original KJR developer about a pull request on Github)
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I think there should be actions for that already... and if not, I can add them. I haven't tested those so far
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KSPs autostruts do have such a functionality and you can see how they use it in the "klaw". My thoughts were, that I should take this as an example and do it similar. And this means, that the joint is reconfiguring the auto-strut and KJR configuration when locked/unlocked. It's quite some work that has to be done for this reconfiguration. So I don't think it's a good idea to do it based on motor movements. But based on lock-states of the joints, that's something I think we should do. At least that's what the new version of IR that I will upload later this evening is doing and that's what the new KJR I did build supports now.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Rudolf Meier replied to sirkut's topic in KSP1 Mod Releases
well... they do, but you have to get them via "parts by dimension" or whatever it's called and then select the smallest (I think it's that one) ... then you can see them. It's because of some changes in how those points work (1.3.x and higher) ... anyway... currently there are no reported bugs for Infernal Robotics Next ... maybe you want to try this? It is of course still under development, but... seems pretty stable now and it would help us to complete it if we get more feedback. -
ok, I will add this now Edit: it is in KJR and a new release is online (see first page for links) ... new IR release will support this, should be out soon, I'm changing little things (cleaning and moving IK code into own module) ... I expect this to be online tomorrow
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Today you have multiple joints between parts. IR for example uses in most cases 2, in some situations up to 4 between the parts (due to limitations of the joint in unity). KSP itself does use 1 or 3 joints between parts (depending on the size of the node) and with autostruts does add even more. But those joints are all attached to an object. What you are talking about would need multiple objects. And here comes the problem: objects need a mass, otherwise the joints don't work. It is better in KSP 1.4.x (because of the new unity used), but still not that easy to get good results. It may be possible to build something like that, but in the end I think it won't be as stable as it is now. I doubt that you can get good results. I think you should do this by calculating it somewhere but not try to let unity simulate this. And then you simply build a part that gives you the same output... @ZodiusInfuser can tell you more about it. He is building wheels that fall into this category. No. Removing the joint disconnects the parts. You have to add an additional one or modify it to make it rigid (or stronger). I was planing to build something like that (activate/deactivate joint lock) into KJR (the version I built... maybe it will get merged back, but I cannot say if and when... I'm still negotiating this). But what I can say: this is working with autostruts. If you lock an IR joint, autostrut is informed and can then build struts over this joint... if you then unlock the joint again, it removes those autostruts. Another option would be to use IR-ActiveStruts... unfortunatelly I'm not yet ready. I'm currently rewriting the project completely. But it shouldn't take that long. This would offer a more visible option. But after all I think the stability of the joints is already not that bad.
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Can you explain this a little bit more? What's the idea behind and... how should they work? Free moving telescope... Extendatron without motor? ... we haven't yet finished talking about free moving rotatrons and springs, dampers and things like that... could be an idea for extentions...
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interesting stuff that you are creating here ... and, no problems / bugs found?
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Yes, but... it should still not autostrut over unlocked joints. They are internally asking every part if it is ok to autostrut over this part, but seem to do it wrong... Edit: I have checked that and it is a KSP bug. (I made the same when I was working on KJR... that's why I fully understand this problem ). Report is out... lets see what they say...
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unfortunatelly there is another bug... but this is one of KSP I think... if you attach a landing leg to your craft, then it autostruts to the heaviest part (and you cannot turn this off) ... if the heaviest part is connected via IR part (even though our parts report "hey! I'm an unlocked joint!"), then everything is locked. I don't know if the problem is a bug in the treatment of unlocked joints or if it is just for legs... but I'm almost sure it's not an IR bug
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cool... you found a 1 bit error... the cfg file for the uncontrolled rotatron contains a variable called "freeMoving" ... but its name should be "isFreeMoving" ... (this error is only in this cfg, all others are correct)... because of that the bool (1 bit) is not set and that's causing the problem
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turns around? ... which part did you use? are there other turning parts than IR parts? or do you mean... only the uncontrolled rotatron is a problem and the others not?
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could you try to build it also without rotatron? just remove it and attach the upper part where the rotatron was attached... does it fail too?
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I cannot load this... TPtank something is missing... is this a new part in 1.4.2? or do you use the DLC? I'm testing (and playing) without that... and I haven't switched to 1.4.2 yet